Re: [Audyssey] alter aeon ip address

2012-01-12 Thread Valiant8086

just use alterAeon.com that'll resolve to the IP nicely.
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On 1/11/2012 6:46 PM, john wrote:

Hello all,
Does anybody happen to remember the ip for alter aeon? I had copied it 
down and lost the address during a reboot.


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Re: [Audyssey] zombies in a barrel

2012-01-09 Thread Valiant8086

Speaking of killing zombies.
I have an idea for one zombie that you aren't supposed to kill. Rather, 
let's call it not a zombie. Specifically, I'd like to suggest another 
kind of dog that is not a zombie. If you recognize the dog for not being 
one of the mean zombie dogs by the sound of it, and don't kill it, it 
can heal you a little if you let it pounce on you and lick you in 
greeting. However if you kill one, it takes away some of your health and 
you don't get any reputation for it, because you just killed a good dog, 
probably was someone's pet. The idea came on because I find the 
ridiculously fast footsteps of the zombie dogs to actually sound kind of 
cute, and it made me think maybe a dog in the game that really was 
supposed to be cute would be cute.



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On 1/8/2012 3:02 AM, Johnny Tai wrote:

As I was about to step through the hardware store entrance, I suddenly had a 
very bad feeling which screamed, 'You're going to die!'
So I drew my pistol and pumped three rounds through the entrance--- and heard 
something dying. Three mroe shots, something else died, and now I heard what 
sounded like alot of footsteps coming towards the door... Taking out the auto 
shotgun, I held down the trigger, reloaded, fired dry again- and the cries of 
falling zombies just inside the door sounded like an orchestra!
Guess the ambush didn't work as they intended it to...
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Re: [Audyssey] USA Games Mailing Lists or Forums

2011-12-20 Thread Valiant8086
Mailing list. I absolutely hate forums. I think it takes too much effort 
to monitor a forum when I could just open up my email and see if I have 
any messages in my mailboxes. Perhaps a forum that allowed submission 
via email and would send all posts to a mailing list, or just having the 
mailing list archive in a way that it looked like a forum.



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On 12/20/2011 5:14 AM, Thomas Ward wrote:

Hi everyone,

Over the last few days I have been actively rewriting and updating the
USA Games web pages, scripts, etc for 2012, and among the changes I'm
considering is replacing the USA Games mailing list and developers
list with an online forum similar to Audiogames.net or the BGT forum.
I'm interested in your opinions on this before I make any serious
changes in that direction. How many of you are in favor of switching
to an online forum and how many of you would rather stick to a mailing
list for discussion?

Thanks.

Have a merry Christmas and a happy new year.

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Re: [Audyssey] Blind Gamers Being Taken Seriously?

2011-12-18 Thread Valiant8086

Hi.
I've found that I also tend to do the proofreading as I write. I'll 
usually write a sentence, line or maybe a whole paragraph, then try to 
read it carefully to see what I did. I never type with keyboard echo 
turned on except on my MBook since it's keyboard is so much smaller I 
feel it's a good idea to have constant info on which buttons I'm 
hitting, at least for now. I find it less distracting to type on my 
computer with no typing echo. Especially since I type so fast I really 
don't get to hear what letters I actually hit anyway, except on that 
MBook I mentioned earlier.


I think it was Thomas that mentioned colons, semi colons and dashes 
being semi acceptable errors. I hope so since I never really use them 
myself. Very occasionally I will try to use a dash to add a tidbit onto 
the end of a sentence, but I'm not really sure if I'm getting it right 
so usually I just find a way to make a new sentence out of it. One thing 
I notice a lot is messages where none of the word I's are capitalized. i 
think people usually do that when they type on something that speaks 
with a speech synthesizer besides Eloquence which doesn't read the word 
I differently than the letter i. i really find it difficult to 
understand sentences when Eloquence does strange inflections because of 
that. I think someone named Ian, please excuse if I'm using the wrong 
spelling for the name, who types on his iPhone is doing that a lot. I 
understand totally given the extra step to hit the shift key on all the 
uppercase letters. I try to take the time to do it myself.


I can legitimately keep this one on topic because truthfully the reason 
I replied to your message was because of how I found out I really do 
proofread, while I write, rather than doing it, as you say, after the 
fact. Hmm think I used too many commas there. Anyway, when I play Alter 
Aeon, I use Monkey Term as my mud client of choice. Well, it doesn't do 
this on any other computer, or for any other players who use it- at 
least as far as I know, but when I do say line with JAWS to read my 
command before I hit enter to send it in, my carrot gets moved to the 
beginning of the line. That stinks because often I will read what I've 
got so far, then add a few more things onto the end, oops, beginning or 
perhaps somewhere in the middle, but certainly not the end, of the 
sentence. I've never seen that happen any where else but goodness it's 
annoying. Here I am typing a command, and I want to check what I have so 
far before I type too much to be able to read the beginning of the 
command, but that means when I type again my remaining part of the 
command gets put on the beginning. *ouch!*


Oh, That reminds me. Those of you who'd like practice typing, and want 
to have fun while practicing, I suggest playing a mud like Alter Aeon. 
You have to type a lot to play, and if you socialize you'll be typing 
that much more. You'll eventually become faster too.


You know, I just realized after I wrote that that there really aren't 
that many poor typers on there. Plenty of spelling errors and silly 
screw ups do to going too fast but the punctuation usually goes in some 
semblance of the right place. You should have heard me on my MBook 
earlier though. I was having a bad time of it, and trying to hurry to 
boot. I typed something to my clannies and hit enter. I swear I have no 
idea what I tried to write. It was only three words but I have no clue 
what those words were supposed to be- none of them were words I ever 
heard. Typos are funny to me as long as they don't get seen by the wrong 
people. I've managed to make the most amazing sounds by accident before.


I use that Tiny Spell program someone mentioned on here earlier myself. 
Mostly I use it to try and make sure I don't mutilate anything when I'm 
writing room descriptions and stuff like that for Cyber Assault, where 
I'm a builder. Everybody simply has to know I write emails with 
Thunderbird given my persistent signature. I keep the option to spell 
check messages before sending turned on. When I hit ctrl+enter to send, 
I land in the spellchecker- assuming I made any typos that is, and I 
either go through the process of a good spell check or just hit alt+s to 
go ahead and send it.


I saw some flaming going on regarding this subject. It was funny though 
that the flaming was all from people who didn't really take part in the 
discussion in any other way. Speaking of the discussion, it was a good 
one. I feel it was conducted in an unusually mature manner. I hope this 
kind of attitude remains apparent in the future when the list starts 
gnawing on a new subject with an ever lengthening thread.


And that's that, another one of my long messages. Why do I always start 
writing whoppers at 2 in the morning.


Sent with Thunderbird 3.1.14 portable.

On 12/18/2011 10:14 AM, Clement Chou wrote:
While I don't disagree, it should be simple courtesy to check an email 
as you go for maximum 

Re: [Audyssey] Moderator Let's Get Back on Topic

2011-12-18 Thread Valiant8086

Hi.
Whoops, I read a whole bunch of messages waiting to see if a moderator 
had closed the topic before I commented, but it looks like either I 
missed it or you closed it while I was writing my whopper. Apologies for 
that.

Sent with Thunderbird 3.1.14 portable.

On 12/19/2011 1:59 AM, Thomas Ward wrote:

Hi everyone,

I know being taken seriously is a major concern for many of us, but I
think we've pretty much talked the topic into the ground at this
point. So with that said let's begin winding the thread down and get
things back on topic here. There seems to be plenty of other subjects
we could discuss that would be more constructive.


Cheers!

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Re: [Audyssey] JAWS screen reader version 12 with MIRC

2011-12-18 Thread Valiant8086

Hi.
If those games are mud games, you can probably use a mud client like Vip 
Mud or Mush Client or Monkey Term and have an easier time of it.

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On 12/18/2011 9:12 PM, Laurel wrote:

Hi everybody,
I need some help with something, and even though this isn't exactly
game specific, it's still game related and you all could probably help
me. I play some online games and my buddies who play use IRC chat
client to play. I downloaded the MIRC program that lends a more
friendly user interface to IRC. I know that the MIRC program can be
configured for better JAWS use, but I'm not sure how. Can any of you
all help me out? I'm using JAWS version 12 and the latest MIRC version
from www.mirc.com. Any help/suggestions on how I can better
configurate JAWS to work with this would be much appreciated. I just
need pointers in the right direction as I'm not even sure where to
begin. /smiles/
Thanks all,
Laurel and Stockard

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Re: [Audyssey] Silversword is not the game for the blind.

2011-12-16 Thread Valiant8086

Hi.
Your message itself isn't all that bad. It's actually pretty nice in my 
opinion. But more than one message like this would get annoying. And I 
think he thought the audyssey stuff was an advertisement not the email 
services provided by the serotech system access network, which I do 
believe can't be removed. I don't even know if it can be edited out of 
each individual message. I guess just too many messages got on his 
knerves. especially if he apparently had asked everyone to stop 
discussing it. When you provide a public product and you have public 
knowledge about that product you better be prepared to take lots of crap 
over it. There's not really any way around it. I haven't actually 
produced an audio game but I do have a few much less important things 
that I have done and it happens to me too. I have to appreciate the bad 
the good and the neutral. I think providing your number would be a good 
idea myself. But he probably saw it all as being pushy, much more so 
than necessary. I would say more, but I'm not sure I would be doing any 
good if I did since you've already said you changed your rating and 
planned to apologized and everything.






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On 12/16/2011 11:40 PM, michael barnes wrote:
Here is the email that I had wrote and send to Mario and then you be 
the judge about it.


Hello, Mario.
First how is everything going with you on this Christmas holiday? I am 
wondering how the progress is going on the accessibility for the game? 
Is there a new version going to be release?
I would be happy to beta test the new version for you if you are going 
to try to add more accessibility support.
I know there are ways to fix the accessibility issues where the game 
don't have to be change and both the sighted and blind gamers will 
like the game.
It's like I was saying on the forum the other day if you was to give 
the audyssey gamers list a try you will meet game developers who are 
totally blind and low vision.

The web address is http://www.audyssey.org
It is free to join the list and we would be happy to have you on 
there! We disguss gaming for the blind and low vision people.
We talk about accessible games and games that was not meant to be 
accessible but can be played by a blind person.
And we also talk about games that are not accessible to the blind and 
low vision people.
I feel that we can work togather to improve your wonderful game for 
both blind and low vision and sighted people alike.
I just got done working with another developer who had never knew 
about accessibility for people who are blind and low vision.
When we put to together my first ever IOS app he said that he would 
like to work with me again to make unaccessible items into accessible 
for the blind and low vision people.
He also stated that he would still be making things for the sighted 
aswell. The reason I share this with you is for the reason to show the 
importance of accessibility and working with people to help to improve 
this on your game.
If you would like to talk about this further please feel free and give 
me a call my number is.

706-979-0275
While talking to you on the phone I can play the game and show you 
where and how you can adapt it for the blind and low vision people. 
Look forward in hearing from you thanks for your game and your





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Re: [Audyssey] De Steno releases windows game.

2011-12-13 Thread Valiant8086

Hi.
The big thing I like better about IE9 over 8 is that it handles 
downloading a lot better. Starting a download is simpler and you don't 
have those annoying things where you have to tell it that yes you want 
to download the file, then reload the page and hit the download link 
again just to get it to start the download. You just hit enter on the 
link, then either hit ctrl+j after you hear the notification bar sound 
to go to the download manager where you can choose what to do with the 
download or you could just press alt+s to save or alt+r to run. Like 
when Jeremy releases a new version of swamp I just press enter on the 
link in the email. IE9 opens and asks me in the information bar, rather 
than in a pop up dialogue like we're used to, what I want to do. I know 
of that because of the information bar sound, so I just hit alt+s. If I 
want to watch what the download is doing, I can hit ctrl+j to open up 
the download manager similar to Firefox. I can arrow up and down the 
list of downloads, and when I land on one that's in progress, for some 
computers jaws actually will read it every now and then when the numbers 
change, and for others it won't. I haven't figured out what makes the 
difference but when it does it, it reminds me of Voiceover's interaction 
with the download manager of Saphari on the mac. So anyway when the 
download finished, I should be aware of that if I hear the sound that 
indicates as much, even if I went off reading emails or something 
instead of watching the numbers. So I can go to the start menu and type 
dow, short for downloads of course, into the search box and arrow down 
till I hear downloads. I hit enter there and that opens my user 
account's downloads folder and, because I have set the sort order to 
date modified rather than by name, do to the fact that I also have it 
set to descending sort order, the just downloaded file is at the top of 
the list, the first item I land on. Now I really like how easy that is.


I tried chrome, but I can't find a way to turn off the loading of 
pictures. So far it looks to me like it's actually pretty darn 
simplified and non configurable. I must be missing something. I went to 
options but there's nothing like that in there, nor a way to make it 
play sounds for page loads and other events like we're used to IE doing. 
I turn off images because since I can't see them there's absolutely no 
point what so ever in waiting those extra seconds for them to load. 
Turning them off results in very noticeable improvements as far as page 
load time goes. I do miss the status bar though. I managed to turn it 
on, on my Umid MBook SE, but I don't remember how I did it. Besides, 
even when on, I don't think it shows the same information as it did in 
IE8, you know, waiding for page... etc.


You know, even though I did mention downloading a game here, I know 
we're off topic. But you have to admit, when this list gets one of it's 
frequent off topic threads going, it's usually something good. Really 
though, it's a pretty in the air question, since there are plenty of 
games that are played in, and that might be affected by the differences 
of browsers. Also, regarding the recent discussion of Jim's hardware, 
that's definitely on topic since gaming is of course affected by what 
kind of hardware you try to run it on.


Speaking of which, my Umid MBook SE turned out to be very amusing as far 
as a gaming computer goes. At first, it was nasty trying to play swamp 
until some people on here pointed out that maybe I had graphics mode 
turned on. I did, even though I can't see at all, no idea how it got 
turned on. So I turned it off and it worked fine after that. Well sort 
of. The touch pad is in the lid, just to the right of the screen. You 
operate it with your thumb, unless you really want to stick your pointer 
finger out and swipe at it that is. But it's a touch pad, not a 
trackball or even one of those little rubbery things you slide your 
finger on like a lot of linovo computers have that people are so happy 
with because they hate the way touch pads always jump all over the place 
when they're not trying to use them. Touch pads generally use heat to 
figure out where you're touching them, and I don't think the one on the 
Umid MBook SE is an exception. The problem is, your thumb takes up the 
whole thing. This means it has a hard time perceiving movements of your 
thumb since it can't really sense heat moving around on it given of 
course as I said your finger's heat takes up the whole thing anyway. The 
best way to get it to move around is to kind of swipe at it without 
actually touching it, about a millimeter away or so. It's funny because 
if you try touching it, sliding right, then lift your thumb and move 
back to the left, press your thumb down on it and swipe right again, 
trying to turn to the right, you actually turn left or just kind of 
dance around and don't get very far. There are two buttons on the left 
side of 

Re: [Audyssey] plans for an updated Lone Wolf

2011-12-12 Thread Valiant8086

Hi.
It's easy to turn off the most recently used programs from displaying in 
the start menu, just as it is easy to turn that off in windows xp 
without needing to switch it to the classic start menu which I don't 
like by the way. I like xp's default start menu with the most recent 
programs list turned off much more than the classic start menu that 
looks like windows 98. Also I like that win7's start menu is a tree view 
that's a little easier to find things in even without using the search 
box. If you want something in programs just go to the start menu, up 
arrow out of the edit box, right arrow to programs, up arrow again to 
get out of the search box that you'll land on in there, and type a few 
letter of what you want, like gm for GMA tank commander or you could 
type aud hit right arrow type gm right arrow type ta for tank commander 
right arrow type pl for play though I believe you'd already be on play 
so you might get unexpected results in that particular case. What I 
don't like about 7's start menu is that once you open something, you 
can't close it without first arrowing up to the actual item you're 
inside, so if you're in the GMA folder you have to arrow up to where it 
says GMA expanded and then hit left arrow to close it. That's pretty 
annoying when you're used to hitting left arrow a bunch of times 
indiscriminately like I do in thunderbird to close what you've expanded 
your way out onto.


Sent with Thunderbird 3.1.16 portable.

On 12/12/2011 8:17 AM, dark wrote:

Thanks quentin,

It's good to know that someone! in the open source community has 
thought the same and won't accept what microsoft give out.


Certainly when I do have to get windows 7 I'll have a look for that 
program.


i've heard of classic shell before, but I don't think that covers the 
start menue.


Beware the grue!

Dark.
- Original Message - From: QuentinC quent...@cfardel.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 12:41 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf



Hi dark,

For the problem you mention with windows 7 start menu, there is a 
good solution:
there is a small program called classic start menu. You will easily 
find it on google.
This program is very light, and replace the crappy mmixed up windows 
7 start menu with a classic start menu like W98 or XP. I use it 
allmost since I switched to W7, because original start menu of 
windows 7 annoyed me as well. In fact the only nice thing in the W7 
start menu is the search field, all the rest is crap.



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Re: [Audyssey] plans for an updated Lone Wolf

2011-12-12 Thread Valiant8086

Hi.
You can still go and put things in different places. I do myself. But 
you really don't have to use anything but the search box most of the 
time. Even I could admit when I first tried Vista that even though I was 
absolutely fantastic with the xp start menu hitting p for programs then 
g for games then g for GMA then t for tank commander, etc, it really is 
nice to just type tank and then hit enter. isn't that just slightly 
easier? I'm not trying to get in a disagreement with you since we have 
similar views on this subject, it's just that have you really tried out 
that search box? It's absolutely one of my favorite things about win7 
and it really does make launching programs that you have in the start 
menu easier than before. I just wish I could figure out how to add other 
folders that I create in my user profile to the list of possible 
results. I mean, I didn't like vista, and at first while I might have 
been willing to admit that win7 fixed most of the performance problems I 
just thought everything was actually harder to do than ever before. You 
could get me on a role just complaining how it was actually taking a lot 
more steps to get to what you wanted when MS claimed the whole OS was 
laid out to require less clicks to get to what you wanted. Well it was, 
I was absolutely right. That is, I was until I started finally figuring 
out that there were new ways of getting to that stuff that I didn't know 
about. Like for instance connecting to WiFi networks is so much easier 
in 7 than in xp it isn't even funny. Windows b, arrow to the network 
icon, hit enter, down arrow to the network you want and hit enter on 
that. Hit enter again on the connect button and you'll also notice that 
Win7 establishes a WiFi connection in a serious hurry. It's so much 
faster than xp ever thought of connecting to a WiFi network. I don't 
know what they did but wow. Take the mobility center. That thing is my 
dream. Windows x brings up a dialogue letting you actually adjust the 
screen brightness, change the power plan in a simple list box, adjust 
the volume, turn off your WiFi, in my case turn off hp 3d drive guard, 
connect or disconnect an external display, etc all in a simple dialogue 
that I can tab around and use my arrows to adjust. Now that's what I 
call nifty. Take the task bar dock thingy. I have all my screen readers 
pinned to it and internet explorer 9, and I believe my email client is 
pinned there somewhere though not sure about that. Now let's say I want 
to launch monkey term. It's the 5the item on that thing. So I just hit 
windows 5. That fires up mt right away and focuses it. I now want to 
research something on the web so windows 1 for internet explorer. Up it 
comes and because I use about blank for my homepage I land right in the 
address box to type where I want to go. So I load up a page and someone 
wants my attention on Alter Aeon so I want Monkey Term to focus again. 
Instead of alt+tabbing because you bet I'll have to alt+tab 5 or 6 times 
to get to it I'll just windows 5 again to immediately bring it into 
focus, without launching a new copy.


Tell me that isn't awesome!

By the way, that classic shell thing is nice. It's even better because 
when it's installed it doesn't actually replace your start menu that 
windows uses. It makes another one that you press a different key to 
bring up. The one I had also modified windows explorer and I think it 
can modify IE9 to put the status bar back on it.


Anyway, I seriously loved xp, and I still do but I got to say, Win7 has 
allowed me to get off xp. I'm ok using 7 and I really miss some of the 
things I just mentioned when I get on an xp computer. And you know what? 
Win 7 home basic, I wouldn't recommend starter, really runs on lousy 
hardware ok. That Umid MBook SE I keep talking about I put home basic on 
it. It runs it fairly well. It doesn't even run more processes than 
windows xp does in the task manager. Of course, if It hadn't been a 
Korean computer and if it had come with 7 home basic already installed 
you bet it would have a bunch of crap installed on it that would have 
made it look bad. I mean, I can run win7 in something that fits in my 
pocket! Lol.


Sent with Thunderbird 3.1.16 portable.

On 12/12/2011 9:39 AM, dark wrote:
As I said valliant, I just don't like relying on a search box, I 
prefer to physically go and put things in different places.


Also, the expanded thing was irritating in the explorer for windows 7, 
I personally prefer just hitting enter on a folder to see what's 
inside it, though again this is just microsoft altering the Ui and 
telling people it's different.


I'll probably get that program quentin mentioned.

Beware the grue!

Dark.
- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 2:02 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf



Hi.
It's easy to turn off the most

Re: [Audyssey] plans for an updated Lone Wolf

2011-12-12 Thread Valiant8086

Hi.
Microsoft does have a licensed virtual machine. I think you have to have 
Win7 ultimate to get it though.

Sent with Thunderbird 3.1.14 portable.

On 12/12/2011 12:42 PM, dark wrote:

Hi Alex.

But if microsoft care so much about customers, why don't they have any 
options to extend backwards compatibility of products? for instance a 
licenced microsoft virtual machine?


Frankly, the reason they had to extend xp support is simply because 
vista was buggy as heck for several years and thus new xp machines 
were being bought as late as 2010. If microsoft had dropped support 
for what the majority of users use, people would go over to mac or 
other os and they'd lose sales.


I don't really understand this business about technology moves move 
with it


I repeat, I have my snes, which is now close to 20 years old. I keep 
it because I like the games on it.


The fact that something is new technology has no real applicability 
to myself or probably to several other people as well if it doesn't 
actually let us do the things we want.


A computer is afterall just a tool.

Beware the grue!

Dark.
- Original Message - From: Alex Kenny alexkenn...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 5:27 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf



Hi Dark,

Again, I really think you're misrepresenting Microsoft here. Microsoft
actually spends a huge amount of resources supporting older products.
For example, one of the reasons Windows Vista was delayed as much as
it was is because MS temporarily stopped its development in order to
fix major security problems with Windows XP. If MS really behaved as
you described, they would have just released Vista two years early and
dropped XP. Instead, they've actually extended XP's support to 2014,
ecause they understand that it's very popular. Of course, by then, XP
will be 13 years old. Imagine running Windows 98 today. It wouldn't be
a very pleasant experience. Technology moves on, and we need to at
some point move along with it.

If that's a problem, there are a few DOS operating systems that have
been in development for several decades. Since unlike Windows, DOS
operating systems are very simple, you shouldn't have too many bugs to
worry about...

I'm exaggerating here of course, but if that's the attitude most
people had, we'd still be using teletype machines and command prompts.


On 12/12/11, dark d...@xgam.org wrote:

Agreed William, this is just what I mean.

As far as I've ever found out microsoft is frankly just concerned 
with their

bank balance and don't give a dam about their customers accept as a
statistic.

And lets not get on to their production methods, what they pay the 
people

who actually assemmble! pc parts or the like.

The only reason I use windows is for convenience sinse most things 
run on

it, which is I suspect why ninety percent of people do, not necessarily
because I actually like microsoft at all.

Beware the grue!

Dark.
- Original Message -
From: Willem Venter dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 1:40 PM
Subject: Re: [Audyssey] plans for an updated Lone Wolf



Hi dark.
Microsoft only invests development time where they stand to gain or
lose money. For the most part, even dropping support for vb was based
on the fact that they were forcing developers to switch to vb.net so
they could sell them a new set of development tools. The basic
programming syntax stayed the same, but they changed the developement
libraries to not be the same as those used with vb6. They did improve
the software with vb.net, but vb6 wasn't making them enough money to
justify fixing the security wholes and bugs for vb6.



Assisting developers or users of code to run a 10 year old program
does not gain them much sales, so they will invest the development
time somewhere else. This is also part of what drives the changes to
the user interfaces. They tell their customers see it looks
different, so it is new where as most of the code is reused over
windows versions.

I agree with those who said that for innovation to happen we need
change, but change does not always indicate something better.


On 12/12/11, Dallas O'Brien dallas-obr...@bigpond.com wrote:

actually, the better codes, = better gaming possibilities. so yes, it
makes a different.
dallas


On 12/12/2011 23:13, dark wrote:

Frankly dallas where games are concerned, I couldn't give a monkies
how good the newer codes are.

As I said, I don't really care about how powerful or anything else a
system is, I care about what I can do with it.

That's why i stil have a snes, sinse I can play all the game i 
rather

like on it, despite it being no where near up to the standard of
todays games' consoles.

As I said, I just would like microsoft to acknolidge this, perhaps
with a compatibility pack option that could be downloaded for those
who needed it.

Beware the grue!

Dark.

---
Gamers 

Re: [Audyssey] my beef about Microsoft - Re: plans for an updatedLone Wolf

2011-12-12 Thread Valiant8086

Hi.
Can you tell us how to get the pinball game we're used to seeing on xp 
running under 7?


Sent with Thunderbird 3.1.14 portable.

On 12/12/2011 1:04 PM, john wrote:
Much of that is really easy to get though, movie maker and pinball in 
particular. The windows 7 volume control is (in my opinion) far 
superior to win xp, as it lets you change the volume of all your 
gprograms indevidually.

- Original Message -
From: Michael Gauler michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Date sent: Mon, 12 Dec 2011 17:12:06 +0100
Subject: Re: [Audyssey] my beef about Microsoft - Re: plans for an 
updatedLone Wolf


Hi Thomas,
Yes, windows programs get new features and yes, it is up to you to 
decide if

you want to use them or not...
But let me ask you something just as an example.
Do you know what the difference between Windows Movie Maker and 
Windows Live

Movie Maker is?
As far as I am informed the Windows Movie Maker of XP or Vista isn't
included in Windows 7 anymore and the Windows Live product of the same 
name

is not the same product with more features and just a new design.
A blind person might not be interested in video editing, but a sighted
person could be.
Or another example is E-Mail programs.
Windows XP had Outlook Express, Vista had Windows Mail and Windows 7 
has the
Windows Mail folder included, but the program cannot be run except you 
can
replace the entire Windows Mail folder in your program files directory 
with

the folder from a Vista installation...
Or you use Windows Live products again...
But the question remains what about things dropped out of an operating
system?
You are right in saying that Windows Explorer of Windows 7 has more 
features

than the one of Windows 98 - no doubt there.
But what about dropped features?
While the system restore feature of Windows XP is good, it is not needed
when you just want to repair your registry a bit for which Windows 98 had
scanreg.
Now you are required to buy third party tools like Tune Up Utilities or
other PC cleaning and tuning programs to get similar features.
Or what about the Windows XP style volume control program or the XP style
Audio Recorder?
What do I do with Windows 7 and altered or missing programs (not 
limited to

programs best accessible for blind people)?
Or does Windows 7 still include the Pinball game from Windows ME or later
from XP?
You get what I mean.


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Re: [Audyssey] De Steno releases windows game.

2011-12-11 Thread Valiant8086

Hi.
I just checked and NVDA seems to work fine with HJ pad also, just FYI.

Sent with Thunderbird 3.1.14 portable.


On 12/11/2011 5:56 AM, Jim Kitchen wrote:

Hi Hayden,

Oh, cool, I didn't know that NVDA could use the sapi5 voices.  Thanks 
for letting me know.  Some day I will have to install and check out 
NVDA.  But right now since I wrote my own Email program it reads my 
Email unattended using the ATT Crystal voice and then throws me into 
HJ Pad to write my out going Email.  And for some reason Jaws works 
well with HJ Pad. grin  And Jaws works fine with the I E version 6 
that I am running on my Internet and Email computer.  Jaws 4.02 also 
apparently works well for me on my game development computer in the 
VB6 IDE as represented by the list of games below.  So really other 
than that Jaws 4.02 doesn't speak automatically for the Atlantic City 
black jack game, I am very happy with how it does work.


The Triple Talk hardware synthesizer can be connected either via USB 
or serial cable.  It has the same speech chip as the Double Talk 
hardware synthesizer.  It is very responsive with Jaws 4.02.  And of 
course it uses almost no system resources as compared to a software 
synthesizer such as Eloquence.  It to me is as responsive as the 
Accent SA hardware synthesizer used to be with Jaws for dos on a dos 
computer.  But for some reason, maybe because it is a serial 
synthesizer the Accent SA is not as responsive with Jaws 4.02.


Awesome Homer, Baseball, BattleShip, Black Jack, Bop It, 
Concentration, coupling, Craps, Draw Poker, Football, Golf, Hangman, 
Homer on a Harley, Life, Mach 1, Mach 1 tts, Master Mind, Monopoly, 
Pong, Puppy1, Reaction, Roulette, Simon, Skunk, Slot Machine, Snakes 
and Ladders, Spanker, Star Mule, Triple J Shooter, Trivia game engine, 
Trucker, Yahtzee


Braille reference guide, Brain, Reader, Waver, Batting practice, Golf 
course maker, monopoly board maker


Jim

You're just jealous because the voices only talk to me.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Changing synth in playroom

2011-12-11 Thread Valiant8086

Hi.
Given the development of ScreenReaderAPI, the stuff you asked about will 
probably work sometime in the future. I still loyally play RS Games 
myself when I do those types, so I don't know anything about it really 
other than that.

Sent with Thunderbird 3.1.14 portable.

On 12/10/2011 8:53 AM, dark wrote:

Hi.

I'm trying out the Quentin C playroom, but I see no options to change synth. 
hal will work fine at reading text and checking buttons, but I'd rather not 
have to use the dolphin curser.

I thought there was a sapi option, but can't find anything to set screen reader 
output, and certainly sapi isn't working by default.

Any advice would be appreciated.

all the best,

Dark.
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Re: [Audyssey] swamp, connection interrupted in save zone

2011-12-06 Thread Valiant8086

Hi.
I have a suggestion. Having the get items menu in the safe zone tell you 
how many of an item you have just like the donate items menu would be great.

Sent with Thunderbird 3.1.14 portable.

On 12/6/2011 8:56 AM, Jeremy Kaldobsky wrote:

It shouldn't have anything to do with your rep points or level.  When I get a 
chance I will take a look and see if the server log on my end has any clues 
about what's happening when it drops you.


Hi Jeremy, recently I keep getting
this connection interrupted error when i try to donate an
item or escape twice to save game after going out and
collect items. The weapons and ammo count will reset to the
previous successfully saved session. I do receive rep points
and exp points for the kills and messages come in fine. I
tried deleting the key.ini and progress.ini and didn't fix
the problem. No one else reporting this so looks like I am
the only one getting this error. I wonder if it has any to
do with my rep points having more than 1 or my level?
I'm level 21 now.
锦发/Steady Goh


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Re: [Audyssey] Swamp, last minute 1.8b patch

2011-12-05 Thread Valiant8086

Hey.
Not sure if Jeremy is going to post here himself. If you download the 
game or the patch and can't review chats with period or comma, download 
the patch linked below. If you already downloaded the patch but still 
can't read with period and comma, try downloading it again. He changed 
just the patch trying to fix that particular bug, but didn't bother to 
upload the whole game again, just the patch, and didn't change the 
version number or anything.


Sent with Thunderbird 3.1.14 portable.

On 12/5/2011 9:38 PM, Jeremy Kaldobsky wrote:

I've posted version 1.8b as a last minute attempt to fix the radio bug before I 
leave for my first double shift of the week.  The full download link won't be 
ready for like 20 minutes, but if you already have version 1.7b then there's no 
need to waste time downloading the larger file anyway. Just download this small 
patch file and you will be updated to version 1.8b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.7b to 1.8b
-

- Fixed the chat bug.

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Re: [Audyssey] Panning sounds Re: ammo in swamp

2011-12-04 Thread valiant8086

Hi.
Personally, that's not how it's happening for me. If a zombie growls, and
I realize by the growl that I need to take it out before it gets me, I
will try to aim for the growl while it's still growling. Let's imagine it
growls directly to my left. Now I turn left to face it. I might hear the
footsteps come around to in front of me then go over to the right as the
zombie notices me and begins to run toward me, but the growl sound, still
playing the same sound having not stopped yet, continues to play from my
left ear while the zombie about to start hitting me from my right side.
Now when the growl sound comes  to it's end and the zombie growls again,
the growl will come from the right.

This bug is happening a little less frequently than before, but it's not
as consistant. Before it was just a couple of zombies that always did it,
and it was those particular types. Now it seems any zombie can do it, but
it doesn't happen all the time with those. I've had a dog not pan.

 Hi Jeremy, my wild guess is the problem might not be a panning sound bug.
 I
 find that my mouse movement control isn't as smooth as the previous
 version.
 sometimes when zombies are towards one side and i try to turn, i am still
 facing the same direction. that might make players feel that is the
 panning
 problem. When that happens, usually moving back a few steps the mouse will
 work again.
 As for the ambient sounds keep playing after we leave that place, it
 happens
 when that area has many bees all around, many zombies foot steps and
 growling at the same time.
 锦发/Steady Goh
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 05, 2011 7:37 AM
 Subject: Re: [Audyssey] ammo in swamp


I was also thinking of Shift + R.  Well I've had a few people asking when
the next update will be posted so I should bring it up here.  As many of
you know I worked double shifts all last week and will be working double
shifts each day this week as well.  This has totally destroyed any
 chances
of me working on code except on the weekends for right now.  I've been
working to fix the several reported bugs, but I'm still trying to figure
out why some people are getting a bug with the panning sounds, zombies,
 and
ambient noises.  I believe all 3 are related, but so far I haven't
 spotted
the problem.  The other bug reports are all fixed as far as I know, so
 I'm
really just waiting to solve this last one before I upload the update.


 I'd actually prefer Shift + R. Keeps
 the commands on one hand.

 Kai


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Re: [Audyssey] ammo in swamp

2011-12-04 Thread valiant8086
I know a really great way to unload your ammo. I thought I'd point out the
obvious because nobody else was ornery enough to apparently.
step 1. Switch to the weapon that you want to unload.
step 2. Find something very intelligent to shoot at like a car or a
telephone, or even a big boring blank wall.

step 3. aim at it and hold down the trigger until you run out of ammo.
That's that, you're completely unloaded.

Lol, I couldn't resist. Yes I agree, shift+r would be a good idea and I've
actually had this happen to me before too, only with the minnygun on
single player.

 I agree with shift r. Don't stress about updates. It isn't as though
 the game's a bomb without them. Just bring them to us when it won't be
 a stress. Nothing makes me want to stop working on a game like that
 feeling.

 Good luck, and good fun.

 Signed:
 Dakotah Rickard

 On 12/4/11, Darren Duff duff...@gmail.com wrote:
 Wow! Where have you been stranger? Haven't seen you post on here in
 forever!


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
 On
 Behalf Of Shiny protector
 Sent: Sunday, December 04, 2011 2:57 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] ammo in swamp

 Hello gamers,

 Where can I download swamp from?
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list
 gamers@audyssey.org
 Sent: Sunday, December 04, 2011 7:46 PM
 Subject: Re: [Audyssey] ammo in swamp


 Good idea, I'll add that.

 Is it possible to have
 a feature that allow us to unload a gun? lol with so many
 guns sharing ammo types, I loaded my remaining ammo into the
 m60 instead of the sniper rifle by accident and now I can't
 get them out! rofl


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Valiant8086
Lol I just played single player for a while. I got 275 kills with 53 
percent accuracy. Not too bad I guess. Had fun with the sniper. That 
ping is annoying though, what's the purpose of it?

Sent with Thunderbird 3.1.14 portable.

On 11/29/2011 8:23 PM, Jeremy Kaldobsky wrote:

I've posted version 1.6b.  I'm super short on time so I won't spend a lot of 
time explaining it here.
The full download link is ready, but if you already have version 1.5b then 
there's no need to waste time downloading the larger file anyway.  Just 
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe zone.
- Finally went through and recoded the graphics.  They no longer bog down the 
slower computer systems.
- I've done some optimization to various parts of the code to speed up zombie 
calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly faster 
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't always 
being properly cleared if another player grabbed the loot or killed the zombie.
- The server has been adjusted to better handle player positioning.  This 
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic which 
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then still 
use it.
- I've added a few new features to the server that help me monitor the players. 
 This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an 
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their controls.  
If you ever mess up the file, just delete it and the game will create a new one 
next time you play.  Because this config file would allow some to play using 
only the keyboard, please respect that the game is meant to be played with the 
mouse.  What I mean by this is that if you are playing the game with only a 
keyboard, don't post suggestions or comments about the game being too 
difficult.  I have absolutely no intention of lowering the difficulty of the 
game to accomodate the restricted movement and aiming of the keyboard.  My 
apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was transmitted.
- I think I've fixed a bug that would cause people to have enough xp but not 
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3 modes 
to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago but 
I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat 
message.  It was quite long.

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Re: [Audyssey] The app is finally here!

2011-12-01 Thread Valiant8086

Hi.
I got it installed. I played blackjack a little. I notice major 
sluggishness on my iPod touch 4g. Other than that it seems like it works 
well. I'll be messing around with it more tomorrow. I'm about to fall 
asleep over here


Sent with Thunderbird 3.1.14 portable.

On 11/30/2011 12:16 AM, michael barnes wrote:

Hey, Everybody.
The app is in the app store and the great thing about the app IT IS FREE!
The name of the app is call De Steno Games and here is the description 
of the app.
This app has six classic text games with sounds and music, and it is 
fully accessible with Voice Over. The six games were originally 
developed by Richard L. De Steno, and were very popular with people 
who were blind or had low vision back in the 90's. A blind person 
would use a screen reader, which is a piece of software that allowed a 
person who was blind or had low vision to play these games just like a 
sighted person. Here is a description of the six games.


1. Atlantic City Blackjack: This game of blackjack is played by the 
rules set by the NJ Casino Commission.


2: Casino: This game has a selection of four games which are 
blackjack, slot machine, flash poker, and minibaccart.


3. Dodge City Desperados: You are the sheriff of the wild west town of 
Dodge City. Your mission, take out the Desperado Brothers before they 
take you out.


4. Destination Mars: In this game you will be taking a 35 million mile 
trip from the Earth to Mars, but it won't be easy. You will encounter 
different obstacles on this journey. Good luck space pilot


5. Run for President: Ever wanted to be president? Well, in this game 
you are a candidate running around the United States on a Monopoly 
style board in a bid to beat the computer and become president of the 
United States of America.


6. Sounds Like: In this word game, you must try to figure out the 
hidden word from the clues that are given.


Notes:

- Turn on Voice Over before playing the games. It will read the screen 
changes automatically.


- This app was put together by the following people: Michael Barnes, 
Chaoji Li, Richard L. De Steno, Jeffrey Dawson.

So go get it and have fun!




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[Audyssey] SWAMP

2011-11-29 Thread Valiant8086

Hi.
So I've been playing swamp for a while today. I just can't hit anything. 
I used to be really good at it at least I thought so, but now I can't 
hit anything unless I get right on top of it. Lining up with the 
footsteps never works unless they're just a few steps from me. Making 
footsteps louder actually caused me lots of problems. Also them not 
groaning very often and when they do it won't pan is hurting too. I know 
that's on the table to get fixed, but can you get zombies to groan more 
often. I can't understand why I can't aim though, I get it dead center 
and fire at it. But if I walk towards it it's quite a ways off to my 
left or right. You'd think I didn't have any left right stereo balance 
perception. Also does anybody know if you can turn double click delay 
down? If I fire at a zombie, then release to listen if I hit, hit, and 
push down to fire some more, nothing happens because at that point it's 
a double click. *sigh*. When I let up, wait a second, then hold down 
again the zombie has already moved out of the line of fire.

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Re: [Audyssey] SWAMP

2011-11-29 Thread Valiant8086

Hi.
Well I think I figured out. I got an assault rifle and discovered I'm 
vastly better with it than with the pistol. Are you sure you can't hear 
further than any of the projectile weapon's ranges? Because it turns out 
I have been aiming properly as far as I can tell. The little problem of 
losing anything but the pistol though meant that I lost it right away. 
Some people are doing really well with the game now, but so far I can't 
figure it out. I can't keep anything but the pistol and if I run out of 
ammo I get stuck having to fight with the pistol which I can't hit with 
so I end up getting hurt and lose that weapon anyway. I guess it helps 
if I'm leveled up enough to buy that stuff maybe.


I have a couple of suggestions too. You haven't made the safe zone heal 
yet, are you going to do that eventually? Also the medkits don't seem to 
be plentiful enough to bother with, and they cost too much and don't 
give enough health. Someone had 35 of them on the game though, no idea 
how they managed that.



Sent with Thunderbird 3.1.14 portable.

On 11/29/2011 3:46 PM, Valiant8086 wrote:

Hi.
So I've been playing swamp for a while today. I just can't hit 
anything. I used to be really good at it at least I thought so, but 
now I can't hit anything unless I get right on top of it. Lining up 
with the footsteps never works unless they're just a few steps from 
me. Making footsteps louder actually caused me lots of problems. Also 
them not groaning very often and when they do it won't pan is hurting 
too. I know that's on the table to get fixed, but can you get zombies 
to groan more often. I can't understand why I can't aim though, I get 
it dead center and fire at it. But if I walk towards it it's quite a 
ways off to my left or right. You'd think I didn't have any left right 
stereo balance perception. Also does anybody know if you can turn 
double click delay down? If I fire at a zombie, then release to listen 
if I hit, hit, and push down to fire some more, nothing happens 
because at that point it's a double click. *sigh*. When I let up, wait 
a second, then hold down again the zombie has already moved out of the 
line of fire.



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Re: [Audyssey] swamp

2011-11-27 Thread Valiant8086
Hi. I grant that you have a good point when you say drop off your gear. 
That's a good point and it would be enough

agree with those of you who say death should mean something I think, except 
there's no way around that right now because you can't drop off your weapons 
just yet I know Jeremy is working on this in a drastic fassion now. When I've 
tried I lost the weapon and didn'tget the reps for it.


our

weapons once they had taken you out. And that's not even considering what
they'd do to your body.
It sucks losing your gear after an hour of hunting, but that's the danger in
being out hunting for an hour. Either come back at regular increments to
drop off gear, or face the possibility that all the work will go to waste if
you make a wrong turn.
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 25, 2011 11:22 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp

Hi.
So far I prefer the game to not make you lose your equipment when you
die. Maybe that won't be so bad if weapons become more plentiful again
though. I had lots of equipment today about 45 minutes worth of time
went down the drain when I got killed trying to reach the safe zone. We
might be a little better off maintaining equipment on death though,
assuming the bug fixes don't rebalance it.




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[Audyssey] supernova API

2011-11-27 Thread Valiant8086

Hi.
Didn't someone pass a supernova dll that was part of some open source 
code for accessing screen readers around on this list recently? I could 
sure use some help finding it.

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Re: [Audyssey] Accessibility Features for Hearing Impairments

2011-11-27 Thread Valiant8086

Hi.
One other thing that might be nice for those with mono audio is a 
setting that will convey which direction the enemy is in somehow. 
Similar to the drumbeat that tells players of shades of doom that a 
monster is behind them but which uses different pitches or different 
sounds that would indicate front, behind, left or right above or below. 
I certainly wouldn't want to play with that myself as while I do have a 
serious deaf problem I use two 58 db hearing aids and manage stereo 
separation pretty well luckily I would find that pretty annoying. So if 
you do implement that I'm sure nobody who really didn't need it would 
appreciate having it and would want to turn it off.



Sent with Thunderbird 3.1.16 portable running from a micro sd card on a 
Umid MBook SE.


On 11/27/2011 12:49 PM, Thomas Ward wrote:

Hi Johnny,

The 3d version of MOTA already has a laser sight which works similar
to the night scope in Shades of Doom. I felt as the game requires
fairly accurate targeting in a full 3d environment having a targeting
system was necessary. So that feature is already taken care of. Is
there anything else you guys need besides that?

Cheers!


On 11/27/11, Johnny Taijohnnyti...@shaw.ca  wrote:

My personal favorite is the aiming system used in tank commander and shades
of doom. That way the game doesn't act like a hearing exam for us lol.
Yes, I know some people say that makes targetting too easy- and if I had
both ears I probably would agree.
But hey, if you find it too easy, leave the scope off.


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Re: [Audyssey] I'm appauled!

2011-11-25 Thread Valiant8086

Hi.
I like your opinions on this topic, but you do state that you can 
download 10 scanned books per month from bookshare, but it's more than 
that, in fact I believe it might be 200. I know I've downloaded more 
than 10 in one sitting before. I'll find a series and grab the whole 
series right then and there so I don't have to keep firing up WiFi on my 
Braille Plus to snare another book to read. Just downloaded about 30 
books in 15 minutes about a week ago actually. Just wanted to make sure 
you were aware you don't have to stop at 10.


Sent with Thunderbird 3.1.14 portable.

On 11/25/2011 12:56 PM, Thomas Ward wrote:

Hi Dark,

While I understand your frustration with the RNIB I think a lot of the
problem is you only have one agency in the U.K. redistributing
materials for the blind. In the USA, for example, there are several
different agencies where accessible aids, braille books, and software
products can be obtained.

For example, if I need books in accessible format I have three sources
to check. I can call up the Learning Alley--formally RFBD--and see if
they have it in braille, in audio, or scanned text. Failing that I can
check American Printing House which has thousands of books in braille
as well. For general reading the library of congress has thousands of
books in audio, braille, and some in daisy format too. So I'm not
exactly tied to any specific agency if I want a certain sci-fi book
chances are one of the agencies above, most likely the Library of
Congress, will have it in some accessible format.

Plus that's not my only choices these days. Since Bookshare started up
I can pay a flat rate of
$50 per year and download 10 scanned books a month and read them on my
computer or convert them to braille using a braille translator and
send them to a braille printer for printing. With access to Bookshare
its made my personal reliance on the three agencies above less
essential because often times a popular book such as Harry Potter will
be posted on Bookshare a day or two after it hits stores meaning I
don't have to wait for the Library of Congress or Learning Alley to
record it, braille it, whatever. With Bookshare anything you want is
fairly easy to obtain because people of similar interests are donating
and editing their scanned books for download in daisy format.

As far as software and other products goes again there are several
choices here in the USA. There is Independant Living Aids, Maxi Aids,
LSS, and a few others I could name. So there is some competition
between them and some incentive to carry more products, services, and
better pricing than the other guy. RNIB doesn't seem to have that kind
of competition and can do whatever they want. They are a monopoly over
there customers and if there were someone else doing the same thing
with better services for younger people RNIB would probably have to
compete.

Cheers!


On 11/25/11, darkd...@xgam.org  wrote:

Unfortunately Jeremy getting the rnib to do anything is near impossible
sinse they are a law unto themselves.

heck I've tried to get them to record sf and fantasy books for the last 22
years and mostly completely failed!

I suspect the reasons that they are behind azabat are either because A, the
chap himself has some sort of personal connection with their management, or
B, because Azabat have very much the same outlook as rnib do on blindness,
namely that all blind people are doddery old biddies who just want to sit
around, knit and play cards all day. Remember this is an organization that
produce a magazine of braille knitting patterns, but catagorically refused
to produce braille manuals for tabletop rp when I asked.

Unfortunately, as far as disability goes, places like the Us, the
netherlands, Most of scandanavia, Germany and probably quite a few more
places are far more ahead of the Uk in terms of atitude, whether that's the
government or disability organizations.

Beware the Grue!

Dark.


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Re: [Audyssey] Swamp version 1.3b patch

2011-11-25 Thread Valiant8086

Hi.
I'm having strange problems with impact sounds. I even walked up to a 
wall and swung my axe at it, and I didn't hear it hit. I'm not sure how 
to tell if I actually did hit a zombie or not, but I do know I shot one 
a few times without moving because I was pretty sure I was lined up with 
him and he died after my third shot. I don't know if he just wandered 
into my line of fire or if there was no impact sound for that one. So so 
weird.;


Sent with Thunderbird 3.1.14 portable.

On 11/25/2011 6:08 PM, Jeremy Kaldobsky wrote:

I'll add it to the list.  Sadly I've already been told that the new patch isn't 
solving the reputation bug.  It works perfectly when I'm testing, so I am quite 
frustrated.



think music's broken


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Re: [Audyssey] Swamp version 1.3b patch

2011-11-25 Thread Valiant8086

Hi.
Is the guard for the safe zone supposed to growl like a zombie?
*grins*
Sent with Thunderbird 3.1.14 portable.

On 11/25/2011 7:10 PM, Jeremy Kaldobsky wrote:

I've noticed that too.


Hi.
I'm having strange problems with impact sounds. I even
walked up to a wall and swung my axe at it, and I didn't
hear it hit. I'm not sure how to tell if I actually did hit
a zombie or not, but I do know I shot one a few times
without moving because I was pretty sure I was lined up with
him and he died after my third shot. I don't know if he just
wandered into my line of fire or if there was no impact
sound for that one. So so weird.;


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[Audyssey] swamp

2011-11-25 Thread Valiant8086

Hi.
So far I prefer the game to not make you lose your equipment when you 
die. Maybe that won't be so bad if weapons become more plentiful again 
though. I had lots of equipment today about 45 minutes worth of time 
went down the drain when I got killed trying to reach the safe zone. We 
might be a little better off maintaining equipment on death though, 
assuming the bug fixes don't rebalance it.


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Re: [Audyssey] Finding Mushclient in Windows 7

2011-11-23 Thread Valiant8086
Program files x86

Sent from my iPod

On Nov 23, 2011, at 5:33 PM, Paula Hobley paula.hob...@bigpond.com wrote:

 Hi there
 
 
 
 I am trying to follow the instruction to install the sound pack in mush
 client for material magica.  I can't find it in program files, in fact there
 are very few programs saved in program files.  Does anybody know where I
 might find the directory for either this or VIPmud?
 
 
 
 Thanks in advance for your help.
 
 
 
 Cheers
 
 
 
 Paula
 
 
 
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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Valiant8086
I also found a bug that gave me 1500 reputation. No idea how that 
happened. I had around 20 some, died, ventured out, made it back to the 
safe zone, and noticed I had 1500 something.


Can you put a key for checking reputation in? How about adding it to c.


Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 8:59 PM, Christopher Bartlett wrote:

When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.



Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.



Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.



Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.



I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.



Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.



And, my kudos to Kai, for excellent sound upgrades.



 Chris Bartlett



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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Valiant8086
Also, when buying ammo I've had it happen a couple of times that it 
didn't actually give me any ammo. One time I had to sell the ammo I had 
and buy more to get anything for my pistol.


Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 8:59 PM, Christopher Bartlett wrote:

When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.



Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.



Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.



Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.



I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.



Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.



And, my kudos to Kai, for excellent sound upgrades.



 Chris Bartlett



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[Audyssey] swamp

2011-11-22 Thread Valiant8086

Hi.
I'm also experiencing that the impact sounds are too faint or the weapon 
sounds are too loud or both to tell if I hit something. I can hear walls 
being hit generally but not zombies. I edited the sound for my pistol 
firing and that made a big difference.

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[Audyssey] another swamp bug

2011-11-22 Thread Valiant8086
When you go to write a message to someone while using NVDA you hear the 
previously displayed text when you hit enter before your message is 
read. 1.1 didn't do this. I think the window message or what ever used 
to get cleared before hand. NVDA can repeat text if it hasn't been 
cleared yet. Swamp usually doesn't clear it, but sometimes it does. I 
usually don't hear what I picked up over the sound of my footsteps etc 
so I either do caps lock up arrow or caps lock t to repeat it but 
sometimes it just says swamp or blank when I do this while other times 
it does indeed repeat. Is swamp accidentally clearing the message sometimes?


When using jaws, there is a bit of a delay before speech. The delay 
lasts until after the select sound in the menus, which is too loud. Is 
swamp making jaws delay for that on purpose? If so can you get NVDA to 
do it too? I edited the select sound and turned it down by like 15 using 
gold wave's volume affect and it's still plenty loud.


I know folks have been complaining about the footstep sounds. But has 
anyone gone in the sewer yet? I call that loud. Lol. Not only that but 
it's nice and easy, ahem, not, to get out of there. It took me about 20 
minutes since I don't know how, if there is a way, to track the entrance 
to it.


Oh, can you make the sound for open space more pronounced? If not I can 
just edit it here so I can hear it.


I'm pretty sure I already mentioned this,, but it's almost 4 o'clock my 
time and I  had some trouble with Thunderbird so I'll mention it again 
in case. The impact sounds aren't quite loud enough to be heard over 
weapons. I know Jonnie mentioned that and I agree with him.


Here's another strange one.
A friend of mine and I talked on skype while playing at the same 
location. We exited the safe zone together and everything, but we 
couldn't ever hear one another. We couldn't even hear player messages to 
one another, you know the ones where you hit f.


Also sometimes people's chats aren't reaching everyone. The friend on 
skype helped me figure that out too. I asked a question, got a reply but 
never actually did get it. The friend happened to say oh there's your 
answer on skype is the only way I knew.


The same friend was getting all worried because neither of us can play 
Swamp any more, but I told him I thought for sure there would be plenty 
of tweaks to make it more playable like it used to be, lots of bug 
fixes. Even though I know this was a test release so you could get some 
bug reports in that doesn't mean it's not frustrating as all heck when I 
get killed literally two doesn't out of the safe zone!


Which mouse sensitivity setting will put the turn speed back the way it 
was in 1.1b? Is that default?




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Re: [Audyssey] zombie info?

2011-11-22 Thread Valiant8086
Thanks for this. Maybe Jeremy ought to put that as another option in the 
menus inside the safe zone or perhaps in the readme file.

Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 10:47 PM, Kai wrote:
Canine zombies are the result of infections spreading to guard dogs 
and the like. They're large by canine standards, but are less bulky 
than any other zombie. Their light frames and quadraped form allow 
them to pursue flesh at great speed.




Giant zombies aren't necessarily gigantic. They're but larger zombies 
than normal ones, and are the result of the infection amongst athletes.




Normal zombies are the result of the infection among normal townsfolk: 
your clerks and bankers, doctors and lawyers. They're neither overly 
powerful nor fast, and represent a majority of the zombie population.




Lamprey zombies are the result of the infection among albino victims. 
They feature a raw-pink flesh, and are usually extremely slender and 
quick. their faces are mutated beyond recognition, harbouring an array 
of suckers and fangs. A lamprey will usually attack by wrapping its 
long, slender arms around the victim, then it leans forward and 
eviscerates the victim's face and throat with its fangs. The sucker 
like appendages then delve into the opening made by its fangs, 
whereupon the lamprey will devour the victim from the inside out.




Reapers are born from a specialized strain of the infection. Their 
flesh is both slimy and dotted with large pustules oozing a dark green 
fluid. their skulls grotesquely expand during the mutation to zombie 
form, and their mouthes become cavernous mauls of death. A double row 
of teeth lines the inside of their mouth, and their tongue has grown 
razor-sharp barbs that can rise through the flesh of the organ to rend 
and tear at any flesh caught within the huge jaws.




Stalkers retain some of their former cunning in their undead state. 
Among the smartest of the zombies, stalkers have learned to silently 
hunt for flesh. They're lightly built, usually are comprised of female 
hosts, and are ruthlessly tenacious.




Matriarchs and tyrants are born from a mutated strain of the 
infection. these zombies start out resembling giant zombies, but their 
corrupted innards directly convert devoured flesh into raw bone and 
muscle matter, causing the beasts to grow huge and powerful. Their 
added bulk causes them to move slower, but also renders them more 
resilient. They sport extremely thick appendages, and often prefer to 
bludgeon their victims to the brink of death before voraciously feeding.



Kai

- Original Message - From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


Like any great zombie games, we need a list of details on the 
zombies- I'm interested to know what they're supposed to be heh, the 
dogs are fairly straight forward, the normal ones too, what about the 
rest? I think of tyrants more like the tyrants from Resident Evil 
games- but those were not zombies.

What in the blue blazes is a lamprey zombie? lol
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Re: [Audyssey] correspondence

2011-11-16 Thread Valiant8086

Hi.
I think you have a JAWS video intercept problem. Are you on Alter Aeon 
or skype?


Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 7:07 AM, Kim Friedman wrote:

Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, Aetolia,
Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] correspondence

2011-11-16 Thread Valiant8086
Hi. This isn't completely true. I've had it happen both ways to me in 
the past so I know what I'm talking about in this case. The way you're 
talking about is one of the things that can happen. The other is that 
video intercept is installed, but not currently working properly. The 
result of it just not working properly is that it doesn't read certain 
things, notably the names of tabs in some multi page dialogue boxes, 
like Windows  Task Manager and also that the JAWS cursor just reads 
blank blank all the time. This problem can be brought about in a variety 
of different intricate ways, but most common is that something changed 
in video settings. Resolution changes for instance. A few laptops start 
the problem if they are put  into and later brought out of stand by or 
sleep depending which OS, or hibernation. Some will do it if they 
support docking stations and happen to get hooked into one or removed 
from it. There are some Linovo computers that are really bad for this 
for some reason. I've even seen it happen if a certain program throws up 
a window that is transparent but which takes foreground or if a program 
throws up a notification window that isn't part of the task bar or alt 
tab loop. If you try to use the jaws cursor it may just read that 
window, not read anything, read mixes of tidbits from the window you 
want and that window and possibly a window you don't even want to hear 
anything about, or just read properly like you wanted. Mcafee Anti Virus 
for instance does this a lot.


Win7 and Vista are supposed to be better about it because of mirror 
driver instead of video chaining, but It still happens there too every 
now and then.


Restarting JAWS or the whole computer might fix it.

Although VIP Mud doesn't require the JAWS cursor anyway, you use the 
read only edit window to read, which you can reach by pressing tab from 
the input window. It's still possible for video intercept problems to 
mess up that sort of situation, though I don't know if JAWS relies on 
video intercept to read that particular window in VIP Mud. I kind of 
doubt it but I have seen it make other read only fields show up as blank 
when they weren't before. Usually I just restart JAWS when it happens to 
me and that fixes it.

Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 12:24 PM, Trouble wrote:
If it was a jaws video intercept problem. Then jaws wouldn't work at 
all and state a video intercept not installed.


At 11:15 AM 11/16/2011, you wrote:

Hi.
I think you have a JAWS video intercept problem. Are you on Alter 
Aeon or skype?


Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 7:07 AM, Kim Friedman wrote:

Hi, I'd like to get messages from those who do role playing and/or
mudding because this is something I'd like to learn how to do and I am
having a quite difficult time even making the attempt to do so. For one
thing, my screen reader (Jaws 13) hasn't been working with the one MUD
client I have (VIP MUD) because if I use the arrow keys from within a
game, it's as if the screen is blank and there's nothing there even
though text may be on the screen. The MUD client also seems to
disconnect at the drop of a hat, so I feel as if I'm in Dickens'
circumlocution office (Reference, Little Dorrit by Charles Dickens, in
which the hapless person is going round in circles and backwards at the
same time, in short, going nowhere at all). It doesn't do any good to
tell me to try different Mud clients out as I have no idea how to
determine if I like them or not. (You're talking to the one who doesn't
know what to do with the Mud client she already has, let alone any
others which might be used by the blind.) As far as I know, there is
absolutely no literature on the subject for rank beginners like myself.
I can't seem to get beyond first base in playing an RPG because of this
MUD client problem. The text (if it does come) arrives in great clumps
and as I said, I can't even review what's there to make any decisions.
Please help me out as I am seriously frustrated about this whole
situation. Regards, Kim Friedman. P.S.: I'd like also to know if the
Iron Realms games are regarded as accessible (games are Achaea, 
Aetolia,

Lusternia, Emperion, and Midkemia [the last based on Raymond E. Feist's
novels).) K.


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Re: [Audyssey] swamp saving game question

2011-11-16 Thread Valiant8086

Hi.
I have 1000 shotgun shells, 7000 assault rifle and 3000 45 rounds. I 
like the mp5 a lot because it doesn't hit very hard, meaning you have to 
fire more on a zombie to finish it off. This translates to improving my 
accuracy. The assault rifle might miss 3 times then only take two shots 
to kill it.

Sent with Thunderbird 3.1.14 portable.

On 11/16/2011 2:34 PM, john wrote:
I'm usually around 150-300 pistol, and the same amount of rifle ammo, 
so it's all a matter of how much you have. I've had many situations 
where I can't even reload my mp5/hunting rifle due to low ammo.


- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 16 Nov 2011 14:22:36 -0500
Subject: Re: [Audyssey] swamp saving game question

You don't appear to lose a lot of ammo. I have two characters with
over 1000 shotgun shells, over 2000 of everything else. I save and
reload and exit and come back in all the time. SUrely I'm not losing
that much ammo.

Signed:
Dakotah Rickard

On 11/16/11, john jpcarnemo...@comcast.net wrote:
Problem here is that you loose a bunch of ammo.

 - Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 16 Nov 2011 00:40:07 -0500
Subject: Re: [Audyssey] swamp saving game question

Can't shoot the zombies in the safe zone. Just avoid that little
crack
in the map and you'll be ok. They can't get at you
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Re: [Audyssey] swamp saving game question

2011-11-15 Thread Valiant8086

Hi.
It's close, you only need hit escape twice if you want to keep playing. 
Daren just means to say to do that instead of hitting escape once and 
then hitting multiplayer in the menu again. For one thing it's a lost 
faster and for another you'll keep your weapons all loaded and still be 
in the safe zone. Of course, if you want to pop back randomly in some 
place then do it the other way. If you want to quick you can just escape 
once and hit exit in the menu.


Sent with Thunderbird 3.1.14 portable.

On 11/15/2011 10:27 PM, Che wrote:

 hey ya steady,
  i learned through darren's podcast that we're supposed to go to the 
safe zone, then hit escape twice to save our progress.  you can then 
quit the game, or keep going if you like.
  i haven't had time to play today to check this out, and i may be mis 
remembering what Darren said, but i think that is right.

  Later
che


On 11/15/2011 8:49 PM, Steady Goh wrote:

Hi Jeremy, when does the server save my game stats? Is it every time i
enter the save zone or only when i quit game?
Every time when i start game, only the pistol is loaded. I have to
reload other guns even if they were not empty when i exit from the save
zone. The pistol always starts full and not the number of bullets left
when i quit. Is it ment to be?
The server also doesn't save the player's health info.

锦发/Steady Goh
- Original Message - From: Jeremy Kaldobsky
jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 3:29 AM
Subject: Re: [Audyssey] swamp suggestions and questions


The Axe is very much a skill based weapon in that regard. The attack
range is slightly longer than the zombie's reach, so if you strike at
just the right moment and then move back, you will cleave the monster
but never give it a chance to slash back. I have witnessed a few people
pulling this off with great skill, while the myself and the rest are
still trying to get the hang of it. lol.


Ah man... Ya gotta take way all the
fun *grin* One thing I don't understand is how some people
are making 1 swing kills with the ax and not getting
attacked. Is there a method to the madness?



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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Valiant8086

Hi.
What is wrong with the touch pad? My touch pad works great.
Sent with Thunderbird 3.1.14 portable.

On 11/14/2011 1:14 PM, alex wallis wrote:

Hi list.
I guess this question has been asked before,
but is there a way I can play swamp without the mouse?
I realise that the mouse is more accurate than keyboard navigation,
however I am playing on a laptop, and so only have a track pad.
also, I can easily see myself clicking outside the window and opening 
other stuff on the computer, plus, I guess I am just lazy and would 
rather use the keyboard.
perhaps some alternative keystrokes could be added such as control for 
firing your gun etc,
of course I guess movement will be a bit of a problem given the arrow 
keys control radar functions, but I would really rather use the 
keyboard for navigation and firing of weapons.
I just had a thought, perhaps alt and the arrow keys could be added in 
to allow for navigation with the keyboard. so alt and up could move 
you forward, alt and down could move you back, and alt left and right 
could side step you.


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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Valiant8086

Hi.
I do, and it doesn't. I already mentioned this, maybe you missed it or 
it didn't get sent.


Mine makes the weapon fire when I touch, and then doesn't let me swing 
around. Weird. That's ok though because it has an inch square touch pad 
on the right side of the screen and left and right click on the left. 
Though like I said in my earlier email, apparently the computer isn't 
powerful enough to run swamp. The game's loop doesn't go fast enough 
assuming it does use a loop and it acts like it. I have to hold down my 
left or right click for a second or so to get anything to happen. And 
everything happens about half speed. It's kind of cheating on my part 
because I have double the time to react to a zombie.


Sent with Thunderbird 3.1.14 portable.

On 11/14/2011 2:27 PM, Jeremy Kaldobsky wrote:

Yes, a laptop touch pad will work.  Also if anyone happens to have a touch 
screen monitor it should work as well.


Does it work with a touchpad? Because
when I'm on the laptop I don't have an
external mouse


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Re: [Audyssey] question about input methods for swamp

2011-11-14 Thread Valiant8086
Jeremy, can you add a way to walk forward with the keyboard though? We 
will still require the mouse to aim and fire. The problem is mac touch 
pads can't right click, Hitting alt to walk instead, for that situation, 
would be very nice. And I don't think it's giving up on your stance, as 
aiming with cardinal directions just won't cut it. Actually I can do it 
but I still prefer my touch pad for that. It would help me even on my hp 
computer because I can't right and left click at the same time do to the 
way my touch pad is designed. I mentioned that a few emails ago. If you 
touch the bottom left corner of the touch pad while holding down the 
bottom right corner you fire your weapon and stop walking, even though 
you aren't pressing down the bottom left side. This is because the touch 
pad uses it's touch sensor to figure out which button you want to click 
left or right, and only has one physical button located under the pad, 
at the very bottom of it in the center. It seems to check left click 
first, then right. If you touch left side but have it pressed down with 
right, it thinks you're left clicking and totally ignores the right 
click. Also, do you know a way to cheat and disable tap to click without 
doing it manually in your touch pad settings? I need tap to click to be 
on to turn my touch pad on and off, since I have to touch the top left 
corner of it twice quickly to do that and turning off tap to click 
disables that ability. I can manually turn my touch pad off but it comes 
back on after I restart my computer and I have to manually turn it off 
once again. If swamp could somehow ignore tap to click that would sure 
be nice. Actually that would probably fix the fire on touch problem with 
touch screens too, although I think it still won't turn.



Sent with Thunderbird 3.1.16 portable.

On 11/14/2011 5:46 PM, Valiant8086 wrote:

Hi.
I do, and it doesn't. I already mentioned this, maybe you missed it or 
it didn't get sent.


Mine makes the weapon fire when I touch, and then doesn't let me swing 
around. Weird. That's ok though because it has an inch square touch 
pad on the right side of the screen and left and right click on the 
left. Though like I said in my earlier email, apparently the computer 
isn't powerful enough to run swamp. The game's loop doesn't go fast 
enough assuming it does use a loop and it acts like it. I have to hold 
down my left or right click for a second or so to get anything to 
happen. And everything happens about half speed. It's kind of cheating 
on my part because I have double the time to react to a zombie.


Sent with Thunderbird 3.1.14 portable.

On 11/14/2011 2:27 PM, Jeremy Kaldobsky wrote:
Yes, a laptop touch pad will work.  Also if anyone happens to have a 
touch screen monitor it should work as well.



Does it work with a touchpad? Because
when I'm on the laptop I don't have an
external mouse


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Re: [Audyssey] thoughts on swamp

2011-11-13 Thread Valiant8086

Hi.
I'm not Jonnie I admit, but being able to boost both sides together too 
would sure be nice. My game is still quiet, regardless of skype. By the 
way, what you're referring to when you told me about skype making the 
volume of other sounds decrease is a feature in win7 that is found in 
the sounds control pannel under the communications tab. It allows you to 
select whether or how much you want your volume of other sounds to be 
decreased when in a VOIP call. I usually have this hp's volume at about 
20 percent, but when I play swamp, I put it at 100 percent and use NVDA 
to read it instead of JAWS, as NVDA allows you to turn down the speech 
volume. I use it at about 20 percent and that's what I was doing with 
swamp though I didn't mention it in the review. If I'm not mistaken 
Shades of Doom uses the same language and technology as Swamp, and it's 
not quiet like that. If I have to, I'm happy to at least be able to turn 
it up at all, but it sure is quiet on my end. Also, a cool feature in 
win7 is that you can adjust the volume of running programs individually 
using the sound mixer aplet, but the sigmotel, IDT audio what ever you 
want to call it, in my hp pulls the master volume up when you increase 
the volume of something. So the only solution there is to turn master 
volume all the way up then bring down everything but swamp. That messes 
those other programs up when you're done playing and want to do other 
things, though. So My NVDA solution is ;probably the best for now.


Thanks for bringing us this game. I'm pretty hooked on it. I'm happy I'm 
at least somewhat good at it. I'm lucky to be able to play anything, and 
I'm not half bad at swamp, at least not by my own standards. I'm ready 
to record the new lines for my voiceover whenever.



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Re: [Audyssey] thoughts on swamp

2011-11-13 Thread Valiant8086

Hi.
I thought yours was too quiet too. I assumed, since you said earlier 
that yours is not quiet, that it was the way you were recording, just 
that your microphone was hotter than the game, but the way you recorded 
it is more or less how my game sounds normally. I never heard any of the 
monsters you talked about in your game unless they growled. You were 
hearing a lot more than I was able to hear listening to the podcast. I 
know I have a hearing loss, but I didn't think it was that bad. I guess 
I should just be happy that I can at least fix it on my computer and get 
it so that I'm pretty comfortable with it.


Jeremy, I know I already mentioned it, and I bet you heard me the first 
time, but just in case, do you think you could increase the volume of 
the footstep sounds for grass? Unless Kai handles that. Sorry if I 
didn't spell that right. Of course, maybe they're supposed to be quiet, 
and the monsters have more trouble hearing you in the grass too, in 
which case I would retract that request.

Sent with Thunderbird 3.1.16 portable.

On 11/13/2011 4:10 AM, Darren Duff wrote:

That's nasty! Lol! I want windows to just be windows and leave my sound
alone! No wonder I haven't upgraded to 7 yet! Ah... Good ol win xp! I love
you! *grin*

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Sunday, November 13, 2011 3:18 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] thoughts on swamp

Hi.
I'm not Jonnie I admit, but being able to boost both sides together too
would sure be nice. My game is still quiet, regardless of skype. By the way,
what you're referring to when you told me about skype making the volume of
other sounds decrease is a feature in win7 that is found in the sounds
control pannel under the communications tab. It allows you to select whether
or how much you want your volume of other sounds to be decreased when in a
VOIP call. I usually have this hp's volume at about 20 percent, but when I
play swamp, I put it at 100 percent and use NVDA to read it instead of JAWS,
as NVDA allows you to turn down the speech volume. I use it at about 20
percent and that's what I was doing with swamp though I didn't mention it in
the review. If I'm not mistaken Shades of Doom uses the same language and
technology as Swamp, and it's not quiet like that. If I have to, I'm happy
to at least be able to turn it up at all, but it sure is quiet on my end.
Also, a cool feature in
win7 is that you can adjust the volume of running programs individually
using the sound mixer aplet, but the sigmotel, IDT audio what ever you want
to call it, in my hp pulls the master volume up when you increase the volume
of something. So the only solution there is to turn master volume all the
way up then bring down everything but swamp. That messes those other
programs up when you're done playing and want to do other things, though. So
My NVDA solution is ;probably the best for now.

Thanks for bringing us this game. I'm pretty hooked on it. I'm happy I'm at
least somewhat good at it. I'm lucky to be able to play anything, and I'm
not half bad at swamp, at least not by my own standards. I'm ready to record
the new lines for my voiceover whenever.


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Re: [Audyssey] thoughts on swamp

2011-11-13 Thread Valiant8086

Hi.
Thanks for the idea. I won't have to ask you to do it, though, I can 
increase the volume myself. Why didn't I think of that?

Sent with Thunderbird 3.1.14 portable.

On 11/13/2011 7:23 PM, john wrote:
Ah, that explains quite a bit. It threw me off not being able to here 
nvda with the weapon changes etc. The thing your talking about where 
windows raises the master volume is a generic windows 7 thing. If any 
of the programs listed in the volume mixer go over the current master 
level, the master will rise to the highest point. Lowering the master 
volume lowers all the programs
currently playing sound by the same amount, meaning that if you had a 
program say 10% less than master and changed the master volume, that 
program would raise or lower accordingly, but would still be 10% lower 
than master.


Hope this makes sense,
John.
- Original Message -
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sun, 13 Nov 2011 03:18:06 -0500
Subject: Re: [Audyssey] thoughts on swamp

Hi.
I'm not Jonnie I admit, but being able to boost both sides together too
would sure be nice. My game is still quiet, regardless of skype. By the
way, what you're referring to when you told me about skype making the
volume of other sounds decrease is a feature in win7 that is found in
the sounds control pannel under the communications tab. It allows you to
select whether or how much you want your volume of other sounds to be
decreased when in a VOIP call. I usually have this hp's volume at about
20 percent, but when I play swamp, I put it at 100 percent and use NVDA
to read it instead of JAWS, as NVDA allows you to turn down the speech
volume. I use it at about 20 percent and that's what I was doing with
swamp though I didn't mention it in the review. If I'm not mistaken
Shades of Doom uses the same language and technology as Swamp, and it's
not quiet like that. If I have to, I'm happy to at least be able to turn
it up at all, but it sure is quiet on my end. Also, a cool feature in
win7 is that you can adjust the volume of running programs individually
using the sound mixer aplet, but the sigmotel, IDT audio what ever you
want to call it, in my hp pulls the master volume up when you increase
the volume of something. So the only solution there is to turn master
volume all the way up then bring down everything but swamp. That messes
those other programs up when you're done playing and want to do other
things, though. So My NVDA solution is ;probably the best for now.

Thanks for bringing us this game. I'm pretty hooked on it. I'm happy I'm
at least somewhat good at it. I'm lucky to be able to play anything, and
I'm not half bad at swamp, at least not by my own standards. I'm ready
to record the new lines for my voiceover whenever.


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Re: [Audyssey] more about swamp

2011-11-12 Thread Valiant8086
You know, that's a fantastic idea! Jeremy, could you consider 
implementing that?

Sent with Thunderbird 3.1.14 portable.

On 11/12/2011 1:43 PM, Johnny Tai wrote:
I want a random taunt one... 'Come get a load of this!' 'You won't 
find an easy meal here!'


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Re: [Audyssey] A review of the swamp game by Darren Duff

2011-11-12 Thread Valiant8086

Hi.
Nice review. I just got done listening to it. I got a bunch of good 
laughs out of it.

Sent with Thunderbird 3.1.14 portable.

On 11/12/2011 12:42 PM, Darren Duff wrote:

Here is my demo.  I hope some of you find it amusing and helpful.
http://www.sendspace.com/file/mzju78
Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.comhttp://www.theoverflowband.com/  .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279


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[Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave it 
where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3

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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

   Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

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On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave it 
where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

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On 11/11/2011 5:20 PM, Valiant8086 wrote:

   Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

Sent with Thunderbird 3.1.14 portable.

On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave 
it where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi.

Thanks for the positive comments. I will remember to try normalizing 
next time. It's just that I tend to try to steer away from those as I 
don't want to not convey the true volume of something. Soundtap though 
tends to want to keep my microphone too low though if I increase my 
boost any more I distort pretty easily. What I got is pretty good 
compared to how it started out. I might have been better off using two 
recorders, perhaps a hardware device for my speech and gold wave, my 
editor of choice, recording plain old stereo mix. I've had someone else 
record like that in the past for the randomage podcast. Mixing those 
together just perfectly is a lot of fun.


Oh, speaking of my below signature, I got the little computer I was 
talking about. The touch screen isn't working out. If I try to use my 
touch screen all I can manage is to fire. I can't slide my finger left 
and right to turn either. So touch screens for Swamp at least in my case 
are a no go. This little computer does though have a little track pad 
just to the right of the screen which I can move my thumb on. It works 
well. Left and right click  buttons are on the left side of the screen 
to be used with the left thumb. It works but is inconvenient when I have 
to reload or do something else that requires the keyboard. Not to 
mention if I use headphones the cord coming out of the right side of the 
computer is perfectly placed to interfere with holding onto the computer 
in the best position to move around with the mouse.



Sent with Thunderbird 3.1.16 portable, very portably indeed. Laboriously 
composed on a computer that makes a netbook seem pretty large.


On 11/11/2011 7:20 PM, Jeremy Kaldobsky wrote:

Che beat me to it, but I also wanted to compliment you on the walkthrough!  
I've added the download link to the game's readme.txt file so that other people 
can find it easily.


Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3


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Re: [Audyssey] Swamp reflections.

2011-11-09 Thread Valiant8086

Hi.

My router reserves dhcp addresses, so if power goes out, what ever, it 
still forwards any forwarded ports to the proper target.


Regarding what you said about being pretty stable, I have one strange 
problem I've been having. Occasionally swamp just closes for me, Can I 
find out what caused it? I just crashed it and haven't restarted it. The 
error was something about missing protocol or some such. I'm afraid I 
was a little flustered and didn't think to take careful attention to 
what it said until now. It crashed for me twice today. I wonder if it's 
my internet? I've been having internet issues anyway. I think it's 
crashing hard like tha when it loses conectivity.



Sent with Thunderbird 3.1.14 portable.

On 11/8/2011 4:37 PM, Jeremy Kaldobsky wrote:

I'm sorry not not seeming as active lately.  I've been busy with a few things, 
working on Swamp, and reading many many emails posts and messages.  Because I 
was finding myself responding to about 40 messages a day, some being quite 
long, I have started to conserve energy by not responding to everyone for the 
time.  I am still receiving and reading them all, so please don't misinterpret 
my quietness as a lack of interest in the community's thoughts.

The game of course has bugs in its current form, but for the most part it is 
pretty stable.  When I'm not accidentally pulling the Ethernet cord out of the 
server it is stable, I mean.  Haha, sorry again to all of those who were 
affected by that yesterday.  Because the game is fairly stable, I am taking 
this time to implement several changes before I upload the next game update.  
At various stages in development, a programmer will hit places where much time 
is needed to proceed but an outside viewer wouldn't notice any changes.  
Foundations need to be built, code needs to be optimized, and few of those 
things bring about fun new content in and of themselves.  I am at one of those 
points in the code, so it is going to take a bit longer before the next update.

I also plan to hot glue the cord into the back of my server, ROFL!  I'm also 
considering building something to alert me in the event that my lousy ISP 
resets my connection and changes my router redirect settings like it has done 
twice already.

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Re: [Audyssey] Perilous Hearts preorders?

2011-11-09 Thread Valiant8086

Hi.
Don't forget that if you don't have q9, you could purchase that, and 
that would probably help too.


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On 11/9/2011 6:16 PM, Curt Taubert wrote:

I would preorder for this game for sure.
- Original Message - From: Darren Duff duff...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion 
list' gamers@audyssey.org

Sent: Wednesday, November 09, 2011 5:14 PM
Subject: Re: [Audyssey] Perilous Hearts preorders?



I would be willing to preorder for sure!

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

Behalf Of Philip Bennefall
Sent: Wednesday, November 09, 2011 5:24 PM
To: Gamers Discussion list
Subject: [Audyssey] Perilous Hearts preorders?

Hi all,

I'm really very happy with the response I received for the game audio 
demo
of Perilous Hearts, and so I wanted to ask the community a question. 
Would
you consider placing a preorder for this game if the possibility was 
there?
I know that the history of game preorders has been rocky in this 
community,

but the difference in my case would be that you would agree to a small
contract before ordering that basically would say:

1. You get a slightly discounted rate when you preorder.

2. We give you a definite release date. If the game is not released 
on this
exact date or earlier, within a 24 hour period, you are entitled to a 
full

refund.

3. You would not have any kind of special privilege when it comes to
requesting feature x, but I would certainly pay more attention to
suggestions from preorder users provided that I personally thought 
they were

good ones.

Naturally, if I went down this root I would put up a playable demo of 
the

game at the same time as I made preordering available. This would not
include all the cut scenes etc that the finished game will contain 
and it

would still use Sapi, but the game play would stretch as far as level 2
which is where the real demo will also end.

The reason I am considering this is because the funds for the game are
running out, and so I cannot justify spending a lot more money on it 
out of

my own pocket. But if I had some money from preorders I would be able to
invest that to make the game the best it can possibly be.

I would very much appreciate feedback on this.

Thanks!

Kind regards,

Philip Bennefall
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Re: [Audyssey] swamp problem

2011-11-07 Thread Valiant8086

Hi.
This is because a mac's touch pad doesn't have native right click. I 
think you can hold down control or some other key while you click to do 
a right click. My suggestion would be get a desktop mouse to use with 
it, unless you like the portability of the computer on your lap, in 
which case I think  you might just have to play with a different 
computer. My hp computer has a touch pad similar to the mac, but it 
uses  the thermal touch sensor to detect whether you're on the bottom 
left or right to figure out which way to click. Only problem is, if you 
are just touching the left side, not pressing it down, but press down 
the right side, you fire your gun and don't walk. Lol.


Sent with Thunderbird 3.1.14 portable.

On 11/7/2011 3:59 PM, michael maslo wrote:

Hi list:

I am having a problem with swamp on my laptop. I have a mac and running a 
virtual machine.

When I click on right click of a mouse i shoot my gun.

Is this supposed to happen? I read the instructions and thought that the right 
click was supposed to make the character move.


Am I correct with this?
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Re: [Audyssey] Swamp, version 1.1b

2011-11-05 Thread Valiant8086

G for greeting
f for follow me
h for over here
a for need ammo
c for cover me
w for watch out
b for I got your back
n for no sir
y for yes sir
r for roger that
s for stay here
In short, the first letter of the first word involved, unless that 
letter is already used for another phrase, then the first letter of the 
second word etc.


Another one I'd like to see added is
help, or I'm in big trouble over here! etc
and
Thanks! or You saved my backside! Whew!

Sent with Thunderbird 3.1.14 portable.

On 11/5/2011 5:15 AM, Darren Duff wrote:

While I like the voice keys they are hard to remember and aren't very
intuitive.  Could we change them to something different?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others
can find you easier.  Coordinate 1,1 is located the very North-West corner
of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
+ Right mouse button asks someone to follow you.
+ Left mouse button is a warning message.
+ The A key is some form of yes.
+ The D key is some form of no.
+ The S key says follow you.
+ The W key is a greeting.
+ The Z key asks them to cover you.
+ The X key says you will cover them.
+ The C key says to stay here.
+ The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes remaining,
so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace what
is necessary.  It assumes you already have been using version 1.0b.  So if
you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp folder.
Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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[Audyssey] swamp single player

2011-11-05 Thread Valiant8086

Hi.
Someone was saying yesterday that single player is virtually impossible. 
At that time it really was since you couldn't walk, but still, with this 
new one I walked out of the cabin and was sure enough surrounded all 
right. I just started wreeking havoc left and right litterally. I killed 
27 of them before they got me, but point is, It's doable to get 12 of 
them at leas,t although how to get back in the cabin is another thing, 
though I could have taken one step out the front door and got my 12 
kills easily enough I think, turned around  and walked right back in to 
check on the guy in there.


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
I think having other messages like get put go into another buffer, or 
perhaps even the same one, as chat messages would be nice.


I was thinking last night that having that area heal a person, very 
slowly, could be nice too.


Sent with Thunderbird 3.1.14 portable.

On 11/4/2011 4:26 AM, Jeremy Kaldobsky wrote:

The safe zone is currently a place where you can leave your character if you 
need to leave the computer and do not wish to be killed and start over.  I 
believe this was first suggested by someone who hated the fear of death 
whenever he had to run to the bathroom.  That sound funny, haha.

There are 2 NPC (non-player characters) standing on either side of the 
building's doorway, who will mow down any zombies who try to get in.

I plan to expand upon the safe zone so that it functions more like a common 
base for everyone.  The multiplayer missions will be based here, as well as a 
way to drop off weapons and ammo so that others can pick them up to use.  I'm 
also considering a system to track everyone's stats, as long as you exit the 
game from within the safe zone.  This prevents people from quickly pressing 
escape just before being slaughtered by a zombie mob and still having their 
stats saved.  The details are sketchy still.

The Zombie types are Normal, Canine, Giant, Tyrant, Stalker, Matriarch, and 
Reaper.  The Canines are fast but weak.  The Normals, Stalkers, and Matriarchs 
are medium health.  The Reaper is stronger than a normal zombie, and a bit 
faster also.  The Giant zombies are very strong, but the Tyrants are the brutes 
to fear the most.  They are twice as strong as Giant zombies.

I like your idea for a repeat message button.  I've written it down so I 
remember to put it into the next update.



HI,

Couple of questions:

1. What does the safe zone do?

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

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

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

Rich


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
The first sentence is a suggestion for a way to replay passed 
informational messages, things you've picked up, different area's you've 
walked through, blahblahblah. Someone asked for a key to replay the last 
message, but I think a buffer to replay through all of them could be 
nice, just like with shift period and comma reading chat messages, or 
also just putting those informational messages in so that they appear 
mixed in with chats would work in a pinch though it'd be annoying if 
you're trying to hear what someone said.


One thing I'm noticing is, swamp seems to be really quiet on my 
computer. I turn my volume all the way up, turn NVDA's volume way down 
to 30, and play that way. Is there something simple you can do to get 
the game to be louder? It's the only game that does this for me, even 
other fps games like shades of doom are nice and loud. Like, I can't 
hear people walking unless I turn it all the way up.


Speaking of which, a lot of times I'll hear a zombie growl, spin toward 
it and think I've centered on it, and then I'll just stand there and 
wait for it to make more noise so I can tell if I've aimed at it 
properly. Time and again I could sit there a long time, and the monster 
would just sit there and do nothing. I can walk toward it and suddenly 
get attacked with absolutely no warning. Other times I can do a search 
fire, just fire, move right a bit, fire, swing right a bit, fire, swing 
left a lot, fire, etc. Bad for my accuracy.


Do you think you could make the grass footstep sounds a bit louder, so 
they are more around the same volume as concrete and dirt footsteps?


Do you think you could give out coordinates with a certain command? This 
could help one call other players to a certain area. Many times I've 
chatted that I'm in deep doodoo, people ask me where, and I can't tell 
them because the v key doesn't say anything and either I've been 
whirrling around firing at zombies then running along until I encounter 
more that I don't even know which direction I've been traveling so 
couldn't tell you if I was just west of auto mart, etc or I just started 
playing and am surrounded and haven't the slightest clue where I spawned 
at. Maybe shift v could give you x y coordinates, unless somehow swamp 
doesn't use coordinates in the code at all. Then I could say I'm at 4500 
3440 and someone at 3800 3500 could walk south and a little east to try 
and get to me.


Sometimes the game crashes during mid play, it just closes cleanly. I 
think you already know about that though, seems some people were 
chatting about it in game.


I idled in the safe zone a while ago, and came back to have no game 
open, I guess it crashed again.


Didn't you talk on this list a few days ago a lot about some system for 
aiming at the monsters? Some radar thing that lets ou know if you've got 
a nice aim going on? I think a very fast beep with about 100ms of delay 
between each beep that increases in pitch slightly, then goes up really 
high if you're dead center. I think this is a fare suggestion myself, 
since after all sighted players of other games might have a scope or 
laser site that enables them, if they've enough time to bother, to get a 
really good shot. I can just imagine how much fun the hunting rifle 
would be with liberal use of that scope. That'd put true meaning to 
being a sniper on there.


Last one, I continually encounter monsters and stand trying to kill them 
for a good while only to finally give up and walk up to them to find out 
I've been firing at a wall of a building I didn't know was there and the 
monster is inside. I think if you can code it the best solution for this 
is to make it sound very quiet like they're a really long ways away, 
then I'll try to walk toward them, encounter the wall, maybe try to walk 
around the structure to get to the creature, but find out in doing that 
they're inside, not just way over on the other side of the structure. It 
wouldn't be so bad if I knew I was aiming right at them, I just don't 
know if maybe I'm hitting the wall right next to, and on the far side, 
of the monster than me, and need to swing one way or the other and give 
it another try.






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[Audyssey] swamp speech

2011-11-03 Thread Valiant8086

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


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


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


--
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Re: [Audyssey] swamp speech

2011-11-03 Thread Valiant8086

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

Sent with Thunderbird 3.1.14 portable.

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

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


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


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





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Re: [Audyssey] Swamp Characters/character profiles.

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

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

Sent with Thunderbird 3.1.14 portable.

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

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

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

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

Thanks guys!



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


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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-11-01 Thread Valiant8086
I have an issue with my touch pad where if I try to line up with a 
zombie with this game, I can't move in small increments. I either don't 
move or I move fairly quickly. I think if I slide my finger sideways 
slowly it doesn't turn my character at all. It's not at all similar to 
Papa Sangre's reaction to the same sort of movement. Does anyone else do 
this with a touch pad and does this happen to them too?




Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:

Just in time for Halloween, I've released the next Swamp update!  I want 
everyone to go into this realizing that I have rushed several things and it 
still needs a lot of work.  That being said, I think it is working well enough 
for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the game.
- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun, and 
MP5.
- Items can be found by listening for the sound of flies on a dead body.  Walk 
over it to pick up the item.
- Use F and G to scroll through items you've collected, and press Enter to use 
them.
- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing running 
speed now requires W + Shift.
- W now serves as a directional navigation helper.
- Use / to chat to others who are online.  and  will scroll you through past 
messages, though it needs a lot of work still.
- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and Giant 
zombies.  Each has its own sounds and attributes.
- When you select a new weapon from your inventory, you will have to reload the 
gun even if it had bullets in it when you last used it.  It's something I'll 
fix later.
- I've noticed a bug that will sometimes randomly lower the volume of your gun 
as you fire.  I haven't tracked down the cause yet.
- You can pause the game's background music by pressing the pause/break key.

In this entirely multiplayer update of Swamp, the game world is populated with 
a bunch of zombies and items to find.  As people kill zombies or find loot, new 
ones are created and placed around the map by the server.  This means you will 
never run out of zombies to kill, or new items to find.  I encourage everyone 
to give it a try, but please do remember that I'm aware it is pretty crude at 
the moment.  I have been busy and barely got this thing ready in time for the 
actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, multiplayer update version 0.7b

2011-11-01 Thread Valiant8086
I just bought an interesting little computer that has a touch screen. 
The only thing is, the touch screen is actually  a touch pad layered 
over the screen, at least, it presents itself as a touch pad to windows, 
and NVDA actually accidentally supports it, as it's not traditional 
touch UI. I wonder, and doubt, it's going to work with this game. Lol, 
but hey, what better excuse could a blind guy have to go out and buy one 
of those wee little tiny bluetooth mice, eh?



Sent with Thunderbird 3.1.14 portable.

On 11/1/2011 3:58 PM, Christopher Bartlett wrote:

Yes, I *hate* playing with my touchpad.  I end up stealing my wife's mouse
when I want to play because the control is so much better.  So Jeremy, you
are responsible for introducing marital issues into our gaming lives.
*grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Tuesday, November 01, 2011 3:47 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, multiplayer update version 0.7b

I have an issue with my touch pad where if I try to line up with a
zombie with this game, I can't move in small increments. I either don't
move or I move fairly quickly. I think if I slide my finger sideways
slowly it doesn't turn my character at all. It's not at all similar to
Papa Sangre's reaction to the same sort of movement. Does anyone else do
this with a touch pad and does this happen to them too?



Sent with Thunderbird 3.1.14 portable.

On 10/31/2011 12:53 PM, Jeremy Kaldobsky wrote:

Just in time for Halloween, I've released the next Swamp update!  I want

everyone to go into this realizing that I have rushed several things and it
still needs a lot of work.  That being said, I think it is working well
enough for people to begin playing it and having some fun!  :D

Changes from version 0.6b to 0.7b
- This update was specifically meant to test multiplayer aspects of the

game.

- The old map has been removed and replaced with a large multiplayer map.
- Sounds have pretty much all been replaced by new ones from Kai.
- There are 5 working weapons now.  Axe, Pistol, Hunting Rifle, Shotgun,

and MP5.

- Items can be found by listening for the sound of flies on a dead body.

Walk over it to pick up the item.

- Use F and G to scroll through items you've collected, and press Enter to

use them.

- When playing multiplayer, shooting your friends currently does nothing.
- Game music can be paused by pressing the pause/break key.
- By default you are now set to run when the game begins.  Changing

running speed now requires W + Shift.

- W now serves as a directional navigation helper.
- Use / to chat to others who are online.   and   will scroll you through

past messages, though it needs a lot of work still.

- There are now 4 types of zombies.  Normal, Dog zombies, Tyrants, and

Giant zombies.  Each has its own sounds and attributes.

- When you select a new weapon from your inventory, you will have to

reload the gun even if it had bullets in it when you last used it.  It's
something I'll fix later.

- I've noticed a bug that will sometimes randomly lower the volume of your

gun as you fire.  I haven't tracked down the cause yet.

- You can pause the game's background music by pressing the pause/break

key.

In this entirely multiplayer update of Swamp, the game world is populated

with a bunch of zombies and items to find.  As people kill zombies or find
loot, new ones are created and placed around the map by the server.  This
means you will never run out of zombies to kill, or new items to find.  I
encourage everyone to give it a try, but please do remember that I'm aware
it is pretty crude at the moment.  I have been busy and barely got this
thing ready in time for the actual Halloween day.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] cyberassault game update

2011-10-28 Thread Valiant8086

Hi.
Yes the monkeyterm soundpack is at 
http://valiant8086.com/games/muds/monkeyterm


It works with JAWS or Window-Eyes, but it also works with SAPI, though I 
feel sorry for an NVDA user trying to make do with SAPI at this point.



Sent with Thunderbird 3.1.14 portable.

On 10/25/2011 8:17 PM, Johnny Tai wrote:

I think there is a monkeyturn soundpack and setup for it.
It seems to work well with almost any client though.


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Re: [Audyssey] cyberassault game update

2011-10-28 Thread Valiant8086

Hi.
MTScripts has a soundpack for cyber assault too, though it likely needs 
some work especially after all these changes. I heard someone asking 
about a soundpack for cyber, this one won't work for NVDA users just 
yet. I've been telling people I'll look into that, so we shall see.


Sent with Thunderbird 3.1.14 portable.

On 10/25/2011 12:28 PM, dan cook wrote:

Ah, excellent!  i lost the connection details for a while, so i'm
looking forward to getting back on.

On 10/25/11, Johnny Taijohnnyti...@shaw.ca  wrote:

Just thought I bring you guys up on some exciting changes and upcoming
events on cyberassault.org port 1

If you like a mud with guns, grenades, zombies, yet you do not wish to go PK
like on the assault muds, this is the place for you.

We've boosted the max level up to 40, and a whole bunch of new skills and
psionics have been added to the mud.

For those who found the mud too spammy, the fight code has been re-done,
also we now have three spam filters to keep things...quiet...

An upcoming crafting system is in the work- expect to be in beta testing by
the end of next month.

We've also perfected the corpse-recovery process, so no more losing
equipment during crashes- heck, we can't even crash it now!

We've upgraded the server so now the mud no longer lag or have down-time.

A new class has been edit, one that allows you to charm and summon pets.

We are hosting a massive halloween quest this coming weekend with a zombie
apocalypse that will take over the whole mud. So if you wish to be part of
the fun, create your character today!

cyberassault.org
1

No one ever kicked ass by saying I can't.

Johnny ST Tai
LIVE AND WALK WITH CONFIDENCE.
Interpersonal and Social Relationship Counselling- call or email to book
your appointment today!
*Also Offering Private Self Defense Training!*

johnnyti...@shaw.ca

1-604-275-2795

http://hubpages.com/profile/Johnny+ST.+Tai

Listen to, or buy our music at:

http://www.musicsubmit.com/thecat

http://www.cdbaby.com/thecat

http://www.mynoisyplanet.com/TheCAT.

http://www.cdbaby.com/thecat2

http://www.rhythmqwest.com/thecat

Watch our videos at:

http://www.youtube.com/watch?v=tcer-Qboz24

http://www.youtube.com/watch?v=ycuQZ7OT2yA

Check out my writings at:

http://www.alteraeon.com/fanfic/

http://www.authorsden.com/visit/viewpoetry_all.asp?Authorid=10366

http://www.fictionpress.com/u/330245/JSTiger

Not perfect, but honorable.
Not wealthy, but very happy.
Not successful, but confident.
Not famous, but popular.
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Re: [Audyssey] Swamp Ideas

2011-10-28 Thread Valiant8086
My suggestion would be to make multiple shot sounds for those which you 
may have different impact sounds, and each one has a different impact 
sound after it.

Sent with Thunderbird 3.1.14 portable.

On 10/25/2011 9:10 PM, Jeremy Kaleidoscope wrote:

It all comes down to numbers.  In pretty much any other game I would keep the 
sounds separate and mix them in the code as necessary.  Firing the gun requires 
1 buffer, the bullet impact sound would be another, and the zombie's death 
would be a 3rd.  On each of these, the buffer is still in use for the duration 
of the sounds being played, so if you fired several bullets into a crowd of 
zombies you might be using between 6 and 12 separate sound buffers right there. 
 Then you've got your own footsteps as you're running from the undead horde, 
each zombie has its own foot steps as they chase you, and many of the zombies 
are growling and moaning.  It is also possible that you've got one of the 
radars activated, are within range of your speaking friend or another team 
mate, and there may even be some type of near by ambient sound meant to make 
the environment more immerse.

As you can see, the number of needed sound buffers starts to climb really 
quickly.  With only a few zombies this would be a lot but not overly crazy, but 
with each new zombie that number grows.  Every corner I cut increases the 
number of zombies I can throw at the poor player in a map.  I'd rather use a 
little more disk space on some combined sound files if it means I have have 5 
or 10 extra zombies chasing me down the street, lol!

I hope this helps explain why I'm going this route.


If you want a voice actor, I can help
out there. But I'm curious... why pre-mixed sounds as
opposed to separate ones?


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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


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On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
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 If you want

Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


Sent with Thunderbird 3.1.13 portable.

On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want

Re: [Audyssey] chess quest in alterean

2011-09-05 Thread Valiant8086

Hi.
Michael had it right at least first, the command is open then the 
coordinates you want the piece to move to, at least to my recollection 
it is.


Sent with Thunderbird 3.1.13 portable.

On 9/4/2011 1:28 PM, dark wrote:

Hi.

Has anyone done the chess quest under gad's landing?

I've got to the giant board, but whenever I'm there I can't work out how to 
move my pieces.

I've tried move pawn, move queen etc, but that doesn't work. I've tried b2 b4, 
I've tried say move b2 b4, say move queen, and say b2 b 4 etc, but nothing 
works!

This is just the sort of thing I hate in if games, where it's clear what you 
have to do, but the stupid commands in the game won't let you do it, and I'm 
reasonably confident if I can actually just work out how to move the bloody 
pieces I can solve the chess puzzle.

so if anyone's done it, some advice would be appreciated.

Beware the grue!

DArk.
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Re: [Audyssey] Questions about Top Speed 2 and 3

2011-09-04 Thread Valiant8086

http://valiant8086.com/games
Those cars are only for topspeed2. I hve some that I've made for 3, but 
those up on that site have not been updated to work with 3. The ones 
that I made from scratch for 3 are


http://dl.dropbox.com/u/1586962/cobalt.zip

http://dl.dropbox.com/u/1586962/DODGE%20charger69.zip

http://dl.dropbox.com/u/1586962/indi.zip

http://dl.dropbox.com/u/1586962/Lotus%20GT1.zip

And as a bonus, here's a link to my alternative english soundpack.

http://dl.dropbox.com/u/1586962/VALIANT8086%20tspeed%203.03%20soundpack.zip

Sent with Thunderbird 3.1.13 portable.

On 9/3/2011 3:58 AM, burakyuksek wrote:
I am totaly agree with you. Is there any place to get cars or tracks 
from one site?

saygilar sevgiler.
- Original Message - From: Michael Gauler 
michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 28, 2011 12:13 AM
Subject: [Audyssey] Questions about Top Speed 2 and 3



Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both 
games can be found and which is permanent, meaning not just a dropbox 
or sendspace link of one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related 
stuff could be found, but if I remember correctly, this source is 
gone for years.

And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation 
tools like for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and 
that is the apparent lack of any publicly available language packs 
for the latest title at all...
Are there only English speaking players novadays or is it taking so 
long to do a translation in any language now?

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Re: [Audyssey] not blowing up amo dumps

2011-09-04 Thread Valiant8086
Also shoot it with something that isn't  explosive, like a machine gun 
or an armor piersing shell.

Sent with Thunderbird 3.1.13 portable.

On 9/1/2011 6:26 AM, john wrote:
You neex to make sure that you know where both of them are. If one is 
near a lot of enemies, don't shoot it. The key to not letting the 
enemies destroy them is simply to keep a few hundred eters away.


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Re: [Audyssey] Questions about Top Speed 2 and 3

2011-08-30 Thread Valiant8086

Hi.
the only alternative language pack I know about is another English pack 
that I did. Shout out if anybody wants it.


Sent with Thunderbird 3.1.10 portable.

On 8/27/2011 5:13 PM, Michael Gauler wrote:

Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both games can be 
found and which is permanent, meaning not just a dropbox or sendspace link of 
one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related stuff could 
be found, but if I remember correctly, this source is gone for years.
And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation tools like 
for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and that is the 
apparent lack of any publicly available language packs for the latest title at 
all...
Are there only English speaking players novadays or is it taking so long to do 
a translation in any language now?
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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Yeah, now that you put it in that light, talking about protecting others 
from potential copywrite infringements puts things in a new light too.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:27 PM, Thomas Ward wrote:

Hi Valiant,

That kind of modding is understandable. Obviously lowering music to
make the menus more understandable or raising the volume of a sound to
make it a little louder is perfectly fine. You have a problem hearing
and modding a game to make it easier to play isn't an issue for me.
Its the other kind of modding that bothers me.

For instance, not long ago someone mentioned they were creating a Star
Wars mod for the game called Order 66, and asked if I could do
something to make a light saber loop. In other words could I modify
the game to support his mod.  The answer was definitely no, because
I'm creating a game on par with Tomb Raider, Indiana Jones, Rogue
Angel, or something else in that genre and someone is happily
converting my game into something completely different than what I had
intended. Not only that he wasn't even aware of the fact the license
agreement specifically forbids modding of that kind.

The other issue we get into when talking about modding is copyright
issues regarding sound effects. I have to pay royalties for the sounds
and music I use in my games. So the sounds that ship with a game are
provided under legal license for that purpose. However, if someone
rips all the sounds from say Tomb Raider and creates a mod and
redistributes them he/she could be held liable for redistribution of
copyrighted material and/or copyright infringement. While I'd love to
just drop the sounds of Lara Croft etc into my games that's not really
legal, and anyone who does it is taking a legal risk. So by not
allowing people to mod a game I not only protect my product I protect
people from taking the risk of modding my games with illegal sounds
and music.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That
is, with my hearing problems, sometimes I need to silence a crowd or turn up
a beep sound. Sometimes I have to turn down music in a menu  where many
developers seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to
throw that out there for people to know about.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-30 Thread Valiant8086

Hi.
Pretty happy to hear this. I'm on the edge of my seat waiting for this 
one! cheers! If shades of doom is any indication of how I like fps 
games, I think mota 3d is going to shine for me.


Sent with Thunderbird 3.1.10 portable.

On 8/23/2011 2:32 PM, Thomas Ward wrote:

Hi Valiant,

Well, I don't think MOTA 3D should have a problem with your sound
card. What I basically did in order to make it compatible with non-5.1
surround sound systems is emulate my own 3d positioning using the
panning and volume settings in DirectSound. I.E. I used 3d
calculations so the sound would pann and roll off like a 3d control,
but using just standard stereo mixing and gain. That way it would
sound fairly realistic, but not require state-of-the-art 5.1 or 7.1
sound cards and speakers.

Cheers!

On 8/23/11, Valiant8086valiant8...@lavabit.com  wrote:

Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the
menus. In Mota, fortunately, the music is just quiet enough that it doesn't
matter, I can figure out what Heather is saying over the music there
luckily.

Also I think you can change the volume of the music in Mota with a couple of
hotkeys, I'm not sure just now what they are, though. So far Mota has been
very good about not cluttering up the audio experience I would have. Also,
it doesn't have that problem I emailed about earlier with my stereo field
being too narrow, or what ever one should call my strange situation. I'm
sincerely hoping Mota3d doesn't have that problem either.

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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
I have some food for more thought on this discussion.

That is, with certain games, I have to mod them in order to play them. That is, 
with my hearing problems, sometimes I need to silence a crowd or turn up a beep 
sound. Sometimes I have to turn down music in a menu  where many developers 
seem to forget to allow it to be turned down or off.

I'm not trying to argue against the prevention of modding, just wanted to throw 
that out there for people to know about.

On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:

 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to
 allow end users to customize it I would make available the proper
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a
 stand alone game, etc I'm going to have to begin encrypting sounds and
 taking care that people can't modify it without serious effort. That
 way I know that what I create stays in tact and the game I sell my
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also believe
 that it applies to free games as well.  Even if I do not pay for the sound
 files that I use, I spend allot of time finding or recording and editing the
 sounds for my games.  And put the games out as my creation, you know the
 concept, the code, thus the way that the game plays and the sounds of the
 game.  Now if I intend for the game to be modded such as Quake I would build
 tools into the game for that.  You know like I have for games such as
 monopoly, golf, baseball, football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been modded.  But
 some people have found a way around that.  Just irritates me a bit that
 people take my creations and change them.
 
 BFN
 
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Re: [Audyssey] mota beta 22 thoughts

2011-08-23 Thread Valiant8086
Hi.
That is true, and I do so. But, as I just mentioned, it doesn't apply to the 
menus. In Mota, fortunately, the music is just quiet enough that it doesn't 
matter, I can figure out what Heather is saying over the music there luckily. 

Also I think you can change the volume of the music in Mota with a couple of 
hotkeys, I'm not sure just now what they are, though. So far Mota has been very 
good about not cluttering up the audio experience I would have. Also, it 
doesn't have that problem I emailed about earlier with my stereo field being 
too narrow, or what ever one should call my strange situation. I'm sincerely 
hoping Mota3d doesn't have that problem either.

On Aug 23, 2011, at 12:00 PM, Darren Duff wrote:

 One of the things you can do in MOTA now is turn off the music. That way you
 would only hear the sounds of the game and that might help you a little. 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Valiant8086
 Sent: Tuesday, August 23, 2011 11:46 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] mota beta 22 thoughts
 
 I have some food for more thought on this discussion.
 
 That is, with certain games, I have to mod them in order to play them. That
 is, with my hearing problems, sometimes I need to silence a crowd or turn up
 a beep sound. Sometimes I have to turn down music in a menu  where many
 developers seem to forget to allow it to be turned down or off.
 
 I'm not trying to argue against the prevention of modding, just wanted to
 throw that out there for people to know about.
 
 On Aug 23, 2011, at 8:14 AM, Thomas Ward wrote:
 
 Hi Jim,
 
 Yeah, I do know what you mean and understand your point of view.
 That's my feeling as well. If I wanted the game to be modded or to 
 allow end users to customize it I would make available the proper 
 tools or ability to do so.
 
 Since I don't intend Mysteries of the Ancients to be modified, to be a 
 stand alone game, etc I'm going to have to begin encrypting sounds and 
 taking care that people can't modify it without serious effort. That 
 way I know that what I create stays in tact and the game I sell my 
 customers is the one they are playing.
 
 Smile.
 
 On 8/23/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,
 
 I totally agree with you about the modding of games.  But I also 
 believe that it applies to free games as well.  Even if I do not pay 
 for the sound files that I use, I spend allot of time finding or 
 recording and editing the sounds for my games.  And put the games out 
 as my creation, you know the concept, the code, thus the way that the 
 game plays and the sounds of the game.  Now if I intend for the game 
 to be modded such as Quake I would build tools into the game for 
 that.  You know like I have for games such as monopoly, golf, baseball,
 football, coupling and the trivia game engine.
 
 I did devise a simple check to see if my game sounds have been 
 modded.  But some people have found a way around that.  Just 
 irritates me a bit that people take my creations and change them.
 
 BFN
 
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Re: [Audyssey] pan

2011-08-22 Thread Valiant8086

Hi.
Very complex? I'm assuming you're talking about the desktop with it's 
Audigy 2zs. All of the other computers I mentioned use internal sound 
cards that did come with them. As for balance, I have them all set to 50 
percent. And as for surround sound, I have the audigy 2zs set to stereo 
headphones though I should check and be sure of that, my laptops all 
don't have that option to begin with or if they do I don't know how to 
disable it. I have this hp with it's i d t sound card set so that all 
affects are disabled. My Toshiba has some enabled in order to have bass 
boost and to be able to make it a little louder.

Sent with Thunderbird 3.1.10 portable.

On 8/17/2011 11:03 PM, Alfredo_The_Music_maker wrote:
I do not suppose you could use the volume control, I mean, you use a 
system that is very complex, not at all like the normal sound card 
that comes with your computer. Perhaps your balances are messed up? Do 
you have surround sound enabled by accident?


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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086
How about alt, since GMA uses alt to silence speech, and as far as I 
know mota doesn't use alt for anything. I don't like shift because 
ctrl+shift+arrows might silence ongoing speech that one had intended to 
listen to while on the move.

Sent with Thunderbird 3.1.10 portable.

On 8/19/2011 1:25 PM, Thomas Ward wrote:

Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] better control of troop training in castaways

2011-08-21 Thread Valiant8086

Hi.
You won't need word to read an rtf file. Just about any text editor can 
open rtf files. Word pad, for instance. Press windows key+r and type 
wordpad. If the builtin wordpad word processor opens up, you should be 
able to open the rtf file in that no problem at all.

Sent with Thunderbird 3.1.10 portable.

On 8/18/2011 5:12 AM, brice mellen wrote:
Well, and I would like an explanation of how to make my soldiers 
become the ones you need leather for, as it stand now we really have 
no job descriptions either, and unfortunately I don't have Microsoft 
word to read that rtf file about it.
I'm not even to mission 3 yet because mission 2 is so damn hard lol, 
all my freshly created soldiers die because I don't have enough time 
to make them in to anything else before yetti's start attacking my 
settlement. Granted I started on normal difficulty, but I didn't think 
normal would be so hard.


-Original Message- From: dark
Sent: Wednesday, August 17, 2011 6:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

Yep, I noticed this too, even though i had three knights, the soldiers 
kept
on being knights even when i had three cloaks and 2 armour in my 
barracks.


the ai that is supposed to balance military to insure that soldiers 
train to

be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could 
have

five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies 
get
stronger and stronger far faster than you can even if you raise their 
base.


imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - From: alex wallis 
alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it 
needs some serious rebalancing, at the moment I think its unbeatable.

but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because 
there is armour at the barracks I want anyone I tell to be a soldier 
to become a knight.
I really think that the military jobs need to each have there own 
categories, so soldiers, literally meaning ordinary soldiers, a 
specific category for knights, and all other military units should 
have there own job types.
as I frequently find myself in the position where I am building up 
spare stockpiles of armour, and yet I don't want people to become 
knights just because the armour is lying around I would actually like 
to be able to set what military unit people become.


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Re: [Audyssey] Mota thoughts

2011-08-21 Thread Valiant8086

Hi.
Ah, ok just read what you said about the alt key not being an option at 
least for now. Hmm, context key? Probably has the same problem alt does, 
and it's so unconventional anyway. only thing I can think of tonight is 
having code that ensures the program knows the control key is still 
being depressed and not interrupting until it is let up, then depressed 
again. Can't just use something similar to keyPressed in auto it as 
aposed to keyDown, because keyDown is needed for all those other 
functions, but the code for the key could reinvent the wheel just when 
it came to the speech part while still being similar to auto it's key 
down. There must be a reason you didn't do that already. If it's a loop, 
auto it can say something like,


I've forgotten auto it syntax so here's some plain english in sort of vb 
syntax

if keyDown(ctrl)=true then 'check if ctrl key is pressed down right now
if ctrlKeyDown=false then 'check if our variable has been set by a 
previous loop to say the key was down at that point, iow was it already 
pressed
ctrlKeyDown=true 'tell the program the key is pressed so this code won't 
process next go around

speechInterrupt() 'interrupt speech
end if
elseIf keyDown(ctrl)=false then 'check if ctrl is not pressed
ctrlKeyDown=false 'the variable is set to say the key isn't down
end if

Hope you don't find my code contribution annoying, I know some people 
do, just figured I'd mention it just in case you didn't think of the 
obvious. My guess would be there's just something I don't know about 
involved that means you can't do it like that.

Sent with Thunderbird 3.1.10 portable.

On 8/21/2011 11:29 PM, Valiant8086 wrote:
How about alt, since GMA uses alt to silence speech, and as far as I 
know mota doesn't use alt for anything. I don't like shift because 
ctrl+shift+arrows might silence ongoing speech that one had intended 
to listen to while on the move.

Sent with Thunderbird 3.1.10 portable.

On 8/19/2011 1:25 PM, Thomas Ward wrote:

Hi Scott,

|Scott wrote:

1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.

My reply:

Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the code again and see
if I can fix that one.

Scott wrote:

2. Stairs still aren't announced in the view menu. This one's been
around since last time I played and caught up on the list, must've
been pre beta 18, so chances are you already know about it?

My reply:

Yeah, I know about this. They were never added to the view
menu/command and it was one of those things I was putting off until I
knew how many staircases would be in the game before adding them to
the view command. They are actually one of the updates going into the
game pretty soon.

Scott wrote:

The question is, while I do prefer the view command nowadays, is there
a key to silence speech? When there are a lot of objects in a room, I
quite often find it continuing to talk around other stats. It can get
mega distracting when you're trying to barge your way through rooms

My reply:

That's a catch 22 at the moment. That functionality exists in the
game, but is currently unasigned to a key, because I can't find a key
that I can logically map it to. If I map it to control, for example,
then commands like control+t won't speak the number of torches  in
your inventory. If I asign it to something like escape you can't use
it to quit/escape the game, menus, etc. I'm thinking shift might be a
good alternative, but I'm still open to suggestions. I really don't
know what to use for silencing speech.

Cheers!

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Re: [Audyssey] Mota thoughts

2011-08-17 Thread Valiant8086

Hi.
With your rope problem, don't forget about analogue jumping. You have to 
jump far enough when on a rope too just like with ledges.

Sent with Thunderbird 3.1.10 portable.

On 8/17/2011 10:50 AM, dark wrote:

Hi.

Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far, 
the analogue jump system is as i expected, as is the running jumps.

the only two miner niggles I have are first, for some reason you don't always seem to 
reach a ledge after climbing up a rope and jumping off, sometimes you fall back to the 
bottom even when you've climbed as far as you can upwards. A note, perhaps the indicator 
saying stone ledge whenb your in a position to jump off might help, as might 
an indicator on how far you have fallen.

Also, for some reason i can't attack monsters if I'm on a flight of stairs. 
After jumping the big gap and climbing downwards, there's a flight of steps 
going down and usually an enemy down there.

whatever weapon I use, I don't seem able to targit at all.

if there is a key to targit my attacks to a monster below me, I'd like to know.

Other than that, i'm liking thus far, and these two issues might just be me 
getting used to the mechanics.

All the best,

Dark.
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[Audyssey] pan

2011-08-17 Thread Valiant8086

Hi.
I'm having a big problem with some of my computers and I'm sort of 
getting weery of trying to put up with it, wondered if anyone else knows 
anything about this. I never hear anyone else complaining. It's weird. I 
can't stand it, I don't see how anyone else who had this problem 
couldn't notice it.


Basically, my sounds don't pan properly. More accurately, my stereo 
field isn't quite right. I tried to play shades of doom today, and I 
just can't seem to do it, because when a monster gets close to me, it is 
totally impossible to tell where they are. They are always dead center, 
I don't know which way to turn. When they're off in the distance, I can 
figure out where they are then, but the stereo field still isn't as good 
as what I'm used to.


Take Any of Jim Kitchen's games, like mach 1 tts. I totally can't play 
that, because the crouds on each side are right on top of me. Once I get 
to a turn, it's like immediately one of the crouds is right dead center 
in my stereo field, and It's loud enough I can't hear which way to go to 
get closer to the croud on the other side and off the wall. So basically 
I totally can not play that game. Topspeed, I haven't got any stereo 
perception of other cars when they are close to me, I can hear them a 
bit, but they are always dead center. If they go away from me a bit then 
I can sort of hear if they go around a corner, but on top of me it's 
perfectly dead center all the time even if they are all the way on the 
left wal and I am all the way on the right wall.


Is there a way to fix this? I have a bunch of computers that do it, and 
a couple that don't. My mac for one doesn't seem to do it with the xp 
virtual machine. I thought my desktop didn't do it until I tried to play 
mach1tts with it and experienced the same thing. It plays topspeed 
better than this hp laptop does though.


This computer here is an HP dm4 with a core I 5 430 processor. It has i 
d t audio unfortunately. I don't know why anybody would want to sell 
their laptops with that in it, it sucks in my oppinion.


I have a Tosheba with the same processor but which has a realtech sound 
card and it does the same thing as the hp. The hp and tosheba both run 
windows xp.


My netbook does it too and it uses a realtech with xp. My mac doesn't, 
and it runs xp. It uses, um. I can't remember what it's called now, 
Sirrus or something like that.


I think I have my direct x all updated, somehow I think that is my 
problem. I think something was changed in direct x somewhere along the 
road that messed everything up. I'm pretty sure my desktop does great 
with it's audigy2zs, but it still doesn't play mach1 tts worth a hoot. 
Oh, but wincar6 plays ok, even on my hp, except when I get really close 
to a wall, it's dead center in my speakers, when I get farther away, it 
still sounds like it's closer to me than it really is. Like if I stay 
dead center where you can't hear the walls at all I can do it, but if I 
let it drift over any, the side of my headphones opposit the wall still 
sounds just about as loud as the side near the wall, even if I'm just 
barely in range to hear that wall.


I'm stumped, about ready to do something drastic. I think btw if I set 
the GMA games to use software rendering for sounds it works better, so I 
should at least be able to play sod and gtc and lw properly. I actually 
forgot about that until I wrote this message. What about Jim Kitchen's 
games though? I really want to play mach1tts, but I just can't. It's so 
frustrating.



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Re: [Audyssey] pan

2011-08-17 Thread Valiant8086

Hi.
Ok thanks. I tried running dxdiag. I don't have any sliders. It shows 
what my operating system is, my hardware devices and some other things, 
but there aren't any mention of sliders. There are two tabs for audio, 
sound1 and sound2. They don't have anything that looks like you could 
control anything, just informational stuff. I could try saving all 
information with the button there and send it to this list, but I'm not 
sure that would say anything useful. Anybody know where hardware 
acceleration is for windows 7? Maybe I need to turn it off, I wonder if 
that's the same thing as setting the GMA games to use software rendering 
or what ever it is called, as I mentioned in my first message of this 
thread?




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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Valiant8086

Hi.
I like the newer sounds myself. I've recorded gunshots myself and they 
sound more like the newer ones than what the original mota gunshots 
sounded like.


Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:08 PM, Bryan Peterson wrote:
Maybe release the Beta 18 sounds as a separate sound pack? That way 
those who wanted it could have it while those who, like me, are happy 
with the newer sounds, could stick with those. It's the sae idea that 
was discussed with regard to speech packs with different voices.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward 
thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 16, 2011 9:20 AM
Subject: Re: [Audyssey] mota beta 22 thoughts



Hi John,

Thanks for your thoughts and comments. However, I have a few responces
of my own below.

John wrote:

  I personally preferred the weapon sounds from beta 18. For me, the
new ones are
far more sci fi, and far less realistic.

My reply:

Well, that's unfortunate because the gun shots etc in beta 18 were low
fidelity and I wanted to replace them with hi-fi sounds. As I
purchased the new sounds for round about $35 I can't just afford to
throw that money away and put the old ones back in. Besides I'm
personally happy with the new sounds so if people want the old ones
I'll see what other people have to say about them before I put the old
sounds back in the game.

John Wrote:

The new door sounds sound like a haunted
house rather than an ancient temple. The older ones (a stone door)
really make the
ambience authentic.


My Reply:

Not really. Most ancient greek temples used wooden doors not stone.
Were this ancient Egypt or something stone would in deed be more
appropriate here. So I think this is a situation of historical
accuracy vs player perspective. So I'd like to hear others thoughts
here. If the majority of the people want the stone doors back I'll do
it, but it would not be historically accurate in my book.

John wrote:

  The ability to jump continually (from beta 18) was an invaluable
aid in making
my times with the levers, and getting over the fire pit in level one
and the chasm
in level two.

My Reply:

Sorry, That is not technically possible. The way jumping worked in say
beta 18 caused endless problems with joysticks, mice, etc. You had no
control over when to jump and when you wanted to stop jumping because
it would go into an infinite loop usually ending up with Angela in a
fire, chasm, etc before you were able to stop. So restrictionms were
put in place that you had to let go of the controls keyboard, mouse,
joystick, whatever before starting a new jump. I'm sorry, but I had no
choice but to do it this way.

John Wrote:

I really preferred the previous sound for nearing a spike. I've found
the sound since
beta 19 rather hard to here, particularly near statues.

My Reply:

I see. Rather than replacing them perhaps just increasing the volume
might be a better solution?
John Wrote:
  When picking up objects, you have to press enter on the object
rather than holding
it down.

My Reply:

Again this is a technical restriction. I changed the way the G3D
Engine handles input to fix certain issues with handling input and in
the process of fixing the bigger problem this was a side effect of the
fix. So there isn't anything I can do but to restore the old input
code which will introduce problems and bugs into the game that would
be undesirable. So I'm afraid there isn't anything I can do to fix
this behavior without causing more bugs and problems than it is worth.

John Wrote:

Right now, it's not that hard to blast my way through all the
monsters in the game without getting hurt. The enemies with bows and 
fire spells

are usually the only ones to hit me, seeing as I can just shoot the
others before
they get close. This leads into the suggestion: it might add a level
of difficulty
(perhaps in later levels, or in all of them if you like) to have more
than one monster
in a room.

My Reply:

What difficulty level are you playing on? I usually play on Advanced
and Expert and believe me one enemy is more than enough of a
challenge. If you are still playing on say Beginner then the game was
intentionally made to be easy, and if you find it too easy then you
need to play the game on a higher difficulty setting. That's all I can
really suggest at the moment.

As for multiple enemies though its a good idea, but that feature will
not be in the side-scroller version of the game. I can say, however,
that the 3D FPS version I am working on does have multiple enemies in
a room. If that is a feature you really want then I suggest you check
out the FPS version as soon as that version is released.

Cheers!

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Re: [Audyssey] mota beta 22 thoughts

2011-08-16 Thread Valiant8086
Or they can mod it, seeing the sounds are just wav files that could be 
easily replaced. Do you plan to keep the sounds that way?

Sent with Thunderbird 3.1.10 portable.

On 8/16/2011 12:26 PM, Darren Duff wrote:

Personally at this point, I think you should make the game to your liking
and when it's done if people don't like it then they don't have to play
it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, August 16, 2011 12:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota beta 22 thoughts

Hi Bryan,

Perhaps, but its the principle of the thing. Nobody wants to just except the
game as it was intended to be designed. MOTA players are under the
impression USA Games is like Subway we do it your way
which isn't what we had in mind here. Although, I have plenty of web space
right now imagine if I released voice packs, sound packs, etc for each and
every single game I ever create. Its going to end up costing me extra web
space and download bandwidth to support what I consider non-essential junk.
I'd prefer people to just accept the changes as they are and stop requesting
sound packs for this, that, and the other thing because people just can't be
satisfied with the product I'm creating as is. They don't think about how
much extra time, effort, web space, etc is required to support their own
individual idea of how the game should be. More over they forget I'm in
charge of deciding such things and I have personal reasons for doing what I
do to.

Cheers!

On 8/16/11, Bryan Petersonbpeterson2...@cableone.net  wrote:

Maybe release the Beta 18 sounds as a separate sound pack? That way
those who wanted it could have it while those who, like me, are happy
with the newer sounds, could stick with those. It's the sae idea that
was discussed with regard to speech packs with different voices.
We are the Knights who say...Ni!

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Re: [Audyssey] Reaction

2011-08-12 Thread Valiant8086

Yo.
Mine was .2223 seconds. Heeheeheehee! Beat that! *grin*
 Sent with Thunderbird 3.1.10 portable.
On 8/12/2011 4:00 PM, Jim Kitchen wrote:

Hi Jeremy,

Thanks, and yeah, too quick on the trigger will bugger up your 
reaction average.


May I ask, I used a program named autofont to supposedly spell the 
word reaction on the screen.  Not sure how it turned out though.


Thanks again.

BFN

Jim

Direct action produces direct reaction.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Valiant8086

Hi.
I'm curious, what would you do if you started using sapi for output when 
it came to mac and linux? Would you use speech dispatcher or what ever 
they call the sapi-like system they have on those platforms? Also I had 
a bit of a brainstorm. I know ESpeak is pretty much considered dreadful, 
but it's so small and open source. Do you think you could use the 
library version of ESpeak legally in all of your games as an option?


I never finished it, but I have a bgt script that can play wav files if 
it can find them, otherwise it will speak using SAPI. I wonder if you 
would be better off if you wrote something like it to handle use of 
sapi, speech dispatcher or what ever other options there are on each 
platform you will work with. It will use the correct speech api, but if 
there are sounds it will play those. Then almost automatically you could 
allow for use of voice packs, or you could be able to switch to sapi or 
similar if the user chooses in the menu to do it or if it is on a 
platform who's speech api you don't support.


There is one big problem with that. That is you have to send the right 
chunks of text speech that will work with speech files. You can't just 
send your whole sentence to the script or what ever it would be called 
in your case and expect it to load the right individual files. Oh it 
would work with sapi fine, but not playing files. So if you took the 
time to send it individual chunks of text, it would load files who's 
names are the same as each chunk of text or if not found it will speak 
that chunk. But if you send it a bunch of stuff to speak and there are 
no files, it will make sapi pause similar to how voiceovers do, that 
probably isn't desirable. Actually. my script spells anything it doesn't 
have files for because when I wrote it sapi wasn't supported quite yet. 
I stopped because Angel script had a limitation I couldn't find a way to 
get around. I should go ahead and finish it, I think lots of bgt 
programmers could make good use of it.


Sent with Thunderbird 3.1.10 portable.

On 8/7/2011 4:07 PM, Thomas Ward wrote:

Hi Bryan,

Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi
support without too much trouble with it.  It is, in fact, becoming a
standard among audio game developers as a common API we use to speak
information in our games.

The longer I've been  with this community  and have been developing
games I've found that Sapi actually resolves a lot more problems than
it causes. That's why I am strongly considering making Sapi support a
standard option in my future games for the reasons below.

First, there is the matter of end user preference. I'm talking about
that big thread back in June about which voice someone likes or
doesn't like, the rate is too fast or too slow, the pitch is too high
or too low, etc can be solved by switching to Sapi. If someone doesn't
like the default Sapi voice on their computer weather it is Microsoft
Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com
and buy a different one. Given the number of audio games that rely on
Sapi support I figure most people probably own at least one Sapi voice
they like by now.

Second, using Sapi, from a programming standpoint, is quicker and
easier.  To use *.wav files as I've been doing slows production down
alot because I have to record the speech files, edit the speech files,
and then write a bunch of code to load the proper *.wav file when it
is needed. With Sapi all I have to do is pass a string of text to the
Sapi-Speak() function and I'm done. No recording, editing, or extra
coding required.

Third, it saves money. If I have to higher someone to do the voice
overs that can cost quite a bit to have someone speak the menus,
status messages, and so on all be it the end result will sound more
professional. Even if I continue recording and using Sapi voices
that's not exactly free either. I have to license the voice, and pay
for the rights to use those voice clips in my game. That costs money
and will come out of any game I produce.

Finally, it makes the installation smaller. Last time I checked I
think MOTA's speech directory was close to 50 MB or something like
that.  While its not a problem for a modern PC its the idea that there
is an easier and simpler way to self-voice a game that doesn't wack
off 50 MB of your hard drive space right off the bat. That 50 MB could
be used for something else like audio books, mp3s, more games, etc. No
sense waisting space if you don't have to is basically what I mean.


I know the counter arguments as well. Not everyone has a good Sapi
voice. The default sapi voice sucks. Sapi support can break. Those are
all good points, but the reasons 

Re: [Audyssey] New area opening on Alter Aeon

2011-08-09 Thread Valiant8086
I got to visit this area and it is totally awesome! Glo did a good job 
on it.

Sent with Thunderbird 3.1.10 portable.

On 8/8/2011 10:51 AM, Dennis Towne wrote:

This weekend, we opened a large high level area on Alter Aeon - it's
an extension to the Hades Castle near Olympus on the mainland.  It's a
very high level zone, so if you've got a high level character you
might want to join up with a group to go run through it.  Here's the
official announcement from the area builder:

+++

The priests of Glorida have been attempting to gain access to Hades
Castle for hundreds of years without success.  This past week the
priests discovered a previously unknown secret to which they used to
gain access to the top floor of Hades Castle.  The priests have deemed
it very dangerous to enter this area, however, have left it open for
all to enter.  The priests continue to work hard to gain access to the
remainder of the castle, however at this time have not been able to
find the proper incantation.

The priests indicate the Hades Castle is located just past the river
Styx in the city of the twelve gods.

Feel free to explore the area that has been discovered, however, it is
extremely dangerous and you may want to bring some friends along.

+++

We hope you enjoy it!

-dentin

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

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Re: [Audyssey] Alter Aeon Thief class update

2011-07-31 Thread Valiant8086

Yo, Dallas.
Who are you on Alter Aeon now? Let's catch up on old times.

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On 7/26/2011 6:55 PM, Dallas O'Brien wrote:

hi dentin, looks good, will have to rework one of my chars and make a
thief! just so i can give it all a good going over.
talk soon
dallas


On 27/07/2011, darkd...@xgam.org  wrote:

Hay Oriol, i've been meaning to ask.

now we've got sapi working, i'm hoping to do the same for my laptop as I'll
be using it over summer.

i see the patch on the site and am downloading it now (I presume it'll fix
the update problem in current distribution of the mush soundpack), but what
exactly is the mush light installer?

I'm afraid I wasn't clear from the page what exactly it did and how it may
differe from the standard pack.

Beware the grue!

Dark.
- Original Message -
From: Oriol Gómezogomez@gmail.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Tuesday, July 26, 2011 7:49 PM
Subject: Re: [Audyssey] Alter Aeon Thief class update



Been playing that mud for years, I am the maker of the mush-z
distribution for alter aeon. You can check it out at
http://oriolg.es/mush.php

On 7/26/11, Dennis Townes...@xirr.com  wrote:

Alter Aeon is at it again with a new set of expansions!  We've done a
pretty thorough rework and update of the thief class, with two
entirely new groups of skills and a number of updates to older ones.
Major additions include:

- Updates to the poison brewing and handling skill tree, with the new
abilities to poison food and corpses, reduce antidotes, and brew
advanced poisons with special effects

- A complete new skill tree has been added for shadow skills, with new
skills to aid in stealth, combat, and transport

- A brand new set of skills for creating and throwing grenades, with
several recipes including firebombs, flash bombs, smoke bombs, and
stink bombs

- New low level skills added to aid in finding safe areas and help
escape bad situations when grouping with others

- A major update to the lock picking skills, turning it into a more
progressive and potentially faster process

- Minor updates for other classes, including automatically reviving
vampires and a new low level skill for warriors

Everyone is welcome to play, so if you're new to the game feel free to
stop by and check us out.  For more information and soundpack
downloads, see our web site at:

http://www.alteraeon.com

For those of you who don't know anything about us, Alter Aeon is a
multiplayer text-based game with a lot of features and settings to
help make it blind-friendly. Over half our playerbase is blind or
visually impaired, and we have blind builders and staff helping to
expand and improve the game.

Thanks!

Dennis Towne

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

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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Valiant8086

Hi.
It is  very late, and I bet you already mentioned this in your message 
and I just missed it even though I tried to read it twice, but sound RTS 
is open source, isn't it? Or is it. Lol.


Sent with Thunderbird 3.1.10 portable.

On 7/29/2011 1:22 PM, brian glass wrote:

Hi HTH,

Thanks for your detailed response. I apologize for being naive of the
terminology, as I am unfamiliar with this gaming world, hence my desire to
reach out and learn. I guess I considered video games to be synonymous
with electronic games in general, and until yesterday didn't even make the
connection between video and visual-- I just took that for granted, so I
think the phrase audio games is a great and useful phrase for this
purpose.

I am encouraged that I keep hearing the same responses about Shades of Doom,
Castaways, and Sound RTS. This tells me that there are in fact gold
standard games in this industry, which is a good thing.

I have tried Audio Quake, although I couldn't get it to run. In fact, a lot
of audio games I've tried simply crash right away and don't run. I wonder if
that is a common problem, and something needs to be tweaked with my audio
card settings?

Thanks again for your help, the feedback has been great!
Brian

On Fri, Jul 29, 2011 at 2:55 AM, Thomas Wardthomasward1...@gmail.comwrote:


Hi Brian,

Welcome to the list. Before I start I'll answer your question about
terminology. As for what most developers and a fair number of users
call our games we simply call them audio games. That's because they
usually tend to have little to no graphics and animation, and the game
worlds are largely made up of 2d and 3d audio effects. Thus the term
audio game to separate them from video games that have a decidedly
visual aspect to them.

Now, as far as a first-person shooter goes I'd highly recommend a game
called Shades of Doom produced by
http://www.gmagames.com
for two very important reasons. One, it is loosely based on Doom, and
its a game most sighted people are fairly familiar with so its a good
comparison for any kind of scientific or medical study. Second, the
developer David Greenwood has added a number of revolutionary ways to
make FPS style games fully accessible to a large number of blind
gamers. In fact, my own game engine I've been developing for quite
some time borrows a number of accessibility features introduced by
David Greenwood in his products. So I feel that is where you should
start when it comes to any kind of FPS games.

As far as real time strategy goes there are a number of games you
might use here. First, There is a game called SoundRTS that is
something like Warcraft. Another game you might look at is called
Castaways written by Jeremy Kaldobsky. Finally, GMA has created a
commercial real time strategy game, Time of Conflict, that is based on
a more modern theme building jets, tanks, ships, etc.

As far as open source goes there is really only one game I can think
of that might help you. There is a game called Audio Quake, a clone of
Quake, that has had a number of accessibility improvements which makes
it more or less accessible for a blind player. Personally, I think GMA
has much better accessibility in Shades of Doom, but Audio Quake is
fairly playable with a bit of practice and training. However, there
really aren't that many options or choices in terms of open source
audio games at this time.

HTH

On 7/28/11, brian glassbrigl...@gmail.com  wrote:

Hello, I am a graduate student in psychology, and I am interested in

using

video games for the visually impaired to study cognition. I was hoping to
get some feedback. Does anyone know of the most popular or best

audio-only

video games (is that an oxymoron?) in the categories of action game (such

as

a first person shooter) or real-time strategy game (such as StarCraft)?
Also, are there any good open source audio-only games out there?

Thank you!

Brian
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Re: [Audyssey] General Gaming Info

2011-07-31 Thread Valiant8086

Hi.
There is also that incredibly difficult technoshock game that is similar 
to Shades of Doom.


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On 7/29/2011 11:26 AM, Ben wrote:

Hello Brian,
First off, I must introduce myself.  I am Ben, a member of this community
(the blind gaming community) from the UK.  I've been playing audio games for
many years.  Now.  If you want me to give you a list and other information
concerning audio games, then contact me via this email offlist and I can
help.  But I must say, that the greatest source is audiogames.net -
www.audiogames.net
is a database of practically every audio game ever.  Well, as dark about
this he is chief moderater.

But hope this email is of help.

Actually.  as I've been writing this, I have just thought.  If you want to
look into a good FPS game, look in to shades of doom by
www.gmagames.com
This is, in my opinion and to my knowledge the first and only true first
person shooter on the market (its not free, but the demo lets you play level
1).

I don't know about other games like Starcraft.

Hope my info is useful,
Ben.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of brian glass
Sent: 28 July 2011 20:23
To: gamers@audyssey.org
Subject: [Audyssey] General Gaming Info

Hello, I am a graduate student in psychology, and I am interested in using
video games for the visually impaired to study cognition. I was hoping to
get some feedback. Does anyone know of the most popular or best audio-only
video games (is that an oxymoron?) in the categories of action game (such as
a first person shooter) or real-time strategy game (such as StarCraft)?
Also, are there any good open source audio-only games out there?

Thank you!

Brian
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Re: [Audyssey] CASTAWAYS SUGGESTION.

2011-07-24 Thread Valiant8086

Yo.
For the ESpeak voices that's the voices found by default in NVDA by the 
way, for the SAPI5 version of those hit 
http://espeak.sf.net/test/latest.html unless you'd rather not test the 
latest version.


Sent with Thunderbird 3.1.10 portable.

On 7/20/2011 5:30 PM, Willem Venter wrote:

Hi Jeremy. You can download the microsoft voices called Mike and mary
from microsoft. Also espeak has some decent though tinny-sounding
voices which does the job.

A hop to your favourite search engine will have to do as I don't have
any links. Of corse there are also many high quality voices you can
buy.

I also know the espeak voices are accessible from the windows 64 bit
control panel.

On 7/20/11, shaun everisssm.ever...@gmail.com  wrote:

well to be honest I have been using nvda with espeak.
Its low quality but it does the job.


Since I only have 1 voice myself, I can't really test my own code if
I tried to include options for changing those settings.  I'm new at
sapi voices, and I wouldn't even know where to begin, in finding more.

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Re: [Audyssey] farm management in castaways

2011-07-17 Thread Valiant8086

Hi.
For me, I have found myself wishing the same thing, but I really didn't 
want to stop any of the farmers because I wanted them working on the 
whine. I finally tried to settle the issue by stopping everyone who 
wasn't creating whine.
Sent with Thunderbird 3.1.10 portable. I don't really know if it worked 
as I wanted it to or not, since I stopped paying attention to that, but 
I still got enough whine anyway.



On 7/16/2011 6:53 PM, alex wallis wrote:

Hi list.
Just another suggestion, but I think there should be an option on 
farms to stop peasants harvesting from them.
as I have had a few situations in this current game, where I have had 
say 100 flower and over a hundred vegetables.
obviously that is quite a lot, and I don't need more of said materials 
for a long time.
so it would be nice to be able to shut down particular types or indeed 
all types of farms, in order that peasants can do more useful things.
the close option doesn't apply to farms as they don't need supplies, 
so I would like to see some way to shut farms down.


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Re: [Audyssey] Help with a Mac

2011-07-07 Thread Valiant8086
It is also still possible that this is just as I said before because 
when you install win 7 on a bootcamp partition on a mac, it is basic 
plain simple windows7 which hasn't yet had any dependencies installed 
except the ones which are part of windows7. We want to keep in mind that 
win7 doesn't include all the dependencies needed to run some of the 
older programs where windows xp does. Many computers shipping with win7 
however seem to ship with one or more of those older programs, and thus 
you get the convenience of those dependencies added in by the 
manufacturer. Maybe one of these days I will manage to get a copy of 
win7 and can try it and see if I have any better luck, though that will 
be sometime after you already figured it out. *grin*.



Yes yes, I know I'm all about dependencies but that is as far as I can 
think the only possible explanation other than lack of permission.


Sent with Thunderbird 3.1.11 portable.
On 7/5/2011 1:22 PM, Thomas Ward wrote:

Hi Jim,

Very interesting. I admit I have some difficulty in seeing how the
hardware could be a problem as most Macs are Intel based like Windows
these days, and some of the hardware is found on standard Windows PCs
too, but anything is possible I guess.

On 7/5/11, Jim Kitchenj...@kitchensinc.net  wrote:

Hi Valiant,

Thanks.  Yeah I know that lots of people are running my games on a Windows 7
64 bit computer.  The only couple of times that I have heard of problems was
when they were trying to do it on a Mac, even with the dual boot.

BFN

  Jim

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Re: [Audyssey] Help with a Mac

2011-07-07 Thread Valiant8086

Yo.
Hmm, that's a possible explanation too then. I didn't have any idea 
there were driver problems with 64 bit win7. If there are still driver 
problems, that could explain it too. In that case, if Josh is desperate 
to play the games that don't work under bootcamp and can't find any way 
around it, I suppose he could just install 32bit win7 at no extra cost 
save for time and effort as your license key supposedly will work with 
32 bit or 64 regardless.


Sent with Thunderbird 3.1.11 portable.

On 7/7/2011 9:07 AM, Valiant8086 wrote:
It is also still possible that this is just as I said before because 
when you install win 7 on a bootcamp partition on a mac, it is basic 
plain simple windows7 which hasn't yet had any dependencies installed 
except the ones which are part of windows7. We want to keep in mind 
that win7 doesn't include all the dependencies needed to run some of 
the older programs where windows xp does. Many computers shipping with 
win7 however seem to ship with one or more of those older programs, 
and thus you get the convenience of those dependencies added in by the 
manufacturer. Maybe one of these days I will manage to get a copy of 
win7 and can try it and see if I have any better luck, though that 
will be sometime after you already figured it out. *grin*.



Yes yes, I know I'm all about dependencies but that is as far as I can 
think the only possible explanation other than lack of permission.


Sent with Thunderbird 3.1.11 portable.
On 7/5/2011 1:22 PM, Thomas Ward wrote:

Hi Jim,

Very interesting. I admit I have some difficulty in seeing how the
hardware could be a problem as most Macs are Intel based like Windows
these days, and some of the hardware is found on standard Windows PCs
too, but anything is possible I guess.

On 7/5/11, Jim Kitchenj...@kitchensinc.net  wrote:

Hi Valiant,

Thanks.  Yeah I know that lots of people are running my games on a 
Windows 7
64 bit computer.  The only couple of times that I have heard of 
problems was

when they were trying to do it on a Mac, even with the dual boot.

BFN

  Jim

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Re: [Audyssey] Help with a Mac

2011-07-07 Thread Valiant8086
Yay. I'm happy to hear you're looking at a mac, even if you go budget 
and get a mac Minny. Only problem with that is, I'm biased, since I just 
got one and hope you do release your games for it too as you have 
mentioned you planned on. *lol*


Sent with Thunderbird 3.1.11 portable.

On 7/6/2011 2:23 PM, Thomas Ward wrote:

Hi Trouble,

Yes, I know. That's one of the reason Mac's are so high. They don't
spare any expense on using high end hardware which makes them some of
the best built PCs and llaptops on the market. That's one of the
reasons I am currently looking at investing in purchasing one. Apple
has a reputation of giving a customer high quality hardware and
software for their money where companies like HP, Compaq, Gateway,
NEC, etc just put in components that are affordable, but not
necessarily the best you can buy just to keep the prices down and
competitive. It really is a case of you buy cheep you get cheep for
your money when it comes to hardware and software.

On 7/5/11, Troubletroub...@columbus.rr.com  wrote:

The hardware shouldn't be a problem, because the only difference is
the op running mac. you can run windows on it as a pc parts based laptop.
Now you have to remember that with windows on it the laptop would be
at the high end of power laptops with all you get from Apple.

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Re: [Audyssey] Help with a Mac

2011-07-04 Thread Valiant8086

Hi.
I'm guessing this problem is unrelated to the fact it's running on a 
mac, especially since it's running directly on a boot camp partition.


My guess is that winkit wasn't installed, or somehow didn't get the 
visual c++ runtimes installed. I think I got it right. Also he will 
probably need to run them as administrator or turn off user account 
control. There is an alternative download for those visual runtimes 
directly from microsoft and you can get a somewhat direct link to them 
by going to the downloads link on qwitter-client.net. I've encountered 
this problem before with other vb6 programs and this is how I fix them. 
That said I'm not saying I'm certain this is Josh's problem, but It is 
worth a try.





Sent with Thunderbird 3.1.11 portable. Enough 1s?

On 6/29/2011 9:45 AM, Jim Kitchen wrote:

Hi,

I am forwarding this message to the list in hopes that someone might 
be able to help Josh as I have never run a Mac myself.


Hi

I tried installing your games into c:\program files (x86)\kitchensinc 
and they don't run. They try, I get no sound, then the game closes 
with a this program has stopped working error.
I've got a macbook pro running windows7 in bootcamp. dual core 
processor, 4gigs of ram.


josh

BFN
Jim

Check my web site for my free blind accessible pc dos and windows games.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Help with a Mac

2011-07-04 Thread Valiant8086

Hi.
It's possible there are problems related to that, but it also works well 
if everything is right. I have a Toshiba and an HP both of which run 7 
x64 and I can run any of the Kitchens Inc games with no problems at all.


Jim I think someone already mentioned this, but Josh can try putting 
your games in his documents folder or somewhere similarly associated 
directly with his user account and running them from there to see if 
that works better. He can also hit the context key on the .exe file for 
your game and choose troubleshoot compatibility. If he messes around in 
there long enough I'm banking he'll probably get it to go.


Me I run with UAC turned completely off. I wouldn't recommend this to 
anyone though, I'm just saying that might be part of what is making 
things work nicer for me than perhaps others. Putting the games in the 
documents folder might possibly help to get around the problems UAC can 
introduce with older programs that aren't aware of how to operate in a 
UAC environment. As it is, I have a program or two which are older and 
not maintained but which I use very often. Also those programs need to 
run from the program files folder instead of program files x86 even 
though they aren't x64 programs. Me personally I keep on having problems 
where UAC has a weird way of blocking things from happening inside the 
program files folder but doesn't prompt me the user to allow it. What 
ends up happening is sort of cleaver, but it's very annoying and hard to 
work around. The files changed by the program in question appear only 
for that program. Indeed if you open a fie inside program files with a 
program and then save it, you get another copy of that file which that 
program will be the only one that can access. You can't even find it if 
you go to windows explorer. I worked for a couple of days trying to work 
around this and he best solutions were running the program as admin 
which brings up a UAC prompt every time you start the program or turning 
UAC all the way off which is what I have done. At least I haven't got 
large piles of sensetive data on my computer and I have an easy way to 
restore it as I have already had to do once. I still run security 
essentials and keep the windows firewal turned on at least.



Sent with Thunderbird 3.1.11 portable. Enough 1s?

On 7/4/2011 11:52 AM, Thomas Ward wrote:

Hi Jim,

Might I throw one more suggestion at you. Josh specified he was
running Windows 7 64, but didn't state if his version of XP is 32 bit
or 64 bit. This might be a critical detail as I know I'm having issues
with 64 bit machines as I only have access to 32 bit software and
libraries, but when I released some betas of MOTA we've had some
issues on 64 bit platforms. Its possible because your games are
designed for a 32 bit environment they have issues on a 64 bit
platform.

HTH


On 7/4/11, Jim Kitchenj...@kitchensinc.net  wrote:

Hi Valiant8086,

Thank you very much for your suggestions.  It sounds like Josh has tried
those, like my winkit.zip etc, but no go.  But he says that he also has a
virtual Windows XP as well and the games run fine there.

Thanks again and BFN

  Jim

I pledge allegiance to the flag of the United States of America and to the
republic for which it stands, one nation  under God, indivisible, with
liberty and justice for all.

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

2011-07-03 Thread Valiant8086

Hi.
I like the current voice, and I like his speech rate. I find it very 
much less difficult to understand than Akapella Heather was. What might 
end up happening is there will be multiple different english soundpacks 
created by you or gamers to give the game a different voice. You plan to 
try and support foreign languages by just having them recorded in 
different languages, you could put a downloads area on the mota page for 
obtaining other languages, and among those might be alternative english 
packs too.


This reminds me of how topspeed handles things. Too, you could make the 
ability to switch languages into the game, like topspeed has done. That 
wouldn't be necessary though as long as we can delete the speech folder 
and replace it with another one we have.





Sent with Thunderbird 3.1.10 portable.

On 6/25/2011 8:44 PM, Thomas Ward wrote:

Hi Karl,

True, but one of the issues is a lot of those who are making the
requests are foreign speaking customers where English is not their
native tongue. Therefore they want the voice slowed down so they can
understand the game better. That's understandable, but how slow is too
slow and how fast is too fast for them.

I do understand where they are coming from. I had some French and
German in high school and college, and although I know the basics of
the languages I don't speak them every day, and if I were to actually
talk to someone going 90 miles a minute in French or German half of it
would get passed me as I can't process it that fast. That said, as
most of the users do know English I think they could probably get by
with it set to the current rate. It actually sounds a bit slow to me,
but I'm comfortable with the current rate personally.

On 6/25/11, Karl Belangerkarl.belan...@comcast.net  wrote:

Personally, I think the voice is fine as is. I think you'll run across the
problem that if you slow the voice down to much, people will start to say
that the voice is dragging. If enough people say the voice is to fast and
you decide to slow it down, I think the simplest way to determine the best
speed would be to record a few samples at different rates, and see which
people like most, or another possibility would be to estimate the rate a
person would say the same rate and set it for that.
Personally, I say leave it as is.
Karl

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Re: [Audyssey] MOTA Voice Output

2011-07-03 Thread Valiant8086

Hi.
You might already have made a decision on this. I'm hoping you did, or 
will go, for an Ivona voice, after hearing Tom voiceover for Mota, I 
discovered I liked it a lot better. I'm just hoping one of the ivona 
voices will be a little less choppy since I find it ironic that folks 
think Tom is choppy when I always thought heather was the choppy one. Lol.



Sent with Thunderbird 3.1.10 portable.

On 6/26/2011 7:34 PM, Thomas Ward wrote:

Hi Phil,

Yeah, I already tried that. I made each pause as low as 0.1 between
words and it was too choppy. Given there were no complaints with
Heather I'm going to either go back to her for this release, or I
might use something like Ivona Kendra, Jenifer, or Amy as all of those
are superior Sapi voices Either way I have decided to drop Scansoft
Tom..

On 6/26/11, Phil Vlasakp...@pcsgames.net  wrote:

Hi Thomas,
the .2 of a second and .5 of a second pauses were just a guess.
You could reduce them to .1 and .3 and try it again.
Climb {{Pause=.1}}Up {{Pause=.3}}Up {{Pause=.1}}Arrow.



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You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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