[Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Philip Bennefall

Hi Thomas,

There is a third option, which will let you maintain the current keyboard 
layout. You can first perform a check to see if the ctrl key is pressed, if 
this is the case then interrupt the speech. This should obviously be a key 
pressed rather than a key down check, so that it only reports true again if 
the user releases the key and then pushes it down once more. Then you can 
check if the w key is pressed, and if this is the case check if the ctrl key 
is down. This is what I do in my upcoming game to solve this issue and it 
works very well. Just make strategic use of key down versus key pressed and 
there won't be a problem. What will end up happening, of course, is that 
speech is first interrupted when the control key is pressed but then 
immediately restarted again if w is pressed and control is still down. 
However speech won't be interrupted again on the next loop iteration because 
control will just be down, but not newly pressed. similarly the status 
command won't be restarted over and over again because w has not been newly 
pressed either. Using a key pressed rather than a key down check would also 
solve the slight quirk where holding down one of the number keys starts a 
violent stutter of the weapon name as it gets retriggered on every single 
loop iteration.


Kind regards,

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

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA


Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

---
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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Jacob Kruger
Off hand, what about the `/~ key for interrupt - unless you've already got 
it mapped to something else?


Stay well

Stay well

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

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread dark
I'm less of a fan of shifting the ctrl modifyers, sinse we're generally used 
to them as function or control commands,  though I'm not %100 tied to 
this and could move over to using shift of course.


Given the choice though I do have a miner preference for another key to 
interupt speech and cutscenes.


i'd personally suggest either space bar or one of the f keys.

i would suggest escape sinse it's often a common key for interupting 
document read or aborting other functions in a screen reader, but obviously 
that is used for exiting the game.


That would be my preference, space bar or another f key for interupt rather 
than moving the ctrl modifyer, though if it gets done that way I'm not going 
to go ballistic.


Beware the Grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 12:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

---
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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi philip,

Thanks. That's a good suggestion. Although that means a major rewrite
of the G3D input code. At least for Windows. I'm not really willing to
put that many hours into bug fixes right now. As I explained on the
USA Games list I'm looking for quick and simple solutions to bugs so I
can get MOTA 1.0 out of the door. I can worry about rewriting input
handling at some other point. I've already got my hands full
completing the Windows version let alone finish updating the Linux
version of the G3D engine and releasing a cross-platform version of
MOTA.

Cheers!





On 4/29/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> There is a third option, which will let you maintain the current keyboard
> layout. You can first perform a check to see if the ctrl key is pressed, if
> this is the case then interrupt the speech. This should obviously be a key
> pressed rather than a key down check, so that it only reports true again if
> the user releases the key and then pushes it down once more. Then you can
> check if the w key is pressed, and if this is the case check if the ctrl key
> is down. This is what I do in my upcoming game to solve this issue and it
> works very well. Just make strategic use of key down versus key pressed and
> there won't be a problem. What will end up happening, of course, is that
> speech is first interrupted when the control key is pressed but then
> immediately restarted again if w is pressed and control is still down.
> However speech won't be interrupted again on the next loop iteration because
> control will just be down, but not newly pressed. similarly the status
> command won't be restarted over and over again because w has not been newly
> pressed either. Using a key pressed rather than a key down check would also
> solve the slight quirk where holding down one of the number keys starts a
> violent stutter of the weapon name as it gets retriggered on every single
> loop iteration.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi,

Well, using the spacebar in this case is not a good idea. That' is of
course the fire key. Although, I love your suggestion to use the
escape key. I can always remap quit game to q. That might throw a few
people at first, but I can think of a number of games where q brings
up a quit prompt. Still I'll see what everyone else has to say first.

Cheers!


On 4/29/11, dark  wrote:
> I'm less of a fan of shifting the ctrl modifyers, sinse we're generally used
> to them as function or control commands,  though I'm not %100 tied to
> this and could move over to using shift of course.
>
> Given the choice though I do have a miner preference for another key to
> interupt speech and cutscenes.
>
> i'd personally suggest either space bar or one of the f keys.
>
> i would suggest escape sinse it's often a common key for interupting
> document read or aborting other functions in a screen reader, but obviously
> that is used for exiting the game.
>
> That would be my preference, space bar or another f key for interupt rather
> than moving the ctrl modifyer, though if it gets done that way I'm not going
> to go ballistic.
>
> Beware the Grue!
>
> dark.

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Philip Bennefall

Hi Thomas,

I am not part of the USA Games mailing list so didn't see that message, I 
only saw this request for suggestions and figured I'd throw my own in with 
the rest. Smile.


Of course I don't know how your code is structured so my comments may be 
completely off, but it is actually very simple to put a key pressed function 
into place on top of key down. You just have a separate array with all keys, 
where each array entry corresponds to a state of the key. In my 
implementation 0 means not down before, 1 means just pushed down and 2 means 
already down. So when key_pressed is called in BGT, for instance, it simply 
calls key_down and updates the state in the second array accordingly. Again, 
of course I have no clue how your code is structure so if this suggestion 
still would require major rewriting, just ignore it and change the keyboard 
layout based on what you feel is best and what other people on the list may 
want.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Friday, April 29, 2011 2:05 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA


Hi philip,

Thanks. That's a good suggestion. Although that means a major rewrite
of the G3D input code. At least for Windows. I'm not really willing to
put that many hours into bug fixes right now. As I explained on the
USA Games list I'm looking for quick and simple solutions to bugs so I
can get MOTA 1.0 out of the door. I can worry about rewriting input
handling at some other point. I've already got my hands full
completing the Windows version let alone finish updating the Linux
version of the G3D engine and releasing a cross-platform version of
MOTA.

Cheers!





On 4/29/11, Philip Bennefall  wrote:

Hi Thomas,

There is a third option, which will let you maintain the current keyboard
layout. You can first perform a check to see if the ctrl key is pressed, 
if

this is the case then interrupt the speech. This should obviously be a key
pressed rather than a key down check, so that it only reports true again 
if

the user releases the key and then pushes it down once more. Then you can
check if the w key is pressed, and if this is the case check if the ctrl 
key

is down. This is what I do in my upcoming game to solve this issue and it
works very well. Just make strategic use of key down versus key pressed 
and

there won't be a problem. What will end up happening, of course, is that
speech is first interrupted when the control key is pressed but then
immediately restarted again if w is pressed and control is still down.
However speech won't be interrupted again on the next loop iteration 
because

control will just be down, but not newly pressed. similarly the status
command won't be restarted over and over again because w has not been 
newly
pressed either. Using a key pressed rather than a key down check would 
also

solve the slight quirk where holding down one of the number keys starts a
violent stutter of the weapon name as it gets retriggered on every single
loop iteration.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi,

Currently I have it mapped to control since that's usually what screen
readers use to silence speech. Thing is I've got this little technical
quark where it shuts up any status command asigned to any
control+letter combo. Reasigning it to something else is the obvious
solution for that problem, but there is no key that stands out in my
mind as an obvious alternative. Dark suggested the escape key which
means remapping exit/quit to q and shuffling things slightly.

On 4/29/11, Jacob Kruger  wrote:
> Off hand, what about the `/~ key for interrupt - unless you've already got
> it mapped to something else?
>
> Stay well
>
> Stay well
>
> Jacob Kruger
> Blind Biker
> Skype: BlindZA
> '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi Philip,

Thanks. I'll keep that in mind.I'm definitely looking for a more
effective way to handle this as I've never quite got the hang of
DirectInput's keyboard handling. I've found SDL much more easy to do
what I want to do as its much more self-explanitory and simple.

On 4/29/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> I am not part of the USA Games mailing list so didn't see that message, I
> only saw this request for suggestions and figured I'd throw my own in with
> the rest. Smile.
>
> Of course I don't know how your code is structured so my comments may be
> completely off, but it is actually very simple to put a key pressed function
> into place on top of key down. You just have a separate array with all keys,
> where each array entry corresponds to a state of the key. In my
> implementation 0 means not down before, 1 means just pushed down and 2 means
> already down. So when key_pressed is called in BGT, for instance, it simply
> calls key_down and updates the state in the second array accordingly. Again,
> of course I have no clue how your code is structure so if this suggestion
> still would require major rewriting, just ignore it and change the keyboard
> layout based on what you feel is best and what other people on the list may
> want.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Kai

Greetings Thomas.

You might consider assigning the grave accent to interrupt speech. It's a 
key that's rarely used in games, and has the merit of being near your 
operating hand, and is readily accessible.


The grave accent key, for example, is at the left-hand corner of most 
keyboards, clearly delineated from the escape key. It's also not that far of 
a reach from the control key, so you could still keep your thumb on the 
control or shift key while reaching up to silence speech.


Jacob suggested using the slash, but that one is surrounded by a multitude 
of keys, making it less accessible (even for the right hand.


Kai


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Lori Duncan
Hi Tom I'd go for the first option, the control key seems to be a universil 
shut-up key for speach in both windows and audio games, so it might be 
easier for people if it's kept like that.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 12:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Bryan Peterson

I seem to remember the original Prince of Persia was one such game.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 6:10 AM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi,

Well, using the spacebar in this case is not a good idea. That' is of
course the fire key. Although, I love your suggestion to use the
escape key. I can always remap quit game to q. That might throw a few
people at first, but I can think of a number of games where q brings
up a quit prompt. Still I'll see what everyone else has to say first.

Cheers!


On 4/29/11, dark  wrote:
I'm less of a fan of shifting the ctrl modifyers, sinse we're generally 
used

to them as function or control commands,  though I'm not %100 tied to
this and could move over to using shift of course.

Given the choice though I do have a miner preference for another key to
interupt speech and cutscenes.

i'd personally suggest either space bar or one of the f keys.

i would suggest escape sinse it's often a common key for interupting
document read or aborting other functions in a screen reader, but 
obviously

that is used for exiting the game.

That would be my preference, space bar or another f key for interupt 
rather
than moving the ctrl modifyer, though if it gets done that way I'm not 
going

to go ballistic.

Beware the Grue!

dark.


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi Bryan,

Yeah, it was. Many of the classic Dos games used q for quit. Many
Linux games use q or control+q for quit so there is certainly plenty
of history for using that as a quit key.

On 4/29/11, Bryan Peterson  wrote:
> I seem to remember the original Prince of Persia was one such game.
> We are the Knights who say...Ni!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Jacob Kruger
I only actually meant the same key you just suggested, but since it's either 
the ` or the ~ key depending on your use of it (shift key changes it off 
hand) that's why I put a slash inbetween the two possible names for it - 
didn't think of what I was thereby suggesting...


Stay well

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

- Original Message - 
From: "Kai" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 2:28 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Greetings Thomas.

You might consider assigning the grave accent to interrupt speech. It's a 
key that's rarely used in games, and has the merit of being near your 
operating hand, and is readily accessible.


The grave accent key, for example, is at the left-hand corner of most 
keyboards, clearly delineated from the escape key. It's also not that far 
of a reach from the control key, so you could still keep your thumb on the 
control or shift key while reaching up to silence speech.


Jacob suggested using the slash, but that one is surrounded by a multitude 
of keys, making it less accessible (even for the right hand.


Kai


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Phil Vlasak

Hi Thomas,
I also prefer escape to silence speech, and q to quit.
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 8:50 AM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi Bryan,

Yeah, it was. Many of the classic Dos games used q for quit. Many
Linux games use q or control+q for quit so there is certainly plenty
of history for using that as a quit key.

On 4/29/11, Bryan Peterson  wrote:

I seem to remember the original Prince of Persia was one such game.
We are the Knights who say...Ni!


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Checked by AVG - www.avg.com
Version: 10.0.1321 / Virus Database: 1500/3604 - Release Date: 04/29/11




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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Pitermach

hi thomas,
I have read through this thread and I personally wouldn't use the slash or 
grave key to interrupt speech. Escape, however, would be ok. Another option 
would be alt, that's what sound rts uses and you can get used to it quickly 
enough.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!



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

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Charles Rivard
I like the idea of using the escape key to interrupt speech.  To quit the 
game, using the q makes sense.


---
Shepherds are the best beasts!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 7:10 AM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi,

Well, using the spacebar in this case is not a good idea. That' is of
course the fire key. Although, I love your suggestion to use the
escape key. I can always remap quit game to q. That might throw a few
people at first, but I can think of a number of games where q brings
up a quit prompt. Still I'll see what everyone else has to say first.

Cheers!


On 4/29/11, dark  wrote:
I'm less of a fan of shifting the ctrl modifyers, sinse we're generally 
used

to them as function or control commands,  though I'm not %100 tied to
this and could move over to using shift of course.

Given the choice though I do have a miner preference for another key to
interupt speech and cutscenes.

i'd personally suggest either space bar or one of the f keys.

i would suggest escape sinse it's often a common key for interupting
document read or aborting other functions in a screen reader, but 
obviously

that is used for exiting the game.

That would be my preference, space bar or another f key for interupt 
rather
than moving the ctrl modifyer, though if it gets done that way I'm not 
going

to go ballistic.

Beware the Grue!

dark.


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread dark
Funny, Hal uses control but I always tend to use escape if for instance Hal 
is in the middle of document reading or the like sinse escpae does the same 
thing too.


Beware the grue!

dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:14 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi,

Currently I have it mapped to control since that's usually what screen
readers use to silence speech. Thing is I've got this little technical
quark where it shuts up any status command asigned to any
control+letter combo. Reasigning it to something else is the obvious
solution for that problem, but there is no key that stands out in my
mind as an obvious alternative. Dark suggested the escape key which
means remapping exit/quit to q and shuffling things slightly.

On 4/29/11, Jacob Kruger  wrote:
Off hand, what about the `/~ key for interrupt - unless you've already 
got

it mapped to something else?

Stay well

Stay well

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


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi,

Hmmm...It ssounds like the majority are in favor of using the escape
key. Sounds fair enough to me. That leaves the shift, control, and alt
keys open as modifiers. Which I need all of them for MOTA 3D when I
release that version of the game which also will be using the G3D
engine of course.

On 4/29/11, Phil Vlasak  wrote:
> Hi Thomas,
> I also prefer escape to silence speech, and q to quit.
> Phil
>

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread dark

Hmmm most cunning!

i wonder if the keypressed vs key down option is what's causing the bouncing 
angela problem when you hold the jump keys?


Beware the grue!

Dark.
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 12:37 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi Thomas,

There is a third option, which will let you maintain the current keyboard 
layout. You can first perform a check to see if the ctrl key is pressed, 
if this is the case then interrupt the speech. This should obviously be a 
key pressed rather than a key down check, so that it only reports true 
again if the user releases the key and then pushes it down once more. Then 
you can check if the w key is pressed, and if this is the case check if 
the ctrl key is down. This is what I do in my upcoming game to solve this 
issue and it works very well. Just make strategic use of key down versus 
key pressed and there won't be a problem. What will end up happening, of 
course, is that speech is first interrupted when the control key is 
pressed but then immediately restarted again if w is pressed and control 
is still down. However speech won't be interrupted again on the next loop 
iteration because control will just be down, but not newly pressed. 
similarly the status command won't be restarted over and over again 
because w has not been newly pressed either. Using a key pressed rather 
than a key down check would also solve the slight quirk where holding down 
one of the number keys starts a violent stutter of the weapon name as it 
gets retriggered on every single loop iteration.


Kind regards,

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

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA


Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Thomas Ward
Hi Dark,

No, it isn't. That problem/issue has already been fixed. In fact quite
a while ago.

Cheers!


On 4/29/11, dark  wrote:
> Hmmm most cunning!
>
> i wonder if the keypressed vs key down option is what's causing the bouncing
> angela problem when you hold the jump keys?
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread dark
Glad to here it, that one was quite a pest and made the analogue system more 
trouble to use which was quite a shame.


Beware the gRue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 6:45 PM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi Dark,

No, it isn't. That problem/issue has already been fixed. In fact quite
a while ago.

Cheers!


On 4/29/11, dark  wrote:

Hmmm most cunning!

i wonder if the keypressed vs key down option is what's causing the 
bouncing

angela problem when you hold the jump keys?

Beware the grue!

Dark.


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread shaun everiss

escape exits the game though.
At 01:25 a.m. 30/04/2011, you wrote:

hi thomas,
I have read through this thread and I personally wouldn't use the 
slash or grave key to interrupt speech. Escape, however, would be 
ok. Another option would be alt, that's what sound rts uses and you 
can get used to it quickly enough.

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!


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


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Richard Sherman
Hi Thom,

I too like the idea of the esc key for silencing speech.

But here is another suggestion. Would it be possible to think about using 
the caps lock key to silence speech? Just thinking if it is possible it 
might mean less recoding.

rich
- Original Message - 
From: "Thomas Ward" 
Sent: Friday, April 29, 2011 7:51 AM


Hi,

Hmmm...It ssounds like the majority are in favor of using the escape
key. Sounds fair enough to me. That leaves the shift, control, and alt
keys open as modifiers. Which I need all of them for MOTA 3D when I
release that version of the game which also will be using the G3D
engine of course.


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread Tim Kilgore

those keys work for me.
Tim
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 6:28 AM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-29 Thread dark

Hi rich.

I'm afraid I'm not a fan of that personally myself, sinse I don't like the 
idea of turning caps on by mistake while playing a game, then coming out to 
type an E-mail and forgetting, it could be quite irritating actually.


Beware the grue!

dark.
- Original Message - 
From: "Richard Sherman" 

To: "Gamers Discussion list" 
Sent: Saturday, April 30, 2011 1:42 AM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



Hi Thom,

I too like the idea of the esc key for silencing speech.

But here is another suggestion. Would it be possible to think about using
the caps lock key to silence speech? Just thinking if it is possible it
might mean less recoding.

rich
- Original Message - 
From: "Thomas Ward" 

Sent: Friday, April 29, 2011 7:51 AM


Hi,

Hmmm...It ssounds like the majority are in favor of using the escape
key. Sounds fair enough to me. That leaves the shift, control, and alt
keys open as modifiers. Which I need all of them for MOTA 3D when I
release that version of the game which also will be using the G3D
engine of course.


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Thomas Ward
Hi Shaun,

That's not a big deal. I can always remap exit/quit to q thus freeing
escape up for silence speech. As I said earlier on list the q key is a
common quit command that many VI gamers are probably as familiar with
it as the escape key already. No biggy.


On 4/29/11, shaun everiss  wrote:
> escape exits the game though.

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Thomas Ward
Hi Rich,

Its possible, but the capslock key is near the tab key and I can see
myself and others bringing upt the inventory menu by mistake. Plus I'm
not sure, but you might end up enabling capslock, leaving the game,
and start typing with it still on. That could be a whole can of worms
in of itself. I think the escape key is probably the way to go here.

Cheers!

On 4/29/11, Richard Sherman  wrote:
> Hi Thom,
>
> I too like the idea of the esc key for silencing speech.
>
> But here is another suggestion. Would it be possible to think about using
> the caps lock key to silence speech? Just thinking if it is possible it
> might mean less recoding.
>
> rich

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread shaun everiss

aah then there is no problem then tom.
Escape is a good idea.
At 07:38 p.m. 30/04/2011, you wrote:

Hi Shaun,

That's not a big deal. I can always remap exit/quit to q thus freeing
escape up for silence speech. As I said earlier on list the q key is a
common quit command that many VI gamers are probably as familiar with
it as the escape key already. No biggy.


On 4/29/11, shaun everiss  wrote:
> escape exits the game though.

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Che

if I can throw my two cents in here, why not go with the control key?
 its what everyone is used to and will be expecting, for newer players your 
introducing a confusing key, as well as making people reach for the escape 
key fairly often and moving their hands away from the main keys, always a 
bad thing with interfaces.
 as far as programming so you recognize the control key up instead of down 
is a trivial matter if your keyboard class is set up right, with a proper 
setup should be doable in fifteen minutes tops.
 you stated something about going back later and fixing it when you get 
time, but then folks will have to re learn a part of the interface.
 for me, even if it took an hour or better to make the change, I would 
stick with the control key and problem solved, both now and in the future.
 outside of that, I would go with alt, anything to keep from having to move 
a hand from the home row frequently and annoyingly.  remember, some 
keyboards are laid out in odd ways, and the escape key isn't as easy to 
reach and pop as others.

 later
che


-Original Message- 
From: Thomas Ward

Sent: Saturday, April 30, 2011 2:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Interrupting Speech in MOTA

Hi Rich,

Its possible, but the capslock key is near the tab key and I can see
myself and others bringing upt the inventory menu by mistake. Plus I'm
not sure, but you might end up enabling capslock, leaving the game,
and start typing with it still on. That could be a whole can of worms
in of itself. I think the escape key is probably the way to go here.

Cheers!

On 4/29/11, Richard Sherman  wrote:

Hi Thom,

I too like the idea of the esc key for silencing speech.

But here is another suggestion. Would it be possible to think about using
the caps lock key to silence speech? Just thinking if it is possible it
might mean less recoding.

rich


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Shane Lowe

I'd have to agree.

- Original Message - 
From: "Che" 

To: "Gamers Discussion list" 
Sent: Saturday, April 30, 2011 10:32 AM
Subject: Re: [Audyssey] Interrupting Speech in MOTA



if I can throw my two cents in here, why not go with the control key?
 its what everyone is used to and will be expecting, for newer players 
your introducing a confusing key, as well as making people reach for the 
escape key fairly often and moving their hands away from the main keys, 
always a bad thing with interfaces.
 as far as programming so you recognize the control key up instead of down 
is a trivial matter if your keyboard class is set up right, with a proper 
setup should be doable in fifteen minutes tops.
 you stated something about going back later and fixing it when you get 
time, but then folks will have to re learn a part of the interface.
 for me, even if it took an hour or better to make the change, I would 
stick with the control key and problem solved, both now and in the future.
 outside of that, I would go with alt, anything to keep from having to 
move a hand from the home row frequently and annoyingly.  remember, some 
keyboards are laid out in odd ways, and the escape key isn't as easy to 
reach and pop as others.

 later
che


-Original Message- 
From: Thomas Ward

Sent: Saturday, April 30, 2011 2:35 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Interrupting Speech in MOTA

Hi Rich,

Its possible, but the capslock key is near the tab key and I can see
myself and others bringing upt the inventory menu by mistake. Plus I'm
not sure, but you might end up enabling capslock, leaving the game,
and start typing with it still on. That could be a whole can of worms
in of itself. I think the escape key is probably the way to go here.

Cheers!

On 4/29/11, Richard Sherman  wrote:

Hi Thom,

I too like the idea of the esc key for silencing speech.

But here is another suggestion. Would it be possible to think about using
the caps lock key to silence speech? Just thinking if it is possible it
might mean less recoding.

rich


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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Thomas Ward
Hi Che,

Yeah, you make some good points there. I will say though the main
reason I'm against using alt is that I've also got a first-person
version of this game in production as well. Although the MOTA standard
version doesn't use alt the first-person version uses it alot for
things. I want the silence key to be more or less standard with all of
the games I create. So in that sense control probably would work
better. Plus you are right that on my laptop getting to escape isn't
that easy because it is sort of sssquished right next to f1 with
accent  right below it. Where control is real easy to find.

Thanks.



On 4/30/11, Che  wrote:
> if I can throw my two cents in here, why not go with the control key?
>   its what everyone is used to and will be expecting, for newer players your
> introducing a confusing key, as well as making people reach for the escape
> key fairly often and moving their hands away from the main keys, always a
> bad thing with interfaces.
>   as far as programming so you recognize the control key up instead of down
> is a trivial matter if your keyboard class is set up right, with a proper
> setup should be doable in fifteen minutes tops.
>   you stated something about going back later and fixing it when you get
> time, but then folks will have to re learn a part of the interface.
>   for me, even if it took an hour or better to make the change, I would
> stick with the control key and problem solved, both now and in the future.
>   outside of that, I would go with alt, anything to keep from having to move
> a hand from the home row frequently and annoyingly.  remember, some
> keyboards are laid out in odd ways, and the escape key isn't as easy to
> reach and pop as others.
>   later
> che

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Re: [Audyssey] Interrupting Speech in MOTA

2011-04-30 Thread Tom Randall
Hi Tom and all.

Since the control key is more or less the standard silence key, at least for
Windows screen reader users I would bet it is the one that most people are
familiar with for using for that purpose.  Speaking for myself I would have
no problem with you using the shift key as you illustrated if that is an
easy fix for you.

Best regards and game on.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, April 29, 2011 4:29 AM
To: Gamers Discussion list
Subject: [Audyssey] Interrupting Speech in MOTA


Hi all,

Early this morning I was working on some bug fixes for Mysteries of the
Ancients, and one of the things I've finally got around to working on is
this issue of keyboard interrupts. I.E. being able to press a key and
interrupt speech as well as being able to run, walk, or fire weapons why the
game is talking. All of that is good news. However, I've ran into something
of a miner technical issue dealing with the new speech interrupt code. If I
asign it to the control key and then press something like control+w to speak
the current weapon it won't say anything because the control key is the
silence key. There is however a couple of quick and easy work arounds for
this issue. One, I can remap those keys to shift+w for speak weapon, shift+p
to speak number of potions, shift+t to speak torches remaining, etc. The
other is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-05-03 Thread Valiant8086

Hi.
My thought is can you have it check for key Pressed instead of key Down? 
Then it will interrupt anything it was saying when you press control, 
but when you hit w it should be able to speak it.


Sent with Thunderbird 3.1.9 portable.

On 4/29/2011 7:28 AM, Thomas Ward wrote:

Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!

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Re: [Audyssey] Interrupting Speech in MOTA

2011-05-03 Thread Valiant8086
In that case, I'm for changing ctrl+w to shift+w. Either that or 
changing the stop speech to alt, like it is in GMA Games.


Sent with Thunderbird 3.1.9 portable.

On 4/29/2011 8:05 AM, Thomas Ward wrote:

Hi philip,

Thanks. That's a good suggestion. Although that means a major rewrite
of the G3D input code. At least for Windows. I'm not really willing to
put that many hours into bug fixes right now. As I explained on the
USA Games list I'm looking for quick and simple solutions to bugs so I
can get MOTA 1.0 out of the door. I can worry about rewriting input
handling at some other point. I've already got my hands full
completing the Windows version let alone finish updating the Linux
version of the G3D engine and releasing a cross-platform version of
MOTA.

Cheers!





On 4/29/11, Philip Bennefall  wrote:

Hi Thomas,

There is a third option, which will let you maintain the current keyboard
layout. You can first perform a check to see if the ctrl key is pressed, if
this is the case then interrupt the speech. This should obviously be a key
pressed rather than a key down check, so that it only reports true again if
the user releases the key and then pushes it down once more. Then you can
check if the w key is pressed, and if this is the case check if the ctrl key
is down. This is what I do in my upcoming game to solve this issue and it
works very well. Just make strategic use of key down versus key pressed and
there won't be a problem. What will end up happening, of course, is that
speech is first interrupted when the control key is pressed but then
immediately restarted again if w is pressed and control is still down.
However speech won't be interrupted again on the next loop iteration because
control will just be down, but not newly pressed. similarly the status
command won't be restarted over and over again because w has not been newly
pressed either. Using a key pressed rather than a key down check would also
solve the slight quirk where holding down one of the number keys starts a
violent stutter of the weapon name as it gets retriggered on every single
loop iteration.

Kind regards,

Philip Bennefall

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Re: [Audyssey] Interrupting Speech in MOTA

2011-05-03 Thread Valiant8086

I also like the idea of using Escape

Sent with Thunderbird 3.1.9 portable.

On 4/29/2011 9:25 AM, Pitermach wrote:

hi thomas,
I have read through this thread and I personally wouldn't use the 
slash or grave key to interrupt speech. Escape, however, would be ok. 
Another option would be alt, that's what sound rts uses and you can 
get used to it quickly enough.
- Original Message - From: "Thomas Ward" 


To: "Gamers Discussion list" 
Sent: Friday, April 29, 2011 1:28 PM
Subject: [Audyssey] Interrupting Speech in MOTA



Hi all,

Early this morning I was working on some bug fixes for Mysteries of
the Ancients, and one of the things I've finally got around to working
on is this issue of keyboard interrupts. I.E. being able to press a
key and interrupt speech as well as being able to run, walk, or fire
weapons why the game is talking. All of that is good news. However,
I've ran into something of a miner technical issue dealing with the
new speech interrupt code. If I asign it to the control key and then
press something like control+w to speak the current weapon it won't
say anything because the control key is the silence key. There is
however a couple of quick and easy work arounds for this issue. One, I
can remap those keys to shift+w for speak weapon, shift+p to speak
number of potions, shift+t to speak torches remaining, etc. The other
is to think of using something else as the silence key. Any thoughts
on this matter?

Cheers!



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


The message was checked by ESET Smart Security.

http://www.eset.com




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