Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Charles Rivard
The reputation it should give him is one of taking the time and continually 
making the effort to get it right.  The key word here is "should".


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Hayden Presley" 

To: "Gamers Discussion list" 
Sent: Monday, June 13, 2011 8:06 AM
Subject: Re: [Audyssey] MOTA Audio Support




Hi Trouble,
While I definitely agree up to a point, I think we'd have a whole lot more 
griping and complaining if this thing wasn't released until Christmas. 
Even if the primary focus of Thomas himself, I can't say what kind of 
reputation that would give him.Best Regards,

Hayden

--
From: "Trouble" 
Sent: Monday, June 13, 2011 7:47 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Audio Support

If you want to support other platforms with your games that is your 
business.Getting ideas from the community is good. But the work of the 
game is done by you and only you. So yeah there is going to be time 
delays and drag outs with problems.
I think there are only 2 targets any game producer should try for and 
that is summer and Christmas. If they come in those to time periods good 
and if not then would only give out updates until a releasable demo is at 
hand.
Don't let them tell you how to code or what to code. Releasable demos are 
for finding bugs and that is all they do. When the bugs are fixed you 
release again. Each time brings you closer to Finnish. By adding things 
to each release. Gives you nothing or very little to release in updates 
or next version. You have to keep some goodies back for just that reason. 
It also causes bugs witch delays the final release that much more.




At 05:28 PM 6/12/2011, you wrote:

Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach  wrote:
> The problem I see is why target linux instead of mac? Ok, you use 
> ubuntu

> yourself, but then It's pretty clear that the mac community is really
> outnumbering the linux one. And we're not taking windows into
consideration.
> I think what you should do is dich the linux version for now, get the
> windows one out there, and when you get a mac, work on the other 
> platforms,

> since the bulk of the community are windows users anyway, so I
don't get why
> worry about a handful of people...

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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Thomas Ward
Hi Trouble,

Very true. However, probably the best way to handle this is A, release
a version for Windows, B, settle up the various preorders with the
early customers of the game, and C, then spend time working on a
cross-platform version. That way I am working on the cross-platform
port on my free time, and not dragging the release up that people paid
for on research, experimentation, testing, and development. I'm pretty
sure there is a sutable cross-platform solution here, but I just don't
have the time to find it yet.

For instance, SDL Mixer has decent panning, and that would resolve the
complaints people have regarding the way sounds are panned.
Unfortunately, on the down side it doesn't offer pitch changes, as
well as a number of DSP effects like a low pass filter, etc. So while
it resolves one problem it introduces others in the process.


Another solution worth considering, and I actually looked at one time,
is building the Genesis Engine in Java. Since the Java JDK is
completely cross-platform creating games that run on Mac, Linux, and
Windows definitely isn't a big deal. Java developers do it all the
time. The primary reason I didn't do that a year or two ago is the
builtin Java Sound API supports panning, pitch changes, master volume,
etc but doesn't have 3d audio. For that I'd have to use the Joal
wrapper for OpenAL so decided against it. In hindsight that might have
been the better way to go since the test apps I wrote in Java panned
just as well as DirectX, and this issue of trying to find a C++library
that sounds like DirectSound could have been avoided from the start,
and saved myself a lot of work in the bargon as well.

My point being is that whatever that solution is I need to first get
MOTA 1.0 out the door, settle my accounts, and then I can  look at all
my options and maybe find something I can settle on that does exactly
what I want/need it to do.

Cheers!





On 6/13/11, Trouble  wrote:
> Just remember that it might sound fair. but, when it comes to doing
> it your right back to hard work and time.
> You do have a few things going for you. There is a playable demo and
> you do keep sending out updates.

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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Trouble
Just remember that it might sound fair. but, when it comes to doing 
it your right back to hard work and time.
You do have a few things going for you. There is a playable demo and 
you do keep sending out updates.


At 10:22 AM 6/13/2011, you wrote:

Hi Trouble,

Right. That was esentially my point. I'm the one doing the work so
should have the final say on weather the game is or is not
cross-platform, what APIs, etc I use etc. However, getting a feel for
what the community thinks will help sell the game when it is finally
finished. I'm all for making changes if I see the change is a valid or
necessary one. Which is clearly the case here.

What I am probably going to do for MOTA beta 20 is simply recompile
the game against the Windows/DirectX version of the engine which
should satisfy everyone for Windows as they will have DirectSound,
analog jumping, joystick support, mouse support, etc and hopefully
they'll be satisfied with that. I'm willing to take the extra time to
do that as I know it will likely increase sales as the core of the
game will be based on Windows specific APIs proven to work. At the
same time though I can branch out and perhaps work on a Linux specific
engine using Linux specific APIs that so I can create versions of the
game I can play and other Linux users like myself. That's a fair
compromise if a bit more time and work.

Cheers!



On 6/13/11, Trouble  wrote:
> If you want to support other platforms with your games that is your
> business.Getting ideas from the community is good. But the work of
> the game is done by you and only you. So yeah there is going to be
> time delays and drag outs with problems.
> I think there are only 2 targets any game producer should try for and
> that is summer and Christmas. If they come in those to time periods
> good and if not then would only give out updates until a releasable
> demo is at hand.
> Don't let them tell you how to code or what to code. Releasable demos
> are for finding bugs and that is all they do. When the bugs are fixed
> you release again. Each time brings you closer to Finnish. By adding
> things to each release. Gives you nothing or very little to release
> in updates or next version. You have to keep some goodies back for
> just that reason. It also causes bugs witch delays the final release
> that much more.
>
>
>
> At 05:28 PM 6/12/2011, you wrote:
>>Hi Pitr,
>>
>>That all sounds well and good except for one thing you are over
>>looking. Who am I writing this game for? You or me? Why am I writing
>>these games in the first place?
>>
>>Well, to answer the first question I thought i was writing the games
>>for myself, because they are games I like and wanted to play. If I
>>could sell them and make a little money off of them that would be
>>fine, but I'm not writing them for the audio games community
>>specifically. It might sound selfish but if I can't write the games
>>for my own personal enjoyment then there is absolutely no point in
>>writing them in the first place.
>>
>>As for the second question, I started writing games because at the
>>time I thought it was enjoyable, something fun, and really liked it
>>before I got caught up in the Alchemy crap. Now though, every time I
>>sit down to work on MOTA I just want to quit.  In fact, I'd go far to
>>say I hate writing games, because the experience has   become so much
>>of a hastle for me. I want to write my games one way, but the
>>community wants me to write it another.
>>
>>For you its  easy to sit there and say forget writing the games for
>>Linux, ditch the Linux version, because that's only for a small
>>handful of people. One of those handful of people is me. So if I'm not
>>writing versions of MOTA I can personally use or play I might as well
>>refund the community their money and close USA Games. There would be
>>no point in continuing to write games if I have to make them for
>>Windows, and still not be able to play them on Linux myself. Is that
>>what you want me to do?
>>
>>In any case this was not the point of my e-mail. My point was to find
>>a solution so that I could do both. If you aren't giving me
>>cunstructive advice how to do that you are just  muddying the thread
>>with an option I can not and will not accept. Dropping support for
>>Linux is not an option for me. So stop trying to talk me out of it.
>>
>>Cheers!
>>
>>On 6/12/11, Pitermach  wrote:
>> > The problem I see is why target linux instead of mac? Ok, you use ubuntu
>> > yourself, but then It's pretty clear that the mac community is really
>> > outnumbering the linux one. And we're not taking windows into
>> consideration.
>> > I think what you should do is dich the linux version for now, get the
>> > windows one out there, and when you get a mac, work on the other
>> > platforms,
>> > since the bulk of the community are windows users anyway, so I
>> don't get why
>> > worry about a handful of people...
>>
>>---
>>Gamers mailing list __ Gamers@audyssey.org
>>If you want to leave the list, send E

Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Thomas Ward
Hi Trouble,

Right. That was esentially my point. I'm the one doing the work so
should have the final say on weather the game is or is not
cross-platform, what APIs, etc I use etc. However, getting a feel for
what the community thinks will help sell the game when it is finally
finished. I'm all for making changes if I see the change is a valid or
necessary one. Which is clearly the case here.

What I am probably going to do for MOTA beta 20 is simply recompile
the game against the Windows/DirectX version of the engine which
should satisfy everyone for Windows as they will have DirectSound,
analog jumping, joystick support, mouse support, etc and hopefully
they'll be satisfied with that. I'm willing to take the extra time to
do that as I know it will likely increase sales as the core of the
game will be based on Windows specific APIs proven to work. At the
same time though I can branch out and perhaps work on a Linux specific
engine using Linux specific APIs that so I can create versions of the
game I can play and other Linux users like myself. That's a fair
compromise if a bit more time and work.

Cheers!



On 6/13/11, Trouble  wrote:
> If you want to support other platforms with your games that is your
> business.Getting ideas from the community is good. But the work of
> the game is done by you and only you. So yeah there is going to be
> time delays and drag outs with problems.
> I think there are only 2 targets any game producer should try for and
> that is summer and Christmas. If they come in those to time periods
> good and if not then would only give out updates until a releasable
> demo is at hand.
> Don't let them tell you how to code or what to code. Releasable demos
> are for finding bugs and that is all they do. When the bugs are fixed
> you release again. Each time brings you closer to Finnish. By adding
> things to each release. Gives you nothing or very little to release
> in updates or next version. You have to keep some goodies back for
> just that reason. It also causes bugs witch delays the final release
> that much more.
>
>
>
> At 05:28 PM 6/12/2011, you wrote:
>>Hi Pitr,
>>
>>That all sounds well and good except for one thing you are over
>>looking. Who am I writing this game for? You or me? Why am I writing
>>these games in the first place?
>>
>>Well, to answer the first question I thought i was writing the games
>>for myself, because they are games I like and wanted to play. If I
>>could sell them and make a little money off of them that would be
>>fine, but I'm not writing them for the audio games community
>>specifically. It might sound selfish but if I can't write the games
>>for my own personal enjoyment then there is absolutely no point in
>>writing them in the first place.
>>
>>As for the second question, I started writing games because at the
>>time I thought it was enjoyable, something fun, and really liked it
>>before I got caught up in the Alchemy crap. Now though, every time I
>>sit down to work on MOTA I just want to quit.  In fact, I'd go far to
>>say I hate writing games, because the experience has   become so much
>>of a hastle for me. I want to write my games one way, but the
>>community wants me to write it another.
>>
>>For you its  easy to sit there and say forget writing the games for
>>Linux, ditch the Linux version, because that's only for a small
>>handful of people. One of those handful of people is me. So if I'm not
>>writing versions of MOTA I can personally use or play I might as well
>>refund the community their money and close USA Games. There would be
>>no point in continuing to write games if I have to make them for
>>Windows, and still not be able to play them on Linux myself. Is that
>>what you want me to do?
>>
>>In any case this was not the point of my e-mail. My point was to find
>>a solution so that I could do both. If you aren't giving me
>>cunstructive advice how to do that you are just  muddying the thread
>>with an option I can not and will not accept. Dropping support for
>>Linux is not an option for me. So stop trying to talk me out of it.
>>
>>Cheers!
>>
>>On 6/12/11, Pitermach  wrote:
>> > The problem I see is why target linux instead of mac? Ok, you use ubuntu
>> > yourself, but then It's pretty clear that the mac community is really
>> > outnumbering the linux one. And we're not taking windows into
>> consideration.
>> > I think what you should do is dich the linux version for now, get the
>> > windows one out there, and when you get a mac, work on the other
>> > platforms,
>> > since the bulk of the community are windows users anyway, so I
>> don't get why
>> > worry about a handful of people...
>>
>>---
>>Gamers mailing list __ Gamers@audyssey.org
>>If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>>You can make changes or update your subscription via the web, at
>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>All messages are archived and can be searched and read at
>>http://www.mail-a

Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Trouble
The only reason I picked those 2 times of year are, it is when most 
are out of any type of school and the best times to hit parents for 
buying the game.
The ones doing most of the griping are kids not adults and if they 
are adults? Then act like it instead of something I want to slap the 
shit out of!

At 09:06 AM 6/13/2011, you wrote:


Hi Trouble,
While I definitely agree up to a point, I think we'd have a whole 
lot more griping and complaining if this thing wasn't released until 
Christmas. Even if the primary focus of Thomas himself, I can't say 
what kind of reputation that would give him.Best Regards,

Hayden

--
From: "Trouble" 
Sent: Monday, June 13, 2011 7:47 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Audio Support

If you want to support other platforms with your games that is your 
business.Getting ideas from the community is good. But the work of 
the game is done by you and only you. So yeah there is going to be 
time delays and drag outs with problems.
I think there are only 2 targets any game producer should try for 
and that is summer and Christmas. If they come in those to time 
periods good and if not then would only give out updates until a 
releasable demo is at hand.
Don't let them tell you how to code or what to code. Releasable 
demos are for finding bugs and that is all they do. When the bugs 
are fixed you release again. Each time brings you closer to 
Finnish. By adding things to each release. Gives you nothing or 
very little to release in updates or next version. You have to keep 
some goodies back for just that reason. It also causes bugs witch 
delays the final release that much more.




At 05:28 PM 6/12/2011, you wrote:

Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach  wrote:
> The problem I see is why target linux instead of mac? Ok, you 
use > ubuntu

> yourself, but then It's pretty clear that the mac community is really
> outnumbering the linux one. And we're not taking windows into
consideration.
> I think what you should do is dich the linux version for now, get the
> windows one out there, and when you get a mac, work on the 
other > platforms,

> since the bulk of the community are windows users anyway, so I
don't get why
> worry about a handful of people...

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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Hayden Presley

Hi Shaun,
Funny you don't like that onethat's probably my favorite little obstacle 
in the game.

Best Regards,
Hayden

--
From: "Thomas Ward" 
Sent: Monday, June 13, 2011 2:35 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Audio Support


Hi Shaun,

If you are talking about the vanishing platforms that's the point.
They are meant to be challenging, difficult, and I think once I
recompile beta 20 against the Windows version of the G3D engine
they'll be fairly trick as they were in beta 18. I think traps like
that will have great replay value as there is no certainty there you
will make it through on your first run.

Cheers!


On 6/12/11, shaun everiss  wrote:

well there is also that long platform or long platforms in gneral I
don't like them that much.


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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Hayden Presley


Hi Trouble,
While I definitely agree up to a point, I think we'd have a whole lot more 
griping and complaining if this thing wasn't released until Christmas. Even 
if the primary focus of Thomas himself, I can't say what kind of reputation 
that would give him.Best Regards,

Hayden

--
From: "Trouble" 
Sent: Monday, June 13, 2011 7:47 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Audio Support

If you want to support other platforms with your games that is your 
business.Getting ideas from the community is good. But the work of the 
game is done by you and only you. So yeah there is going to be time delays 
and drag outs with problems.
I think there are only 2 targets any game producer should try for and that 
is summer and Christmas. If they come in those to time periods good and if 
not then would only give out updates until a releasable demo is at hand.
Don't let them tell you how to code or what to code. Releasable demos are 
for finding bugs and that is all they do. When the bugs are fixed you 
release again. Each time brings you closer to Finnish. By adding things to 
each release. Gives you nothing or very little to release in updates or 
next version. You have to keep some goodies back for just that reason. It 
also causes bugs witch delays the final release that much more.




At 05:28 PM 6/12/2011, you wrote:

Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach  wrote:
> The problem I see is why target linux instead of mac? Ok, you use 
> ubuntu

> yourself, but then It's pretty clear that the mac community is really
> outnumbering the linux one. And we're not taking windows into
consideration.
> I think what you should do is dich the linux version for now, get the
> windows one out there, and when you get a mac, work on the other 
> platforms,

> since the bulk of the community are windows users anyway, so I
don't get why
> worry about a handful of people...

---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Trouble
Well I see silent partner? Think not knowing Tom. When you get a game 
company. Then you can make those choices.


At 04:38 PM 6/12/2011, you wrote:
The problem I see is why target linux instead of mac? Ok, you use 
ubuntu yourself, but then It's pretty clear that the mac community 
is really outnumbering the linux one. And we're not taking windows 
into consideration. I think what you should do is dich the linux 
version for now, get the windows one out there, and when you get a 
mac, work on the other platforms, since the bulk of the community 
are windows users anyway, so I don't get why worry about a handful of people...

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 10:27 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.



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


The message was checked by ESET Smart Security.

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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Trouble
If you want to support other platforms with your games that is your 
business.Getting ideas from the community is good. But the work of 
the game is done by you and only you. So yeah there is going to be 
time delays and drag outs with problems.
I think there are only 2 targets any game producer should try for and 
that is summer and Christmas. If they come in those to time periods 
good and if not then would only give out updates until a releasable 
demo is at hand.
Don't let them tell you how to code or what to code. Releasable demos 
are for finding bugs and that is all they do. When the bugs are fixed 
you release again. Each time brings you closer to Finnish. By adding 
things to each release. Gives you nothing or very little to release 
in updates or next version. You have to keep some goodies back for 
just that reason. It also causes bugs witch delays the final release 
that much more.




At 05:28 PM 6/12/2011, you wrote:

Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach  wrote:
> The problem I see is why target linux instead of mac? Ok, you use ubuntu
> yourself, but then It's pretty clear that the mac community is really
> outnumbering the linux one. And we're not taking windows into 
consideration.

> I think what you should do is dich the linux version for now, get the
> windows one out there, and when you get a mac, work on the other platforms,
> since the bulk of the community are windows users anyway, so I 
don't get why

> worry about a handful of people...

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Re: [Audyssey] MOTA Audio Support

2011-06-13 Thread Thomas Ward
Hi Shaun,

If you are talking about the vanishing platforms that's the point.
They are meant to be challenging, difficult, and I think once I
recompile beta 20 against the Windows version of the G3D engine
they'll be fairly trick as they were in beta 18. I think traps like
that will have great replay value as there is no certainty there you
will make it through on your first run.

Cheers!


On 6/12/11, shaun everiss  wrote:
> well there is also that long platform or long platforms in gneral I
> don't like them that much.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Hayden Presley


Hi,
I have to agree ere. I understand the intent here, but there has to be a way 
to send this that sounds less like hatemail and a message trying to put down 
Thomas in the longrun.Best Regards,

Hayden

--
From: "Charles Rivard" 
Sent: Sunday, June 12, 2011 3:50 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA Audio Support

There was no constructive criticism, nor was there any encouragement in 
it. As far as a message like that being sent to the list instead of 
directly to the target, I'd say it was pointless, other than to stir up 
those who support Tom in his lengthy endeavor.  He does this work after 
taking the game over from someone so that we would not be ripped off when 
our money had been paid in good faith to someone who quit developing 
games.  He then works like heck to get the game not only the way he wants 
it to be, but works to also please the majority of gamers.  And he does 
this through feedback from us, as conflicting as it is.  Then, we have to 
see garbage like this as feedback?  Not yours that I am replying to, but 
the one you replied to.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 1:30 PM
Subject: Re: [Audyssey] MOTA Audio Support


I think that was more than a little uncalled for. And I don't see what 
Final Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: "lirin" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a 
few years and we have nothing, and what is really incredibly 
interesting, you haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread shaun everiss
well there is also that long platform or long platforms in gneral I 
don't like them that much.

At 08:32 a.m. 13/06/2011, you wrote:

Hi Tom,
I know that the current Windows sound library (Fmod EX), or what it 
is called was not very usable on the playyer's side in the latest public Beta.
We already had such problems  in earlier beta versions, i think Beta 
12, 13 or 14 or all of them.
There panning in combination with walking caused problems when it 
came to dealing with fire pids. Panning did not work then and when 
you were near a fire pit and wanted to make one step to the jumping 
point and you made two instead and did not hear where you were 
except for your character burning to death in the pit...
We had such problesms as I said before and they were fixed in betas 
16, 17 and 18. When you again changed the windows sound libraries, 
we again got serious problems as I also said in an earlier post to 
this list, so whatever you intend to do, this library you currently 
use can't be the right one for Windows unless you find a way to 
resolve its current problems.
As I also said before I could not finish Beta 19 due to several 
sound and movement issues, while I was able to beat Beta 18 after an 
intense Aaudio help session with Matheus...
And while this does not belong in a post about sound libraries, you 
need to do something about running jumps. Please give them a custom 
sound which differs from a normal jump and you need to do something 
that prevents consecutive normal jumps when you hold the keys too 
long after a running jump has been performed...


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Ron Schamerhorn
Hi Tom

  I was planning to keep out of the debate here but have to point out.

  Granted Montezooma was something beyond your control.  Then you took the 
Mota angle with the game.  You've been up front about the development of it 
with everyone.  People have access to the betas you have released.
  You've taken the community view into consideration.
  I've no clue who the below person is but I think They're way out of line. 
Be happy that you've actually continued the project, and as for myself I am.
  Our devs deserve encouragement, not being shot down like that message.  On 
the upside there's always going to be someone to complain regardless of what 
you do.
  I don't know the more technical aspects of programming so can't really 
comment there.  However as has been said no dev is getting rich off our 
market so it's all in your hands.  I personally think you've done great with 
the cross platform game, keep it up!

Ron

- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 4:15 PM
Subject: Re: [Audyssey] MOTA Audio Support


Hi Lirin,

You are certainly welcome to your opinions, but I don't consider the
fact I have written Star Trek Final Conflict, got screwed over
Montezuma's Revenge just about a month from final release, and writing
a cross-platform game engine exactly nothing. Yes it is true I have
released  several betas of Mysteries of the Ancients and that is only
because I am testing out various APIs before settling on one for all
of my  productions. That does not mean I have jumped from language to
language as you describe below. I've only switched languages once when
I decided to move from C# .Net to C++ to make a more open
cross-platform design. The way you talk I've done it 20 times which is
simply not true. So if you want to send me a negative comment like the
one below get your facts straight ok?

The facts are that Mysteries of the Ancients 1.0 is almost complete.
I'm in the process of adding additional levels, finalizing some game
mechanics, and working on a licensing system. However, the entire
point of this thread was to figure out what would be the best way to
handle audio with the G3D engine since it is A, cross-platform, and B,
because if not for this issue I could finish up MOTA and have it out
before the end of summer.

As for me not focussing on one project I think you are missing one
vital piece of information how I work. I may come on list and discuss
a  wrestling game or whatever, I'll take down notes, but it does not
necessarily mean I run off to my PC and start coding the thing. I am
merely writing down thoughts, ideas, and useful information for that
potential project. At the time being I only have two projects in
active development and that is MOTA and Raceway. With the majority of
my free time being spent specifically on MOTA so like I said get your
facts straight before running your mouth.

Cheers!

On 6/12/11, lirin  wrote:
> Weel, the most funny thing here is fact, the game is developed from a
> few years and we have nothing, and what is really incredibly
> interesting, you haven't nothing.
>
>
> Think about me what you want, not my case, but it's true, little
> offtopic, but when i read tons of messages from you regarding your
> products it is more and more fun.
>
>
> Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc
>
> You can't concentrate on anything at all, so you are doing something and
> nothing. You want to support Win, linux, mac, and in results you have
> really nothing in your hands. You will be forever changing programming
> language, dropping and bringing the same ideas and nothing still.
>
> Sorry if i am writing something rude for you, as i wrote, not my case.
> Probably i'm and many others from my groups friend don't get it in
> future, cause we don't know if we get something. Every beta is like the
> same, sometimes more buggy, sometimes not.
>
> Anyway, good luck with developing
>
> PS.
>
> It's final fantasy really, in real life lol
>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Karl,

That's probably what I'll end up doing in the end. I'm really sick and
tired of being asked when MOTA will be out, please fix the audio
because it sucks, etc and  since the Windows version of the G3D engine
used in beta 18 is rock solid stable that only seems like the best
thing to do for the short term.

Cheers!


On 6/12/11, Karl Belanger  wrote:
> Hi,
> Here's a thought, release a version for windows soon which uses directX and
> etc. Once that is out and generating sales, take as much time as you need to
> iron out the audio bugs in the cross-platform version. Most of the gaming
> community will be off your back and happily playing, and you can work on
> getting the audio right. Once you have a solution, you can either update the
> windows version of Mota to use the new engine, or you can just leave it as
> is. Another benefit is that you will have actual sales income to defray the
> cost of FMOD, Allegro, or whatever audio library you decide to use.
> Karl

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach  wrote:
> The problem I see is why target linux instead of mac? Ok, you use ubuntu
> yourself, but then It's pretty clear that the mac community is really
> outnumbering the linux one. And we're not taking windows into consideration.
> I think what you should do is dich the linux version for now, get the
> windows one out there, and when you get a mac, work on the other platforms,
> since the bulk of the community are windows users anyway, so I don't get why
> worry about a handful of people...

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Karl Belanger
Hi,
Here's a thought, release a version for windows soon which uses directX and
etc. Once that is out and generating sales, take as much time as you need to
iron out the audio bugs in the cross-platform version. Most of the gaming
community will be off your back and happily playing, and you can work on
getting the audio right. Once you have a solution, you can either update the
windows version of Mota to use the new engine, or you can just leave it as
is. Another benefit is that you will have actual sales income to defray the
cost of FMOD, Allegro, or whatever audio library you decide to use.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, June 12, 2011 4:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Audio Support

Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick support,
etc was much better in the Windows version of the G3D Engine, and I even
agree beta 19 seems like a step backward instead of forward. The problem is
that I want and need a completely cross-platform solution that basically
does what DirectX does that will allow me to build  high quality games  for
my OS, Linux, and still be able to produce Windows versions for my customers
as well.

That said, if Allegro doesn't pan out I'm just going to have to compile a
Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no longer
use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard  wrote:
> My thoughts are that if a game relies on accurate sound, then you 
> should go with what produces the most accurate sound.  To a lot of 
> people, MOTA's nineteenth beta is like a game for the sighted gamer that
has poor graphics.
> Direct sound gave the best, smoothest, and most accurate sound.  If 
> that cannot be used, the I suggest taking the time off of game 
> development to work on the custom sound API for the G3D engine If the 
> sound equals or comes very close to the sounds created with direct 
> sound.  Poor graphics won't sell to the sighted gamer, and poor or 
> inaccurate sound won't sell to the blind gamer.  Jumpy performance 
> just won't work for some people once they have heard better.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it 
> to heart.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Charles Rivard

I hope Allegro is a workable solution.

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 3:27 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard  wrote:
My thoughts are that if a game relies on accurate sound, then you should 
go

with what produces the most accurate sound.  To a lot of people, MOTA's
nineteenth beta is like a game for the sighted gamer that has poor 
graphics.

Direct sound gave the best, smoothest, and most accurate sound.  If that
cannot be used, the I suggest taking the time off of game development to
work on the custom sound API for the G3D engine If the sound equals or 
comes

very close to the sounds created with direct sound.  Poor graphics won't
sell to the sighted gamer, and poor or inaccurate sound won't sell to the
blind gamer.  Jumpy performance just won't work for some people once they
have heard better.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Charles Rivard
There was no constructive criticism, nor was there any encouragement in it. 
As far as a message like that being sent to the list instead of directly to 
the target, I'd say it was pointless, other than to stir up those who 
support Tom in his lengthy endeavor.  He does this work after taking the 
game over from someone so that we would not be ripped off when our money had 
been paid in good faith to someone who quit developing games.  He then works 
like heck to get the game not only the way he wants it to be, but works to 
also please the majority of gamers.  And he does this through feedback from 
us, as conflicting as it is.  Then, we have to see garbage like this as 
feedback?  Not yours that I am replying to, but the one you replied to.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Bryan Peterson" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 1:30 PM
Subject: Re: [Audyssey] MOTA Audio Support


I think that was more than a little uncalled for. And I don't see what 
Final Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: "lirin" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a few 
years and we have nothing, and what is really incredibly interesting, you 
haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Pitermach
The problem I see is why target linux instead of mac? Ok, you use ubuntu 
yourself, but then It's pretty clear that the mac community is really 
outnumbering the linux one. And we're not taking windows into consideration. 
I think what you should do is dich the linux version for now, get the 
windows one out there, and when you get a mac, work on the other platforms, 
since the bulk of the community are windows users anyway, so I don't get why 
worry about a handful of people...
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 10:27 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.



__ 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] MOTA Audio Support

2011-06-12 Thread Michael Gauler

Hi Tom,
I know that the current Windows sound library (Fmod EX), or what it is 
called was not very usable on the playyer's side in the latest public Beta.
We already had such problems  in earlier beta versions, i think Beta 12, 13 
or 14 or all of them.
There panning in combination with walking caused problems when it came to 
dealing with fire pids. Panning did not work then and when you were near a 
fire pit and wanted to make one step to the jumping point and you made two 
instead and did not hear where you were except for your character burning to 
death in the pit...
We had such problesms as I said before and they were fixed in betas 16, 17 
and 18. When you again changed the windows sound libraries, we again got 
serious problems as I also said in an earlier post to this list, so whatever 
you intend to do, this library you currently use can't be the right one for 
Windows unless you find a way to resolve its current problems.
As I also said before I could not finish Beta 19 due to several sound and 
movement issues, while I was able to beat Beta 18 after an intense Aaudio 
help session with Matheus...
And while this does not belong in a post about sound libraries, you need to 
do something about running jumps. Please give them a custom sound which 
differs from a normal jump and you need to do something that prevents 
consecutive normal jumps when you hold the keys too long after a running 
jump has been performed... 



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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Charles,

Yeah, I certainly understand that. I know that the audio, joystick
support, etc was much better in the Windows version of the G3D Engine,
and I even agree beta 19 seems like a step backward instead of
forward. The problem is that I want and need a completely
cross-platform solution that basically does what DirectX does that
will allow me to build  high quality games  for my OS, Linux, and
still be able to produce Windows versions for my customers as well.

That said, if Allegro doesn't pan out I'm just going to have to
compile a Windows specific version of MOTA for Windows, and forget it.
 I'll be unhappy about having to maintain a version for an OS I no
longer use, but my customers will be happy at any rate.

Cheers!

On 6/12/11, Charles Rivard  wrote:
> My thoughts are that if a game relies on accurate sound, then you should go
> with what produces the most accurate sound.  To a lot of people, MOTA's
> nineteenth beta is like a game for the sighted gamer that has poor graphics.
> Direct sound gave the best, smoothest, and most accurate sound.  If that
> cannot be used, the I suggest taking the time off of game development to
> work on the custom sound API for the G3D engine If the sound equals or comes
> very close to the sounds created with direct sound.  Poor graphics won't
> sell to the sighted gamer, and poor or inaccurate sound won't sell to the
> blind gamer.  Jumpy performance just won't work for some people once they
> have heard better.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

---
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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
 Hi Lirin,

You are certainly welcome to your opinions, but I don't consider the
fact I have written Star Trek Final Conflict, got screwed over
Montezuma's Revenge just about a month from final release, and writing
a cross-platform game engine exactly nothing. Yes it is true I have
released  several betas of Mysteries of the Ancients and that is only
because I am testing out various APIs before settling on one for all
of my  productions. That does not mean I have jumped from language to
language as you describe below. I've only switched languages once when
I decided to move from C# .Net to C++ to make a more open
cross-platform design. The way you talk I've done it 20 times which is
simply not true. So if you want to send me a negative comment like the
one below get your facts straight ok?

The facts are that Mysteries of the Ancients 1.0 is almost complete.
I'm in the process of adding additional levels, finalizing some game
mechanics, and working on a licensing system. However, the entire
point of this thread was to figure out what would be the best way to
handle audio with the G3D engine since it is A, cross-platform, and B,
because if not for this issue I could finish up MOTA and have it out
before the end of summer.

As for me not focussing on one project I think you are missing one
vital piece of information how I work. I may come on list and discuss
a  wrestling game or whatever, I'll take down notes, but it does not
necessarily mean I run off to my PC and start coding the thing. I am
merely writing down thoughts, ideas, and useful information for that
potential project. At the time being I only have two projects in
active development and that is MOTA and Raceway. With the majority of
my free time being spent specifically on MOTA so like I said get your
facts straight before running your mouth.

Cheers!

On 6/12/11, lirin  wrote:
> Weel, the most funny thing here is fact, the game is developed from a
> few years and we have nothing, and what is really incredibly
> interesting, you haven't nothing.
>
>
> Think about me what you want, not my case, but it's true, little
> offtopic, but when i read tons of messages from you regarding your
> products it is more and more fun.
>
>
> Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc
>
> You can't concentrate on anything at all, so you are doing something and
> nothing. You want to support Win, linux, mac, and in results you have
> really nothing in your hands. You will be forever changing programming
> language, dropping and bringing the same ideas and nothing still.
>
> Sorry if i am writing something rude for you, as i wrote, not my case.
> Probably i'm and many others from my groups friend don't get it in
> future, cause we don't know if we get something. Every beta is like the
> same, sometimes more buggy, sometimes not.
>
> Anyway, good luck with developing
>
> PS.
>
> It's final fantasy really, in real life lol
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Charles Rivard
My thoughts are that if a game relies on accurate sound, then you should go 
with what produces the most accurate sound.  To a lot of people, MOTA's 
nineteenth beta is like a game for the sighted gamer that has poor graphics. 
Direct sound gave the best, smoothest, and most accurate sound.  If that 
cannot be used, the I suggest taking the time off of game development to 
work on the custom sound API for the G3D engine If the sound equals or comes 
very close to the sounds created with direct sound.  Poor graphics won't 
sell to the sighted gamer, and poor or inaccurate sound won't sell to the 
blind gamer.  Jumpy performance just won't work for some people once they 
have heard better.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 12:38 PM
Subject: [Audyssey] MOTA Audio Support



Hi all,

As the subject states I'm looking for  some feedback regarding the
audio support in Mysteries of the Ancients beta 19 as this seems to be
a point of contention for a number of Windows users. I know that many
of you are part and partial to Microsoft DirectSound, and some of you
have out right called the new FMOD Ex support aweful, crap, etc. At
this point I'm not sure how to resolve this issue for yu  guys as I am
still pretty knew to FMOD and I'm trying to convert the way FMOD Ex
pans audio to something that emulates or sounds like DirectSound. In
that I have not been too successful to date. However, that does not
mean we are out of options. Just that the solutions here  are not that
apealing right now.

The first and simplest solution is to  accept the way things are. As
for me personally the  way FMOD pans sounds isn't a big deal. It
doesn't bother me, and sounds  good enough. However, I realize from
the on and off list messages on this topic many of you don't like it
at all.

The alternative solution would be to split the Genesis engine into two
different engines. One built specifically for Windows users and one
specifically built for Linux users. This has both  pros and cons that
need to be weighed carefully.

The up side of building two specific engines for each platform is that
I could make use of native APIs for each platform. On Windows I could
use DirectInput, DirectSound, the Win32 API, MS Sapi, etc where on the
linux side it would use LibSDL, OpenAL-Soft, Speech-Dispatcher, and so
on. That sounds good in theory, but is nothing short of a nightmare to
manage.

The down side is in many of the cases comparing APIs is like comparing
apples and oranges. I'll have to write various wrappers to convert
things back and forth between APIs so the game code will compile on
either engine without a great deal of modification on my part. That
will take considerable time to  add and will delay the release of
games like MOTA even further  even more than it already is. Which is
not something I look forward to doing at this point in the development
process.

The final option or solution I can see here is not necessarily to make
two different game engines, but take some time away from MOTA,
Raceway, etc to write a custom sound API for the G3D engine. It might
wrap DirectSound or XAudio2 on the Windows side, and wrap OpenAL on
the Linux side. This seems to me to be the right solution, but would
take a good couple months or more to develope as I'd have to wrap two
different sound APIs and then expose them to the G3D engine through a
single universl API the way Streemway wraps DirectSound and XAudio2
for the BGT engine.

In either case it is important that I get this issue sorted out pretty
soon as licensing FMOD Ex will take about a third of my expected
income from sales, and I don't want to really do that if end users are
really that  unhappy with it that I might loose sales or it will
detract from the games I write  using the Genesis 3D engine. I'm not
sure what to do here as FMOD Ex has a good reputation, has a lot of
advanced features that blows DirectX away, but I'm unable to figure
out how to get it to pan the way DirectSound does which is why people
are complaining about it. If there is a cheaper solution we can all
agree upon then I'm willing to give it a try.

Thanks.

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Thomas Ward
Hi Philip,

Thanks for the information. I'll definitely give Allegro a look
although I shutter at having to rewrite the input, audio, and
threading to fully support Allegro. Although, this might be the answer
I am looking for. Its too bad they don't have 3d audio as I've got all
the hardware for it, and MOTA 3D was designed with full 3d audio in
mind. If I switch I'll have to settle for simple 2d stereo output, but
this might settle the current situation  where 2d panning is
necessary.

On 6/12/11, Philip Bennefall  wrote:
> Hi Thomas,
>
> Have a look at http://www.allegro.cc/. In Allegro 5, they have completely
> rewritten the sound API and it is now extremely versatile, powerful and, of
> course, cross platform. It has pan, volume, pitch etc but unfortunately no
> 3d. It allows you to customize things a great deal, however, such as adding
> your own format reader/writer interfaces.
> They have precompiled static and dynamic import libraries, but I ended up
> building from source. I compiled it on Windows with a lot of the core
> stripped out such as Direct 3d and OpenGl, which brought the size and list
> of dependencies down considerably. This is what I will use if I do end up
> making a cross platform version of BGT. Allegro also has support for mice,
> joysticks, and soon also touch input which is useful for the IPhone port
> that they're doing.
>
> Hope this helps.
>
> Kind regards,
>
> Philip Bennefall

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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Bryan Peterson
I think that was more than a little uncalled for. And I don't see what Final 
Fantasy has to do with this.

We are the Knights who say...Ni!
- Original Message - 
From: "lirin" 

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 12:22 PM
Subject: Re: [Audyssey] MOTA Audio Support


Weel, the most funny thing here is fact, the game is developed from a few 
years and we have nothing, and what is really incredibly interesting, you 
haven't nothing.



Think about me what you want, not my case, but it's true, little offtopic, 
but when i read tons of messages from you regarding your products it is 
more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in future, 
cause we don't know if we get something. Every beta is like the same, 
sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread lirin
Weel, the most funny thing here is fact, the game is developed from a 
few years and we have nothing, and what is really incredibly 
interesting, you haven't nothing.



Think about me what you want, not my case, but it's true, little 
offtopic, but when i read tons of messages from you regarding your 
products it is more and more fun.



Wrestling game, MOTA, star wars AKA MOTA clone, etc etc etc

You can't concentrate on anything at all, so you are doing something and 
nothing. You want to support Win, linux, mac, and in results you have 
really nothing in your hands. You will be forever changing programming 
language, dropping and bringing the same ideas and nothing still.


Sorry if i am writing something rude for you, as i wrote, not my case.
Probably i'm and many others from my groups friend don't get it in 
future, cause we don't know if we get something. Every beta is like the 
same, sometimes more buggy, sometimes not.


Anyway, good luck with developing

PS.

It's final fantasy really, in real life lol


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Re: [Audyssey] MOTA Audio Support

2011-06-12 Thread Philip Bennefall

Hi Thomas,

Have a look at http://www.allegro.cc/. In Allegro 5, they have completely 
rewritten the sound API and it is now extremely versatile, powerful and, of 
course, cross platform. It has pan, volume, pitch etc but unfortunately no 
3d. It allows you to customize things a great deal, however, such as adding 
your own format reader/writer interfaces.
They have precompiled static and dynamic import libraries, but I ended up 
building from source. I compiled it on Windows with a lot of the core 
stripped out such as Direct 3d and OpenGl, which brought the size and list 
of dependencies down considerably. This is what I will use if I do end up 
making a cross platform version of BGT. Allegro also has support for mice, 
joysticks, and soon also touch input which is useful for the IPhone port 
that they're doing.


Hope this helps.

Kind regards,

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

To: "Gamers Discussion list" 
Sent: Sunday, June 12, 2011 7:38 PM
Subject: [Audyssey] MOTA Audio Support


Hi all,

As the subject states I'm looking for  some feedback regarding the
audio support in Mysteries of the Ancients beta 19 as this seems to be
a point of contention for a number of Windows users. I know that many
of you are part and partial to Microsoft DirectSound, and some of you
have out right called the new FMOD Ex support aweful, crap, etc. At
this point I'm not sure how to resolve this issue for yu  guys as I am
still pretty knew to FMOD and I'm trying to convert the way FMOD Ex
pans audio to something that emulates or sounds like DirectSound. In
that I have not been too successful to date. However, that does not
mean we are out of options. Just that the solutions here  are not that
apealing right now.

The first and simplest solution is to  accept the way things are. As
for me personally the  way FMOD pans sounds isn't a big deal. It
doesn't bother me, and sounds  good enough. However, I realize from
the on and off list messages on this topic many of you don't like it
at all.

The alternative solution would be to split the Genesis engine into two
different engines. One built specifically for Windows users and one
specifically built for Linux users. This has both  pros and cons that
need to be weighed carefully.

The up side of building two specific engines for each platform is that
I could make use of native APIs for each platform. On Windows I could
use DirectInput, DirectSound, the Win32 API, MS Sapi, etc where on the
linux side it would use LibSDL, OpenAL-Soft, Speech-Dispatcher, and so
on. That sounds good in theory, but is nothing short of a nightmare to
manage.

The down side is in many of the cases comparing APIs is like comparing
apples and oranges. I'll have to write various wrappers to convert
things back and forth between APIs so the game code will compile on
either engine without a great deal of modification on my part. That
will take considerable time to  add and will delay the release of
games like MOTA even further  even more than it already is. Which is
not something I look forward to doing at this point in the development
process.

The final option or solution I can see here is not necessarily to make
two different game engines, but take some time away from MOTA,
Raceway, etc to write a custom sound API for the G3D engine. It might
wrap DirectSound or XAudio2 on the Windows side, and wrap OpenAL on
the Linux side. This seems to me to be the right solution, but would
take a good couple months or more to develope as I'd have to wrap two
different sound APIs and then expose them to the G3D engine through a
single universl API the way Streemway wraps DirectSound and XAudio2
for the BGT engine.

In either case it is important that I get this issue sorted out pretty
soon as licensing FMOD Ex will take about a third of my expected
income from sales, and I don't want to really do that if end users are
really that  unhappy with it that I might loose sales or it will
detract from the games I write  using the Genesis 3D engine. I'm not
sure what to do here as FMOD Ex has a good reputation, has a lot of
advanced features that blows DirectX away, but I'm unable to figure
out how to get it to pan the way DirectSound does which is why people
are complaining about it. If there is a cheaper solution we can all
agree upon then I'm willing to give it a try.

Thanks.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-30 Thread Hayden Presley

Hi,
Maybe it's only me, but with eeverything else Thomas needs to do before 
getting this thing out the door, you are concerned about an HTML separater 
vs an === separator?

Best Regards,
Hayden

--
From: "Bryan Peterson" 
Sent: Wednesday, May 25, 2011 7:38 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] MOTA beta 19 released!


I think he was talking about the User's Gide.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 
To: ; "Gamers Discussion list" 


Sent: Wednesday, May 25, 2011 5:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker  wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Crash

Sounds like Kun Fooey, to me?

Gary
- Original Message - 
From: "Alfredo_The_Music_maker" 

To: "Gamers Discussion list" 
Sent: Saturday, May 28, 2011 12:49 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



He means the way you attack players so you can get a faster response.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Alfredo_The_Music_maker

He means the way you attack players so you can get a faster response.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Shiny protector

Hi Tom,

What exactly do you mean by updating the attack function? I do not 
understand.
- Original Message - 
From: "Phil Vlasak" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 25, 2011 12:16 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak  wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters 
got

in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA 18

2011-05-27 Thread Thomas Ward
Hi Dean,

I honestly don't get what the problem is. There is no secret to
getting to the first floor. Sheesh, you don't even have to use the
rope if you don't want to. Just jump off the ledge and land on the
floor below. If the r key says room 4, or something like that, you are
on the bottom floor of the tomb. I often speed up time by drawing a
weapon, jumping down into room 4, and then walking left into room 5,
kill the monster there, grab the lute, and head into room 6 where the
lever is. Using the rope isn't that difficult either.

To use the rope, jump off the ledge, catch the rope, go down I'd say
about 5 times, and then jumpleft or right to land on the floor in room
4. What exactly is so complicated about that?

HTH

On 5/27/11, Dean Masters  wrote:
> That's right. This is just the second time I have tried MOTA 18. I have
> spent half an hour trying to figure out how to jump from the rope down to
> the first level. I did it once but didn't count the number of up or down
> arrows but I have tried over and over. When you jump you can hit the up
> arrow 14 times before hitting the top. Thomas said to jump near the bottom
> of the rope so I have tried going to the top then going down and trying to
> jump after hitting the down arrow 10 times then 11 times. etc. but not
> getting off the second level. Is there some other secret I am missing here
> or what?
>
> Thanks,
> Dean
>
>
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Re: [Audyssey] mota

2011-05-25 Thread william lomas
i may trya dn put linux on to my imac under fusion if i can work out why i 
can't get it to work at the moment then to play on the mac 

On 25 May 2011, at 22:20, Thomas Ward wrote:

> Hi Will,
> 
> First, I understand your frustration, but you must have missed my
> message to Phil about my plans for beta 20 which will likely be 1.0
> rc1. What I mean by that is now that I have finally merged the Windows
> G3D Engine and the Linux G3D Engine into a single cross-platform
> engine I can focus my attention specifically on levels 3 through 12,
> adding the game registration, etc. All of that shouldn't take more
> than a month. As I also said I'm looking for a mid summer release
> schedule. So you aren't going to be deaf, old, and gray before this
> thing comes out. I can pretty much say end of Auggest latest.
> 
> Second, the problem with using the G3D 2.0 Windows engine and
> finishing MOTA using that is that the 2.0 engine and the 3.0 engine
> are not fully compatible. There are a number of differences in the
> types of parameters required to initialize certain functions, pan
> sounds, set volume, whatever.
> 
> For instance, the FMOD Ex API which I have integrated into the G3D 3.0
> cross-platform engine has a volume range of 0.0, off, to 1.0 full
> volume. DirectSound, via Streemway, used in the 2.0 engine has a
> volume range of 0, full volume, and -1, off. There is no easy way
> to wrap the volume controls and make them take the same range of
> parameters without a lot of extra effort.
> 
> The bottom line here is that with differences like that in the two
> versions of the G3D Engine it is going to dramatically slow down
> development because I'll essentually be developing two different
> versions of the game instead of one. Any changes I make to the Windows
> version of the game I'll have to repete in the non-Windows version of
> the game. Meaning double the time, work, and effort to create the
> game. Not the ideal situation. And I know what you are going to say.
> "Why not completely forget about Mac, Linux, etc and just create the
> Windows version?"
> 
> Simple. I'm no longer using Windows full time. I've already decided I
> am not paying tu upgrade to the next version of Microsoft Windows, and
> Windows 7 is basically the last version I intend to own unless I get a
> copy with a new PC. Otherwise my future will be on a Linux PC, and I'm
> looking at buying a Mac instead of a PC next time around. So Windows
> is history as far as I am concerned. At most I'll use Windows via
> Fusion, Bootcamp, VMWare, or something like that for the apps and
> games I've already purchased, but me Windows are going our separate
> ways, and because of that I intend to take my games and other software
> projects with me to the new platform. Otherwise if I can't do that
> there is absolutely no point in writing them.
> 
> I'm sorry if that sounds harsh, but it is reality. I'm not going to
> put time into creating games and other software specifically for
> Windows users only to end up rewriting them from scratch for myself.
> That's not only stupid that's utterally pointless if there is a way to
> design the software product to meet the needs of Windows users as well
> as my needs as well. I've actually done that with the Genesis 3D 3.0
> engine. The game runs identically on Windows and Linux, and expect
> with a bit of tweeking and a few bug fixes will be a decent
> cross-platform engine. Why would I throw the lass two months of work
> away just to pander to the Windows users?
> 
> HTH
> 
> 
> On 5/25/11, william lomas  wrote:
>>  hi tom et al,
>> 
>> 
>> can't you just release mota as it was in beta 18 i.e. finish the levels and
>> be done with it?
>> all these betas are now getting rediculous, i know you and I want mac
>> support as well Thomas but most of us are on windows, not Linux.
>> I'll be dead by the time you release a game you actually have created
>> yourself *smile* or too deaf to play.
>> You keep on saying how you are irritated with the project, and all of us on
>> the list here can empathize but surely if you just worked on the other
>> levels beta 18 was fine as it was in my view, and then you can work on
>> titles like an fps game, that you as a developer, really wish to work on.
>> 
>> WIll
> 
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Re: [Audyssey] mota

2011-05-25 Thread Michael Gauler

Hi,
I'd like to say a few things about what I experienced when trying the latest 
beta of mota.
First and foremost the change of the sound library seriously does affect 
accouracy of positioning of sounds relative to you. Best examples for this 
are collectable objects like torches in level 1. I had to walk over and over 
the same spot several times until I could collect one while in all the 
atempts it sounded like the item was centered in my stereo field. The second 
thing I noticed is that when I walk, not run, the sounds of objects like 
torches is not immediately adjusted, once i make a move. The last Beta 
adjusted sound volumes  better. There it was like a gradual flowing process. 
You enter a room and hear something at the other end. You step forward, the 
thing gets a bit louder per step. You back out, it gets quieter until you 
are out of range.
Now, it is noticeably more a harder change. You step into one direction and 
with a time delay you suddenly hear it louder as if you turned the volume up 
several units instead of a small unit instead.
The next thing with sounds is in regards to collecting objects. When you use 
a torch in a dark room, you can "see" objects otherwhise hidden. However if 
you're lucky, you might collect an object without "seeing" it by usage of a 
torch. For collecting objects you press the enter key.
Now I have found out that when I am walking and am holding the key down for 
walking and am pressing the enter key to collect any object, that the 
walking sound slows down, but when I am running and doing the same, I don't 
seem to loose speed.
And the last thing in this version I am wondering about is that in five or 
six times I played the beta I had encountered at least one poisonous 
creature within the first ten rooms every time I played. Unfortunately I was 
not allways available to evade their attacks and thus I got hit several 
times, but it seems that there was (in my oppinion) a lack of any potions in 
the first part of level 1 while I tryed it at least six times in a row.
What are your experiences with the change of the sound library? 




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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

well the engine is quite stable and sounds are real cool.
At 11:26 a.m. 26/05/2011, you wrote:

Hi Phil,

As Willem and I were just discussing off list the issue is that FMOD
and DirectSound use two completely different mathematical scales to
pan sounds and control volume. DirectSound uses a Linear scale to roll
off where FMOD, OpenAL, and XAudio2 use a Logarithmic  scale to roll
off. What I'm going to have to eventually do is create a linniar to
Logarithmic converter which will allow me to pan sounds similar to
DirectSound but convert them to a Logarithmic setting. Its probably
not that hard to do, but I wanted to see how well the new engine
worked in general before attending to these miner issues like this.

Of course, as usual the winers and complainers decided to focus on
this one single issue and run with it. They are making a bigger deal
out of this than it marets. The game is certainly playable as is, and
eventually I'm certain I'll find a decent conversion from DirectSound
to FMOD. It just requires a bit of patients and understanding from the
community at large. I'm getting neither. Instead I'm getting swamped
with moaning, growning, and complaining about it. That's not helping
things.

Cheers!



On 5/25/11, Phil Vlasak  wrote:
> Hi Thomas,
> I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
> Then far right would be 1.0, and one step closer would be 0.5
> then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.
>
> Is this what you tried to do?
> Phil

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Re: [Audyssey] mota

2011-05-25 Thread Willem

Hi thomas.
In my opinion you inform the community very well and publishing your roadmap 
online is not necisary, so if you change your mind people will not jump onto 
your case as they already do.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, May 26, 2011 2:31 AM
Subject: Re: [Audyssey] mota



Hi Charles,

Well, I think I do. The fact of the matter is most people don't really
know or fully realise how developers work, operate, etc. Most projects
have a roadmap, sort of a master todo list/schedule, that states what
needs to be done and when the developer plans to work on that
particular issue. Linux projects, for example, generally have a public
roadmap you can read online that gives you a rough idea of what Gnome
3.2 willl contain as well as other updates or changes to various
programs. Well, I'm no different in that respect other than I never
publish my notes online. Perhaps I should start doing it.

Basically, I have this master list that says ok, joystick/mouse
support isn't working, so I'll take it out and add it before 1.0 goes
live. If I need to I'll use the DirectX input libraries for it until I
find another way to do it properly with SDL etc. Since I haven't made
my master notes publically available I think people like Mattheus
assumed the worst. I removed joystick support in beta 19 so he assumed
it was perminitly removed rather than temperarily removed. I see where
he got his assumptions even though it turns out to be a bit eronious
and short sighted because he isn't seeing the big picture here.

Cheers!




On 5/25/11, Charles Rivard  wrote:

I know, from the beginning, that your reasoning for creating the game to
work on the format of your personal choice was so that you, in fact, 
could
play it using that platform.  And, as you have numerously pointed out, 
that
market is still growing, and will be profitable.  There aren't enough 
games

for that market, so it is a very good sound idea.

As for the removal of joystick and mouse support, this has been done 
before

in order to test game operation, and it will be added back in before the
final release.  I have no idea where anyone at all got the idea that you
removed it permanently.  You never even hinted at such a notion.

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Bryan Peterson

I think he was talking about the User's Gide.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 
To: ; "Gamers Discussion list" 


Sent: Wednesday, May 25, 2011 5:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker  wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Charles,

Well, I think I do. The fact of the matter is most people don't really
know or fully realise how developers work, operate, etc. Most projects
have a roadmap, sort of a master todo list/schedule, that states what
needs to be done and when the developer plans to work on that
particular issue. Linux projects, for example, generally have a public
roadmap you can read online that gives you a rough idea of what Gnome
3.2 willl contain as well as other updates or changes to various
programs. Well, I'm no different in that respect other than I never
publish my notes online. Perhaps I should start doing it.

Basically, I have this master list that says ok, joystick/mouse
support isn't working, so I'll take it out and add it before 1.0 goes
live. If I need to I'll use the DirectX input libraries for it until I
find another way to do it properly with SDL etc. Since I haven't made
my master notes publically available I think people like Mattheus
assumed the worst. I removed joystick support in beta 19 so he assumed
it was perminitly removed rather than temperarily removed. I see where
he got his assumptions even though it turns out to be a bit eronious
and short sighted because he isn't seeing the big picture here.

Cheers!




On 5/25/11, Charles Rivard  wrote:
> I know, from the beginning, that your reasoning for creating the game to
> work on the format of your personal choice was so that you, in fact, could
> play it using that platform.  And, as you have numerously pointed out, that
> market is still growing, and will be profitable.  There aren't enough games
> for that market, so it is a very good sound idea.
>
> As for the removal of joystick and mouse support, this has been done before
> in order to test game operation, and it will be added back in before the
> final release.  I have no idea where anyone at all got the idea that you
> removed it permanently.  You never even hinted at such a notion.
>
> ---
> Laughter is the best medicine, so look around, find a dose and take it to
> heart.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Mich
hi Tom. I think he is talking about the separations in the manuwil to 
separate the different sections of the text. some of them use a +++ hth. 
from Mich.
- Original Message - 
From: "Thomas Ward" 
To: ; "Gamers Discussion list" 


Sent: Wednesday, May 25, 2011 7:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker  wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Greg,

That's very true. If we look atsay the US, UK, and Canadian markets
Windows is clearly the big winner, but if we look at foreign markets
Linux has had a dramatic inpact on home and industry software world
wide. In what we would call the third-world markets those people can
not afford top dollar prices for Microsoft Windows and they have
turned to Linux to supply their software needs. Where in the USA Linux
ranks third in the OS market I've heard of some foreign markets where
Linux PCs out rank Windows two to one. So the people saying I'll only
make 10 sales is understating the fact that Linux actually has a
larger influence outside the United States, Canada, etc. Its just a
matter of trying to market my products for those potential customers
and non-US markets.

Not only that, but the USA economically isn't doing too good. People
living on SSI have not gotten a cost of livining crease in two or
three years even though the price of everything from gas, to food, to
everyday household items have gone way up in price. Its possible if
this continues blind American gamers won't have the financial means to
hang onto their high priced Windows software, upgrade, etc. Then what?

Well, they have two choices. They can stick with their old computers
and hope for things to financially improve, or they can pick a cheaper
low cost solution like Linux. I'm at least giving them that opertunity
to pick Windows or Linux, and their product keys will work with both
versions. I don't think people should have to choose one opperating
system over another simply because a developer decides not to support
a non-Windows OS and platform for reason x.

Cheers!


On 5/25/11, Greg Wocher  wrote:
> Hello Thomas,
> I completely understand where you are coming from.  I have recently
> installed Vinux on my old Acer Aspire 1 netbook.  I may here soon download
> and install your version for Linux and see how it goes.  I am on the Vinux
> and Orca lists and I am seeing new members all the time.  I could actually
> see a market for your games in other countries since there seems to be quite
> a bit of linux users in other countries other than the U.S.
> Happy Gaming,
> Greg W.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker  wrote:
> Hi, I have a question to ask. Could you explain how the === separator
> works? Why not use an html separator. I am sure that would work fine as
> well.
>
> ---
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi,

Yeah, but we aren't using SFML any more. The 3.0 G3D Engine uses SDL
1.2.13. That doesn't have any video issues that I am aware of. In
fact, over all the new 3.0 engine is rock solid stable. Other than the
audio and support for some game controllers like joysticks and mice
the engine is ready to roll.

Cheers!


On 5/25/11, shaun everiss  wrote:
> in beta 16 we had sfml which had videocard issues.
> This shouldn't be a problem on most newer systems but laptops and
> some other manufacturers are especially prone on having custom
> drivers which can not be updated at all necessarily.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Phil,

As Willem and I were just discussing off list the issue is that FMOD
and DirectSound use two completely different mathematical scales to
pan sounds and control volume. DirectSound uses a Linear scale to roll
off where FMOD, OpenAL, and XAudio2 use a Logarithmic  scale to roll
off. What I'm going to have to eventually do is create a linniar to
Logarithmic converter which will allow me to pan sounds similar to
DirectSound but convert them to a Logarithmic setting. Its probably
not that hard to do, but I wanted to see how well the new engine
worked in general before attending to these miner issues like this.

Of course, as usual the winers and complainers decided to focus on
this one single issue and run with it. They are making a bigger deal
out of this than it marets. The game is certainly playable as is, and
eventually I'm certain I'll find a decent conversion from DirectSound
to FMOD. It just requires a bit of patients and understanding from the
community at large. I'm getting neither. Instead I'm getting swamped
with moaning, growning, and complaining about it. That's not helping
things.

Cheers!



On 5/25/11, Phil Vlasak  wrote:
> Hi Thomas,
> I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
> Then far right would be 1.0, and one step closer would be 0.5
> then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.
>
> Is this what you tried to do?
> Phil

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Re: [Audyssey] mota

2011-05-25 Thread Charles Rivard
I know, from the beginning, that your reasoning for creating the game to 
work on the format of your personal choice was so that you, in fact, could 
play it using that platform.  And, as you have numerously pointed out, that 
market is still growing, and will be profitable.  There aren't enough games 
for that market, so it is a very good sound idea.


As for the removal of joystick and mouse support, this has been done before 
in order to test game operation, and it will be added back in before the 
final release.  I have no idea where anyone at all got the idea that you 
removed it permanently.  You never even hinted at such a notion.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 25, 2011 5:33 PM
Subject: Re: [Audyssey] mota



Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine  wrote:

hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.


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ht

Re: [Audyssey] mota

2011-05-25 Thread Greg Wocher

Hello Thomas,
I completely understand where you are coming from.  I have recently 
installed Vinux on my old Acer Aspire 1 netbook.  I may here soon download 
and install your version for Linux and see how it goes.  I am on the Vinux 
and Orca lists and I am seeing new members all the time.  I could actually 
see a market for your games in other countries since there seems to be quite 
a bit of linux users in other countries other than the U.S.

Happy Gaming,
Greg W.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 25, 2011 6:33 PM
Subject: Re: [Audyssey] mota



Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine  wrote:

hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.


---
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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Shaun,

If you are talking about the analog jumps they aren't even in beta 19.
So you might have less problems playing beta 19. In any case from here
on out beta 19 will be the platform I'll be working from. I'll
probably release patches, updates, bug fixes for that release so
you'll need the main setup file until I say other wise.

Cheers!


On 5/25/11, shaun everiss  wrote:
> great.
> So again we have this issue.
> I am downloading it now but wander if I should hold off I couldn't
> finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or
> 15.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Mattheus and all,

A few corrections. While it is true joystick and mouse support was
disabled in this release by no means did I say it was perminit. It was
merely removed until I could find time to either add a better
cross-platform design, or decide to add in some platform specific
support for those devices. So I think you should not make bald
statements unless you know the facts. Which is I never once indicated,
said, or claimed that joystick and mouse support was going to be
perminitly removed. I merely removed support for them in this release,
because the SDL joystick/mouse support isn't working right and gamers
would have flooded my inbox with bug reports, complaints, and other
issues with it even though I know in advance support wasn't working to
begin with. So rather than explain myself over and over again why it
wasn't working I just disabled/removed it for the time being until I
fixed said problems.

Second, i've said a thousand times, and I'll say it again a thousand
times until you get the message,  my decision to create non-Windows
versions is personal nnot financial. I don't give a flying fig if I'm
the only Linux user in the the world who plays my games under Linux or
not. The important thing is that I personally can play it under Linux.
You got ityet?

However, as it is your claims that I'll only get 10 sales is totally
understated. You obviously don't have the slightest clue how big the
Linux community has grown, and I can tell you from running a poll on
various Linux lists I may get between 70 to 80 sales for this game
alone for Linux. In terms of dollars that is a grose income between
$2,400 and $2,800. Its not great money, but it will cover my expences
of investing in FMOD Ex and give me extra play money to do something
with. So once again if you don't know what you are talking about keep
it to yourself. I'm sick of hearing it.

P.S.

As for the crack about programming languages that's definitely not
true. The 1.0 version of the G3D Engine was written in C# .NET.
Versions 2.0 and 3.0 are written in C++. That's only two different
programming languages. So I don't really get your crack about it being
written in every programming language.

HTH


On 5/25/11, Matheus Rheine  wrote:
> hi will, i totaly agree with you. look what has been changed in this
> beta! removed joystick support and mouse support! it wasn't perfect but
> at least it worked, pluss the audio with fmod, going back to sdl, i
> think that you will create mota in all the programming languages
> available, lol. just kidding man, but onestly you aren't going to sell
> more copies by adding linux or mac support, yep, you might get some more
> peoples to buy the game, like 10 or so, but that's it(that's my point of
> view at least) and if linux or mac users can play the game, there's
> always the vm possibilities for now. see, while others are working on
> new titles you're announcing new betas of mota for more than 2 years,
> pluss if we count mysteries of aztecs and montezumas revenge / return i
> can't even count...
> even the developers that develope game for the sighted stick with
> windows most of the time(unless there's a very good platform that allow
> then to use and create the game in more than one system, like steam)
> you will never be able to make everyone happy. if i were you i wouldn't
> announce these betas to the list, i would simple design the game the way
> i wanted and point. yep, there's the preordering issue, but you're a
> different developer, you're not james north and you don't need to give
> *the same* product that he was going to release, and also because some
> peoples preordered it doesn't mean that all the requests should be added
> just because they preordered it, or because you need to finish the
> project fast.

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
HI Charles,

Thank you. I'm glad you understand my point-of-view. As you said
non-Windows users need games too. We have been left out for far too
long and I intend to begin changing that by making more games
available for non-Windows platforms while maintaining some degree of
support for Windows as well.

I think everyone who uses Windows should try and imagine this. Let's
use an unrealistic but hypathetical situation where all the major game
devs whent out and baught Macs and decided one day they are no longer
going to create games for Windows. If they wanted to play new
accessible games they'd have to buy a Mac computer. I'm sure they
would be upset, disappointed, and perhaps feel a bit slighted that
their operating system is no longer supported at all. Well, that's
kind of how I feel when games aren't being made for non-Windows
platforms like Linux. I see all these new great games being made like
Time of Conflict, for example, or Philip's new game and the only way I
can play them is to spend extra money for Windows to play them. I
can't choose a version for Linux specifically which would make me more
inclined to buy them.

Mind you, I'm not wining or complaining about this, but just
explaining how things are. Since I am a fully qualified software
developer with at least 12 years experience I'm the perfect person to
begin developing non-Windows games. I've got the time, experience,
skills, and the desire to do it regardless of financial motivation.
That's why I'm doing it.

Cheers!







On 5/25/11, Charles Rivard  wrote:
> If the vgame can be
> made to be played on platforms other than Windows, I'd say to go for it, as
> long as Windows users aren't left out.  Gamers other than Windows users need
> games, too.
>
> Shepherds are the best beasts!

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Bryan,

Yeah, but as I just explained to Will that's too much work. The G3D
Windows version and the cross-platform version are fairly different
which requires a number of changes to the MOTA code itself. Things
like panning, setting volume, changing pitch, initializing an
application window, etc are completely different. Different enough it
would take at least a couple of weeks of editing, like I just did, to
make the MOTA code compile with the new 3.0 engine. I've already done
that work. Why would I go back to beta 18 and the older 2.0 Windows
engine and build on that when I've already converted the code to use
the new engine?

The way I see it is kind of like this. The Windows users are asking me
to go back to beta 18, and create a Windows specific version. Since
that isn't compatible with the new engine, is deprecated code as far
as I'm concern, it would probably turn out something like this. I
released MOTA 1.0 as a Windows only version using the older 2.0
engine. All future games would be designed on the new 3.0 engine
regardless of how they feel about it. People would want me to upgrade
MOTA 1.0, add levels, new features, and I reply, "sorry, I'm not
upgrading that game, because it was built on an older version of the
G3D Engine and would take too much work to upgrade."

Obviously, an answer like that would go over like a led baloon. People
wouldn't want to hear that because I have personally chosen to use Mac
or Linux, not Windows, and have decided to move in that direction that
I'm just completely abandoning everything for Windows. So I think what
I'm doing is the best for everyone. I can continue to create my games
using Linux or Mac, and since I plan to have at least one Windows
computer around for business purposes I can cross compile/port my
games to Windows. Then I can sell, maintain, and support Windows
versions of my products. Otherwise its not worth my time to create
Windows products as a separate product from the ones I'm currently
creating for non-Windows platforms.

In a way, its kind of like the way Windows developers view Mac and
Linux in reverse. I've heard things like there is no money in it, they
don't use Mac/Linux so its not worth their personal time, etc. In
other words creating non-Windows versions of their software is going
out of their way to do it. Well, I consider writing Windows versions
of my games going out of my way, because I have no use for them
myself. I'm using a fully operational Linux laptop with Ubuntu 10.04
LTS  and that's where I spend 99% of my time. Therefore, it only seems
logical that my games should be Linux compatible since that is what I
primarily use on a daily basis.

Cheers!


On 5/25/11, Bryan Peterson  wrote:
> Oh I'm all for that, but I almost feel it would have been better for him to
> release the WIndows version first and then he could have worked on the Mac
> version solidly without having to worry about possibly causing problems with
> the WIndows version.
> We are the Knights who say...Ni!

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Re: [Audyssey] mota

2011-05-25 Thread Thomas Ward
Hi Will,

First, I understand your frustration, but you must have missed my
message to Phil about my plans for beta 20 which will likely be 1.0
rc1. What I mean by that is now that I have finally merged the Windows
G3D Engine and the Linux G3D Engine into a single cross-platform
engine I can focus my attention specifically on levels 3 through 12,
adding the game registration, etc. All of that shouldn't take more
than a month. As I also said I'm looking for a mid summer release
schedule. So you aren't going to be deaf, old, and gray before this
thing comes out. I can pretty much say end of Auggest latest.

Second, the problem with using the G3D 2.0 Windows engine and
finishing MOTA using that is that the 2.0 engine and the 3.0 engine
are not fully compatible. There are a number of differences in the
types of parameters required to initialize certain functions, pan
sounds, set volume, whatever.

For instance, the FMOD Ex API which I have integrated into the G3D 3.0
cross-platform engine has a volume range of 0.0, off, to 1.0 full
volume. DirectSound, via Streemway, used in the 2.0 engine has a
volume range of 0, full volume, and -1, off. There is no easy way
to wrap the volume controls and make them take the same range of
parameters without a lot of extra effort.

The bottom line here is that with differences like that in the two
versions of the G3D Engine it is going to dramatically slow down
development because I'll essentually be developing two different
versions of the game instead of one. Any changes I make to the Windows
version of the game I'll have to repete in the non-Windows version of
the game. Meaning double the time, work, and effort to create the
game. Not the ideal situation. And I know what you are going to say.
"Why not completely forget about Mac, Linux, etc and just create the
Windows version?"

Simple. I'm no longer using Windows full time. I've already decided I
am not paying tu upgrade to the next version of Microsoft Windows, and
Windows 7 is basically the last version I intend to own unless I get a
copy with a new PC. Otherwise my future will be on a Linux PC, and I'm
looking at buying a Mac instead of a PC next time around. So Windows
is history as far as I am concerned. At most I'll use Windows via
Fusion, Bootcamp, VMWare, or something like that for the apps and
games I've already purchased, but me Windows are going our separate
ways, and because of that I intend to take my games and other software
projects with me to the new platform. Otherwise if I can't do that
there is absolutely no point in writing them.

I'm sorry if that sounds harsh, but it is reality. I'm not going to
put time into creating games and other software specifically for
Windows users only to end up rewriting them from scratch for myself.
That's not only stupid that's utterally pointless if there is a way to
design the software product to meet the needs of Windows users as well
as my needs as well. I've actually done that with the Genesis 3D 3.0
engine. The game runs identically on Windows and Linux, and expect
with a bit of tweeking and a few bug fixes will be a decent
cross-platform engine. Why would I throw the lass two months of work
away just to pander to the Windows users?

HTH


On 5/25/11, william lomas  wrote:
>   hi tom et al,
>
>
> can't you just release mota as it was in beta 18 i.e. finish the levels and
> be done with it?
> all these betas are now getting rediculous, i know you and I want mac
> support as well Thomas but most of us are on windows, not Linux.
> I'll be dead by the time you release a game you actually have created
> yourself *smile* or too deaf to play.
> You keep on saying how you are irritated with the project, and all of us on
> the list here can empathize but surely if you just worked on the other
> levels beta 18 was fine as it was in my view, and then you can work on
> titles like an fps game, that you as a developer, really wish to work on.
>
> WIll

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Re: [Audyssey] mota

2011-05-25 Thread Bryan Peterson
Oh I'm all for that, but I almost feel it would have been better for him to 
release the WIndows version first and then he could have worked on the Mac 
version solidly without having to worry about possibly causing problems with 
the WIndows version.

We are the Knights who say...Ni!
- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 25, 2011 8:03 AM
Subject: Re: [Audyssey] mota



If the vgame can be
made to be played on platforms other than Windows, I'd say to go for it, 
as long as Windows users aren't left out.  Gamers other than Windows users 
need games, too.


Shepherds are the best beasts!

On May 25, 2011, at 7:01 AM, "Matheus Rheine"  wrote:


hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.
-Mensagem original-
De: william lomas 
Para: Gamers Discussion list 
Data: Quarta, 25 de Maio de 2011 12:47
Assunto: [Audyssey] mota

   hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the levels 
and be done with it?
all these betas are now getting rediculous, i know you and I want mac 
support as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have created 
yourself *smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all of us 
on the list here can empathize but surely if you just worked on the other 
levels beta 18
was fine as it was in my view, and then you can work on titles like an 
fps game, that you as a developer, really wish to work on.


WIll



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Re: [Audyssey] mota

2011-05-25 Thread Charles Rivard
If the vgame can be 
made to be played on platforms other than Windows, I'd say to go for it, as 
long as Windows users aren't left out.  Gamers other than Windows users need 
games, too.

Shepherds are the best beasts!

On May 25, 2011, at 7:01 AM, "Matheus Rheine"  wrote:

> hi will, i totaly agree with you. look what has been changed in this
> beta! removed joystick support and mouse support! it wasn't perfect but
> at least it worked, pluss the audio with fmod, going back to sdl, i
> think that you will create mota in all the programming languages
> available, lol. just kidding man, but onestly you aren't going to sell
> more copies by adding linux or mac support, yep, you might get some more
> peoples to buy the game, like 10 or so, but that's it(that's my point of
> view at least) and if linux or mac users can play the game, there's
> always the vm possibilities for now. see, while others are working on
> new titles you're announcing new betas of mota for more than 2 years,
> pluss if we count mysteries of aztecs and montezumas revenge / return i
> can't even count...
> even the developers that develope game for the sighted stick with
> windows most of the time(unless there's a very good platform that allow
> then to use and create the game in more than one system, like steam)
> you will never be able to make everyone happy. if i were you i wouldn't
> announce these betas to the list, i would simple design the game the way
> i wanted and point. yep, there's the preordering issue, but you're a
> different developer, you're not james north and you don't need to give
> *the same* product that he was going to release, and also because some
> peoples preordered it doesn't mean that all the requests should be added
> just because they preordered it, or because you need to finish the
> project fast.
> -Mensagem original-
> De: william lomas 
> Para: Gamers Discussion list 
> Data: Quarta, 25 de Maio de 2011 12:47
> Assunto: [Audyssey] mota
> 
>hi tom et al,
> 
> 
> can't you just release mota as it was in beta 18 i.e. finish the levels and 
> be done with it?
> all these betas are now getting rediculous, i know you and I want mac support 
> as well Thomas but most of us are on windows, not Linux.
> I'll be dead by the time you release a game you actually have created 
> yourself *smile* or too deaf to play.
> You keep on saying how you are irritated with the project, and all of us on 
> the list here can empathize but surely if you just worked on the other levels 
> beta 18
> was fine as it was in my view, and then you can work on titles like an fps 
> game, that you as a developer, really wish to work on.
> 
> WIll
> 

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Re: [Audyssey] mota

2011-05-25 Thread Matheus Rheine
hi will, i totaly agree with you. look what has been changed in this
beta! removed joystick support and mouse support! it wasn't perfect but
at least it worked, pluss the audio with fmod, going back to sdl, i
think that you will create mota in all the programming languages
available, lol. just kidding man, but onestly you aren't going to sell
more copies by adding linux or mac support, yep, you might get some more
peoples to buy the game, like 10 or so, but that's it(that's my point of
view at least) and if linux or mac users can play the game, there's
always the vm possibilities for now. see, while others are working on
new titles you're announcing new betas of mota for more than 2 years,
pluss if we count mysteries of aztecs and montezumas revenge / return i
can't even count...
even the developers that develope game for the sighted stick with
windows most of the time(unless there's a very good platform that allow
then to use and create the game in more than one system, like steam)
you will never be able to make everyone happy. if i were you i wouldn't
announce these betas to the list, i would simple design the game the way
i wanted and point. yep, there's the preordering issue, but you're a
different developer, you're not james north and you don't need to give
*the same* product that he was going to release, and also because some
peoples preordered it doesn't mean that all the requests should be added
just because they preordered it, or because you need to finish the
project fast.
-Mensagem original-
De: william lomas 
Para: Gamers Discussion list 
Data: Quarta, 25 de Maio de 2011 12:47
Assunto: [Audyssey] mota

hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the levels and be 
done with it?
all these betas are now getting rediculous, i know you and I want mac support 
as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have created yourself 
*smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all of us on the 
list here can empathize but surely if you just worked on the other levels beta 
18
was fine as it was in my view, and then you can work on titles like an fps 
game, that you as a developer, really wish to work on.

WIll


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Re: [Audyssey] mota

2011-05-25 Thread shaun everiss
well I think beta 17 was easier the platforms especially the ones in 
level2 are a real mennace.
To be honest though the old directx was good enough, after that maybe 
you could convert.
This game has got tricky, but there is no real pan, now sound jumps 
round like a rabbit.

The scope does not always sound at the right time either.
At 11:47 p.m. 25/05/2011, you wrote:

hi tom et al,


can't you just release mota as it was in beta 18 i.e. finish the 
levels and be done with it?
all these betas are now getting rediculous, i know you and I want 
mac support as well Thomas but most of us are on windows, not Linux.
I'll be dead by the time you release a game you actually have 
created yourself *smile* or too deaf to play.
You keep on saying how you are irritated with the project, and all 
of us on the list here can empathize but surely if you just worked 
on the other levels beta 18 was fine as it was in my view, and then 
you can work on titles like an fps game, that you as a developer, 
really wish to work on.


WIll


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss
Well I played mota, and wll being in front of an item works but hmmm 
Its  hardish something I will have to get used to I guess.


At 11:16 p.m. 25/05/2011, you wrote:

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak  wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got
in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Phil Vlasak

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak  wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters 
got

in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread burakyuksek

Ah good new!
saygilar sevgiler.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, May 25, 2011 4:19 AM
Subject: [Audyssey] MOTA beta 19 released!



Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

in beta 16 we had sfml which had videocard issues.
This shouldn't be a problem on most newer systems but laptops and 
some other manufacturers are especially prone on having custom 
drivers which can not be updated at all necessarily.

At 03:01 p.m. 25/05/2011, you wrote:

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
I also think that was before you went to DirectX for panning but I 
could be wrong.

Phil


- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 10:53 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger  wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

great.
So again we have this issue.
I am downloading it now but wander if I should hold off I couldn't 
finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or 15.

At 02:44 p.m. 25/05/2011, you wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 24, 2011 9:19 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA beta 19 released!

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release


==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing


==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Alfredo_The_Music_maker
Hi, I have a question to ask. Could you explain how the === separator 
works? Why not use an html separator. I am sure that would work fine as 
well.


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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak  wrote:
> Hi Thomas,
> I forgot you put the targeting scope on s to help you when the monsters got
> in range.
> So that makes the panning glitch not as critical as I thought.
> I had a similar problem panning sounds with the GMA engine for Vista and
> windows 7.
> I solved it by panning sounds in doubling steps.
> instead of panning volume 100, 200, 300, 400, etc.
> I used 10, 20, 40, 80, 160, 320, etc.
>
> Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Phil Vlasak

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got 
in range.

So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and 
windows 7.

I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 11:15 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

No, beta 16 was built using the Windows engine. I never did exactly
find a way to get OpenAL to pan correctly, and am having the same
issue with FMOD Ex. There probably is a way to correct the problem, or
simulate DirectX using FMOD, but honestly this isn't the biggest issue
here.  Right now my objective is to finish MOTA 1.0, and then go back
in and try and handle or correct some of these issues during the
release candidate phase of the project which we are nearing. My
primary focus for beta 20 is to add levels 3 through 12 to the game,
add the end user game registration, and the game is basically done.
Debugging panning issues etc is the least of my worries right now.
That can wait until I actually get MOTA 1.0 nearly ready for release.
Right now I'm looking for a possible 1.0 target release schedule about
mid summer. Possably mid July if everything goes as planned.

Cheers!


On 5/24/11, Phil Vlasak  wrote:

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 
16.
I also think that was before you went to DirectX for panning but I could 
be

wrong.
Phil


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Version: 10.0.1375 / Virus Database: 1509/3657 - Release Date: 05/24/11




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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Zack,

That's on our todo list, but not for some time. That's for two
reasons. One, I don't have regular access to a Mac so I can't really
port and test the Genesis 3D engine and games on Mac OS X directly.
When I eventually get enough money to invest in a MacBook or something
like that I'll certainly be looking at a Mac OS port of my games.
Second, there is a huge financial aspect to consider. FMOD Ex is not
free, and I'm already looking at something like $600 to support
Windows and Linux for Mysteries of the Ancients alone. Adding Mac OS
support puts another $300 onto that bringing my licensing fees up to
nearly a thousand. If I'm going to do it I need to be sure I'll not
only get my money back on my investment but I'd like to make something
extra for time, labor, etc. So if it weren't for those two issues I'd
be happy to port MOTA and any other games to Mac OSX. The thing to
keep in mind here though is since I have designed a cross-platform
engine that works on Linux I don't think it would take me too long to
create a Mac OSX port if and when I have access to a Mac OS machine
for development.

HTH


On 5/24/11, Zachary Kline  wrote:
> Hi Thomas,
> Is there any possibility of an OS X version?  I can always run MOTA under my
> WIndows or Linux VMs, but it would be great if I didn't have to do it this
> way.  I look forward to trying the release regardless
> Best and thanks,
> Zack.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Phil,

No, beta 16 was built using the Windows engine. I never did exactly
find a way to get OpenAL to pan correctly, and am having the same
issue with FMOD Ex. There probably is a way to correct the problem, or
simulate DirectX using FMOD, but honestly this isn't the biggest issue
here.  Right now my objective is to finish MOTA 1.0, and then go back
in and try and handle or correct some of these issues during the
release candidate phase of the project which we are nearing. My
primary focus for beta 20 is to add levels 3 through 12 to the game,
add the end user game registration, and the game is basically done.
Debugging panning issues etc is the least of my worries right now.
That can wait until I actually get MOTA 1.0 nearly ready for release.
Right now I'm looking for a possible 1.0 target release schedule about
mid summer. Possably mid July if everything goes as planned.

Cheers!


On 5/24/11, Phil Vlasak  wrote:
> Hi Thomas,
> I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
> I also think that was before you went to DirectX for panning but I could be
> wrong.
> Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread The Addictor

Yeah, me too
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: "Ryan Conroy" 

To: 
Sent: Tuesday, May 24, 2011 9:48 PM
Subject: Re: [Audyssey] MOTA beta 19 released!


Why was analogue jumping removed? Just curious. I kinda liked that 
feature.


-- Original Message --
From: Thomas Ward 
To: Gamers Discussion list 
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Bryan,

Exactly. There were all kinds of funky things like that happening. I
might hjump a fire pit, Angela would run forward directly into the
second fire pit. There were times where Angela would continue jumping
into walls over and over, and over again until I just used alt+f4 to
exit or ran the kill command from the command line. I couldn't stop
her, and the player totally lost control of the keyboard after the
analog jumps. Since it made the game next to impossible to play in
that state the only thing I could do was copy the jump code out of a
much earlier version of the game and the problem went away. That's in
a nutshell why we no longer have analog jumping in the current beta.

Cheers!





On 5/24/11, Bryan Peterson  wrote:
> Because apparently it was causing some problems with the game either
> crashing or going into an endless loop where Angela would either keep
> jumping forward constantly or suddenly start running uncontrollably with no
> way for the player to stop her.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Phil Vlasak

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
I also think that was before you went to DirectX for panning but I could be 
wrong.

Phil


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, May 24, 2011 10:53 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger  wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with 
DirectX,

but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to 
give

you positional information.
Karl



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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger  wrote:
> I noticed that the bug from a much earlier cross-platform beta is back,
> namely that sounds are again not panning properly. They stay all the way
> over to one side, or exactly in the center, and do not pan at all like in
> beta 18. I realize that you may not be able to get as exact as with DirectX,
> but I strongly feel that there must be some level of panning. It is very
> hard to tell if a monster is in range or not if there is no panning to give
> you positional information.
> Karl
>

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Ryan and all,

The analog jumping wasn't permanently removed, but just disabled for
this release. The reason is because when I recompiled Mysteries of the
Ancients using the Genesis 3.0 engine I found out my implamentation of
the analog jump system was causing problems with SDL input. Instead of
stopping a jump it would cause the game to go into an infinit loop,
lockup, and crash. The only way to get out of it was to alt+f4 out of
the game completely. I can't tell you exactly why it worked with
DirectX and not SDL, but all I can say for sure as it was causing some
nasty bugs and major instability. So I did the only thing I could do
and disabled analog jumping until I can work the bugs out of it, and
will put analog jumping etc back into the game as soon as I'm sure it
is stable enough to do so. Diddo for some of the other things I
disabled or removed like joystick and mouse support.

Basicly, what we have here is an updated Genesis Engine based
primarily on the cross-platform version i designed for Linux and Mac
OS, I recently ported to Windows, and some of the things aren't
altogether working properly like joystick and mouse support. In fact,
I'm not all that happy with the way SDL handles joysticks in general,
lacks advanced features like force feedback so what I might have to do
is settle for using some Windows proprietary APIs like DirectInput or
XInput for joysticks, SAPI for TTS support, and use SDL, ESpeak, etc
on the non-Windows side. That's in the future though. For now I do
have a cross-platform engine that seems to work fairly decently on
Windows, Mac OS,  and Linux now and can build upon that framework
assuming we have everything working properly.

HTH


On 5/24/11, Ryan Conroy  wrote:
> Why was analogue jumping removed? Just curious. I kinda liked that feature.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Karl Belanger
I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 24, 2011 9:19 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA beta 19 released!

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release


==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing


==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Tommy

I notice that too. I thought that's just me.

Tommy

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Bryan Peterson
Because apparently it was causing some problems with the game either 
crashing or going into an endless loop where Angela would either keep 
jumping forward constantly or suddenly start running uncontrollably with no 
way for the player to stop her.

We are the Knights who say...Ni!
- Original Message - 
From: "Ryan Conroy" 

To: 
Sent: Tuesday, May 24, 2011 7:48 PM
Subject: Re: [Audyssey] MOTA beta 19 released!


Why was analogue jumping removed? Just curious. I kinda liked that 
feature.


-- Original Message --
From: Thomas Ward 
To: Gamers Discussion list 
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Zachary Kline
Hi Thomas,
Is there any possibility of an OS X version?  I can always run MOTA under my 
WIndows or Linux VMs, but it would be great if I didn't have to do it this way. 
 I look forward to trying the release regardless
Best and thanks,
Zack.
On May 24, 2011, at 6:19 PM, Thomas Ward wrote:

> Hello gamers,
> 
> USA Games would like to announce the immediate release of Mysteries of
> the Ancients beta 19. This all new release includes a number of
> changes, bug fixes, and new features.
> 
> What's New in This Release
> 
> ==
> 
> * Added the ability to run, jump, attack, etc while the game is speaking.
> * Added the ability to silence speech with the escape key.
> * Added the ability to skip the game intro with the escape key.
> * Added the ability to skip cutscenes with the escape key.
> * Added KeyDown function to check
> when a key is down but not pressed.
> * Disabled analog jumping
> and use standard jump code from beta 17 and earlier.
> * Created both Linux and Windows x86 builds.
> * Fixed the bug where the alt key brings up the context menu.
> * Fixed the bug where the s key fails to open the sounds menu
> while in the main menu.
> * Fixed the bug with player's health not being restored
> after drinking a healing potion.
> * Fixed the bug where the player isn't poisoned when being attacked
> by a poisonous enemy.
> * Removed joystick profiler.
> * Removed joystick support.
> * Removed mouse support.
> * Replaced character string constants with standard C++ string class.
> * Replaced exit menu with quit menu.
> * Replaced Microsoft DirectInput with SDL input.
> * Replaced Microsoft Windows API with SDL window API.
> * Replaced Microsoft DirectSound support with FMOD Ex sound API.
> * Updated Area class.
> * Updated enemy class.
> * Updated enemy A.I.
> * Updated Nemean Lion sounds.
> * Updated level1.
> * Updated level 2.
> * Updated LoadGame() function.
> * Updated LoadLevel() function.
> * Updated PlayerAttackEnemy() function.
> * Updated PlayerTargetTracking() function.
> * Updated SaveGame() function.
> * Updated SaveLevel() function.
> * Updated User's Guide.
> 
> Downloading and Installing
> 
> ==
> 
> Before downloading and installing beta 19 be sure to remove beta 18
> and earlier as it conflicts with the new cross-platform engine. To
> download beta 19 visit
> http://www.usagamesinteractive.com/mota.php
> and have fun.
> 
> Sincerely,
> Thomas Ward
> President of USA Games Interactive
> http://www.usagamesinteractive.com
> 
> ---
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> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
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> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.


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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Tommy

Thanks Thomas!

Tommy

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Ryan Conroy
Why was analogue jumping removed? Just curious. I kinda liked that feature.

-- Original Message --
From: Thomas Ward 
To: Gamers Discussion list 
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

---
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Re: [Audyssey] MOTA 18 bug and question

2011-05-12 Thread burakyuksek

Hi,
Lever has a timer anymore. So you have to quick to unlock the door or torch.
saygilar sevgiler.
- Original Message - 
From: "Dean Masters" 

To: "Audyssey list" 
Sent: Wednesday, May 11, 2011 6:19 PM
Subject: [Audyssey] MOTA 18 bug and question


I have not been following all the talk since I am just now getting to try 
the beta. I can climb the rope and go to that level and get to the lever. 
In the previous beta to get back down to the original level I could climb 
to the top of the rope and then jump to the left. That doesn't work in this 
beta. so I end up in the same room. And every time I jump off the rope and 
go to the end of the room the lever is there.


Is the lever only supposed to appear once or is that a puzzle in the game?

How can I get back into the room below the rope?

Thanks,
Dean

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Re: [Audyssey] MOTA 18 bug and question

2011-05-11 Thread Thomas Ward
Hi Dean,

In case you haven't read the changelog all of the levers, switches,
and locks for the statues are timed. If you don't reach a statue and
open it in time it will relock and the lever will reset. Diddo for the
doors. Then, you have to go back and pull the lever or switch again.

As far as getting down the rope thats easy. Climb to the bottom and
jump a little ways off to the left or right. You will end up in the
room below the rope.

HTH


On 5/11/11, Dean Masters  wrote:
> I have not been following all the talk since I am just now getting to try
> the beta. I can climb the rope and go to that level and get to the lever. In
> the previous beta to get back down to the original level I could climb to
> the top of the rope and then jump to the left. That doesn't work in this
> beta. so I end up in the same room. And every time I jump off the rope and
> go to the end of the room the lever is there.
>
> Is the lever only supposed to appear once or is that a puzzle in the game?
>
> How can I get back into the room below the rope?
>
> Thanks,
> Dean
>
>
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Re: [Audyssey] MOTA 18 bug and question

2011-05-11 Thread Charles Rivard

s!
p!
o! i! l! e! r!

Let's see if you kick yourself.  How to get back down the rope you jumped up 
to catch and climb?  Catch the rope and climb down.  When you get to the 
bottom, Jump and release.  (grin)


---
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- Original Message - 
From: "Dean Masters" 

To: "Audyssey list" 
Sent: Wednesday, May 11, 2011 10:19 AM
Subject: [Audyssey] MOTA 18 bug and question


I have not been following all the talk since I am just now getting to try 
the beta. I can climb the rope and go to that level and get to the lever. 
In the previous beta to get back down to the original level I could climb 
to the top of the rope and then jump to the left. That doesn't work in this 
beta. so I end up in the same room. And every time I jump off the rope and 
go to the end of the room the lever is there.


Is the lever only supposed to appear once or is that a puzzle in the game?

How can I get back into the room below the rope?

Thanks,
Dean

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Re: [Audyssey] MOTA BETARe: analog Weapons system

2011-05-06 Thread Thomas Ward
Hi Alfredo,

No, its because Mysteries of the Ancients is still in beta testing.
I.E. the game is only in the developmental stage right now. At the
moment all we have officially is two complete game levels, mostly
stable game engine for Windows, but there are still bugs etc to fix
and resolve, not to mention about 10 more levels to add. That's far
from 1.0 quality right now. Therefore its only a developmental/test
release.

Besides that the last two weeks I've been focussing most of my time on
the cross-platform G3D Engine trying to get it ready for a
simaltanious release with the Windows releases. I've yanked out SFML
1.6 and have replaced it with SDL 1.2.13 for handling Windows, timers,
keyboards, joysticks, mice, etc. I've also started converting the
audio portion of the engine to use FMOD Ex which has a lot of nice
features that will come in handy. The real time DSP effects such as
echo, low pass filters, distortion, and so on will really come in
handy for increasing the realism of the game worlds. If I get the
cross-platform engine stable enough to use I will most likely begin
using it for the Windows version of MOTA as well as the Linux version
rather than using two platform specific game engines.

HTH


On 5/5/11, Alfredo_The_Music_maker  wrote:
> Hello Tom,
> Why has all this time you have been putting MOTA under Beta versions.
> Are you using a different versioning scheme that has not ever been used
> before?
>
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Re: [Audyssey] MOTA BETARe: analog Weapons system

2011-05-05 Thread Hayden Presley
Hi Alfredo,
The reason Thomas has been utting all these versions of MOTA under BETAs, is
because all these versions of MOTA have been betas.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo_The_Music_maker
Sent: Thursday, May 05, 2011 8:06 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA BETARe: analog Weapons system

Hello Tom,
Why has all this time you have been putting MOTA under Beta versions. 
Are you using a different versioning scheme that has not ever been used 
before?

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Re: [Audyssey] MOTA Problem

2011-04-28 Thread Darren Duff
Hehehehe. This is true. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, April 28, 2011 5:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Daren,

Hmmm...I don't think that would work out so well. Lol!

Actually, I always imagined Angela holding the torch between her teeth so
she could climb up the rope two-handed and have both hands free for
climbing. Although, I imagine a real archeologist would have one of those
hard hats with a flashlight in the top instead.

Smile.


On 4/27/11, Darren Duff  wrote:
> Now there's a nasty thought have her grab the rope in the same hand as 
> the torch, and then she has to climb it before the rope burns through!
> Mohahahahahahahaha!

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Re: [Audyssey] MOTA Problem

2011-04-28 Thread Thomas Ward
Hi Daren,

Hmmm...I don't think that would work out so well. Lol!

Actually, I always imagined Angela holding the torch between her teeth
so she could climb up the rope two-handed and have both hands free for
climbing. Although, I imagine a real archeologist would have one of
those hard hats with a flashlight in the top instead.

Smile.


On 4/27/11, Darren Duff  wrote:
> Now there's a nasty thought have her grab the rope in the same hand as the
> torch, and then she has to climb it before the rope burns through!
> Mohahahahahahahaha!

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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Phil Vlasak

Hi Charles,
No, it would have to be toes an teeth to climb a rope with a torch and a 
weapon in hand.

Then Thomas would have to put boots into the inventory.
And slow the walking speed unless the boots were put on.
But in the case of the dagger, you could hold that in your teeth and then 
climbed the rope with one hand like usual.

Or does she put the torch in her teeth to keep both hands free?
Maybe she could pick up a rope climbing device that would run her up the 
rope on battery power.

But then she would need batteries to power it.
Or maybe one of the scrolls is a levitate spell that would give her the 
ability to float up or down to the next level.

smiles,
Phil

- Original Message - 
From: "Charles Rivard" 

To: "Gamers Discussion list" 
Sent: Wednesday, April 27, 2011 10:53 AM
Subject: Re: [Audyssey] MOTA Problem


Thomas:  How's this for an idea?  A torch in one hand and a weapon, ready 
for use, in the other.  You have to climb a rope.  How about control plus 
alt plus t for grabbing the rope with your toes, followed by the 
appropriate command for jumping when appropriate?  (ornery grin)


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

To: "Gamers Discussion list" 
Sent: Wednesday, April 27, 2011 3:58 AM
Subject: Re: [Audyssey] MOTA Problem



Hi Hayden,

Yeah, that would make a big difference.  Angela can't exactly grab a
rope with a torch in one hand and a weapon in the other. Grin.

On 4/26/11, Hayden Presley  wrote:

Hi,
Hmmm...part of it might've been I didn't have my weapon holstered. 
Lol...I'm

going to have to try it again.

Best Regards,
Hayden


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

Behalf Of Thomas Ward
Sent: Tuesday, April 26, 2011 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:

Hi Thomas,

I seem to be running into a problem with MOTA. I just acquired a 
gamepad

and

tried it out with MOTA. It seems that the analog jumping is not working
correctly; I could not get back up the rope, no matter what I did.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Shiny protector
Lol! Good one! I could imagine her flesh being burnt away. Or maybe even 
better. While she holds the torch with the rope, make her look at the torch 
and bring the torch to her eyes. Then she'd scream and fall off. Ha!
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Wednesday, April 27, 2011 1:57 PM
Subject: Re: [Audyssey] MOTA Problem



Now there's a nasty thought have her grab the rope in the same hand as the
torch, and then she has to climb it before the rope burns through!
Mohahahahahahahaha!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, April 27, 2011 4:59 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

Yeah, that would make a big difference.  Angela can't exactly grab a rope
with a torch in one hand and a weapon in the other. Grin.

On 4/26/11, Hayden Presley  wrote:

Hi,
Hmmm...part of it might've been I didn't have my weapon holstered.
Lol...I'm going to have to try it again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Thomas Ward
Sent: Tuesday, April 26, 2011 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:

Hi Thomas,

I seem to be running into a problem with MOTA. I just acquired a
gamepad

and

tried it out with MOTA. It seems that the analog jumping is not
working correctly; I could not get back up the rope, no matter what I

did.




Best Regards,

Hayden



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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Shiny protector
I disagree with that idea. I disagree because that would make some things 
obvious in the game.
- Original Message - 
From: "Phil Vlasak" 
To: "Charles Rivard" ; "Gamers Discussion list" 


Sent: Tuesday, April 26, 2011 11:00 PM
Subject: Re: [Audyssey] MOTA Problem



Hi Thomas,
One little suggestion for MOTA.
If Angela  tries to jump with her weapon in her hand, Shouldn't she say 
something like,

Oops.
or
Oh! gotta put that away to jump.
or
Hmm, I can't jump very far holding a weapon .
This would cut down the messages about not being able to jump 
considerably.

Phil


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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Charles Rivard
Thomas:  How's this for an idea?  A torch in one hand and a weapon, ready 
for use, in the other.  You have to climb a rope.  How about control plus 
alt plus t for grabbing the rope with your toes, followed by the appropriate 
command for jumping when appropriate?  (ornery grin)


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

To: "Gamers Discussion list" 
Sent: Wednesday, April 27, 2011 3:58 AM
Subject: Re: [Audyssey] MOTA Problem



Hi Hayden,

Yeah, that would make a big difference.  Angela can't exactly grab a
rope with a torch in one hand and a weapon in the other. Grin.

On 4/26/11, Hayden Presley  wrote:

Hi,
Hmmm...part of it might've been I didn't have my weapon holstered. 
Lol...I'm

going to have to try it again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, April 26, 2011 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:

Hi Thomas,

I seem to be running into a problem with MOTA. I just acquired a gamepad

and

tried it out with MOTA. It seems that the analog jumping is not working
correctly; I could not get back up the rope, no matter what I did.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Darren Duff
Now there's a nasty thought have her grab the rope in the same hand as the
torch, and then she has to climb it before the rope burns through!
Mohahahahahahahaha! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, April 27, 2011 4:59 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

Yeah, that would make a big difference.  Angela can't exactly grab a rope
with a torch in one hand and a weapon in the other. Grin.

On 4/26/11, Hayden Presley  wrote:
> Hi,
> Hmmm...part of it might've been I didn't have my weapon holstered. 
> Lol...I'm going to have to try it again.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Thomas Ward
> Sent: Tuesday, April 26, 2011 10:31 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Problem
>
> Hi Hayden,
>
> That's odd. I don'thave a problem with catching the rope or climing it 
> with my joystick/gamepad. I'll give it a look though. I've got a 
> similar issue I just fixed for the keyboard where some users were not 
> able to catch the rope, or if they did Angela immediately let go. It 
> is my guess the problem is related to the keyboard jumping/climbing 
> bug of beta 18.
>
>
> On 4/26/11, Hayden Presley  wrote:
>> Hi Thomas,
>>
>> I seem to be running into a problem with MOTA. I just acquired a 
>> gamepad
> and
>> tried it out with MOTA. It seems that the analog jumping is not 
>> working correctly; I could not get back up the rope, no matter what I
did.
>>
>>
>>
>> Best Regards,
>>
>> Hayden
>>
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
>> list, send E-mail to gamers-unsubscr...@audyssey.org.
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>> If you have any questions or concerns regarding the management of the
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>>
>
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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Thomas Ward
Hi Phil,

That would be nice, but I need an actress to redo all the voice overs.
If you have one handy who doesn't cost too much I'll give her a try.
Otherwise adding messages like "I need to put my weapon away," etc
can't be done until I find some female voice talent.

Cheers!


On 4/26/11, Phil Vlasak  wrote:
> Hi Thomas,
> One little suggestion for MOTA.
> If Angela  tries to jump with her weapon in her hand, Shouldn't she say
> something like,
> Oops.
> or
> Oh! gotta put that away to jump.
> or
> Hmm, I can't jump very far holding a weapon .
> This would cut down the messages about not being able to jump considerably.
> Phil
>
>
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> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] MOTA Problem

2011-04-27 Thread Thomas Ward
Hi Hayden,

Yeah, that would make a big difference.  Angela can't exactly grab a
rope with a torch in one hand and a weapon in the other. Grin.

On 4/26/11, Hayden Presley  wrote:
> Hi,
> Hmmm...part of it might've been I didn't have my weapon holstered. Lol...I'm
> going to have to try it again.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Tuesday, April 26, 2011 10:31 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Problem
>
> Hi Hayden,
>
> That's odd. I don'thave a problem with catching the rope or climing it
> with my joystick/gamepad. I'll give it a look though. I've got a
> similar issue I just fixed for the keyboard where some users were not
> able to catch the rope, or if they did Angela immediately let go. It
> is my guess the problem is related to the keyboard jumping/climbing
> bug of beta 18.
>
>
> On 4/26/11, Hayden Presley  wrote:
>> Hi Thomas,
>>
>> I seem to be running into a problem with MOTA. I just acquired a gamepad
> and
>> tried it out with MOTA. It seems that the analog jumping is not working
>> correctly; I could not get back up the rope, no matter what I did.
>>
>>
>>
>> Best Regards,
>>
>> Hayden
>>
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
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Re: [Audyssey] MOTA Problem

2011-04-26 Thread Phil Vlasak

Hi Thomas,
One little suggestion for MOTA.
If Angela  tries to jump with her weapon in her hand, Shouldn't she say 
something like,

Oops.
or
Oh! gotta put that away to jump.
or
Hmm, I can't jump very far holding a weapon .
This would cut down the messages about not being able to jump considerably.
Phil


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Re: [Audyssey] MOTA Problem

2011-04-26 Thread Hayden Presley
Hi Charles,
Lol. You'd have won that bet. I just tried it and it worked.
Lol

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Tuesday, April 26, 2011 3:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

I'll bet that'll make a difference!

---
Shepherds are the best beasts!
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, April 26, 2011 3:04 PM
Subject: Re: [Audyssey] MOTA Problem


> Hi,
> Hmmm...part of it might've been I didn't have my weapon holstered. 
> Lol...I'm
> going to have to try it again.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Tuesday, April 26, 2011 10:31 AM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Problem
>
> Hi Hayden,
>
> That's odd. I don'thave a problem with catching the rope or climing it
> with my joystick/gamepad. I'll give it a look though. I've got a
> similar issue I just fixed for the keyboard where some users were not
> able to catch the rope, or if they did Angela immediately let go. It
> is my guess the problem is related to the keyboard jumping/climbing
> bug of beta 18.
>
>
> On 4/26/11, Hayden Presley  wrote:
>> Hi Thomas,
>>
>> I seem to be running into a problem with MOTA. I just acquired a gamepad
> and
>> tried it out with MOTA. It seems that the analog jumping is not working
>> correctly; I could not get back up the rope, no matter what I did.
>>
>>
>>
>> Best Regards,
>>
>> Hayden
>>
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gamers@audyssey.org.
>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
> ---
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Re: [Audyssey] MOTA Problem

2011-04-26 Thread Charles Rivard

I'll bet that'll make a difference!

---
Shepherds are the best beasts!
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, April 26, 2011 3:04 PM
Subject: Re: [Audyssey] MOTA Problem



Hi,
Hmmm...part of it might've been I didn't have my weapon holstered. 
Lol...I'm

going to have to try it again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, April 26, 2011 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:

Hi Thomas,

I seem to be running into a problem with MOTA. I just acquired a gamepad

and

tried it out with MOTA. It seems that the analog jumping is not working
correctly; I could not get back up the rope, no matter what I did.



Best Regards,

Hayden



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Re: [Audyssey] MOTA Problem

2011-04-26 Thread Hayden Presley
Hi,
Hmmm...part of it might've been I didn't have my weapon holstered. Lol...I'm
going to have to try it again.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, April 26, 2011 10:31 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Problem

Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:
> Hi Thomas,
>
> I seem to be running into a problem with MOTA. I just acquired a gamepad
and
> tried it out with MOTA. It seems that the analog jumping is not working
> correctly; I could not get back up the rope, no matter what I did.
>
>
>
> Best Regards,
>
> Hayden
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gamers@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
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Re: [Audyssey] MOTA Problem

2011-04-26 Thread Thomas Ward
Hi Hayden,

That's odd. I don'thave a problem with catching the rope or climing it
with my joystick/gamepad. I'll give it a look though. I've got a
similar issue I just fixed for the keyboard where some users were not
able to catch the rope, or if they did Angela immediately let go. It
is my guess the problem is related to the keyboard jumping/climbing
bug of beta 18.


On 4/26/11, Hayden Presley  wrote:
> Hi Thomas,
>
> I seem to be running into a problem with MOTA. I just acquired a gamepad and
> tried it out with MOTA. It seems that the analog jumping is not working
> correctly; I could not get back up the rope, no matter what I did.
>
>
>
> Best Regards,
>
> Hayden
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] MOTA Issue

2011-04-15 Thread Thomas Ward
Hi TJ,


I am sorry, but I don't understand what your problem is. When using
shift+control+left or shift+control+right Angela will run up to a trap
like a fire pit, lava pit, chasm, drop off, etc and then attempt to
jump as soon as she is a step or two away from the trap in question.
Of course, there are some traps too large to jump running or otherwise
and there are platforms and other alternative ways to get over it. So
can ou explain your issue a little clearer I'm not quite sure what you
mean by a problem with running and jumping.

HTH

On 4/15/11, Tj Squires  wrote:
> Hello,
>
> I am having issues getting a running jump.  Whenever I press
> control-shift-right or left arrow, as well as J and L, I do not execute
> the runnign jump, but simply keep running ahead.
>
> I've tried this from a standstill and from a run as well.  Makes it hard
> to get over some ledges *grins*.  Any advice?
>
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Re: [Audyssey] MOTA Issure

2011-04-15 Thread Karl Belanger
You need to hold down control+shift+right or left until you automatically
jump the obstacle.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Tj Squires
Sent: Friday, April 15, 2011 6:01 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Issure

Hello,

I am having issues getting a running jump.  Whenever I press
control-shift-right or left arrow, as well as J and L, I do not execute the
runnign jump, but simply keep running ahead.

I've tried this from a standstill and from a run as well.  Makes it hard to
get over some ledges *grins*.  Any advice?

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Re: [Audyssey] mota potions

2011-04-14 Thread Thomas Ward
Hi Bryan,

That's because the bug doesn't effect everyone or happen all the time.
I myself didn't notice this bug until very recently when testing and
finally confirmed it. However, the very next game I played it didn't
happen. Its one of those runtime errors that is very hard to track
down because it isn't consistent.

Cheers!

On 4/14/11, Bryan Peterson  wrote:
> What I don't understand is why I don't seem to be having this problem.
> Unless I just haven't been paying attention?
> We are the Knights who say...Ni!

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Re: [Audyssey] mota potions

2011-04-14 Thread Bryan Peterson
What I don't understand is why I don't seem to be having this problem. 
Unless I just haven't been paying attention?

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Thursday, April 14, 2011 5:30 PM
Subject: Re: [Audyssey] mota potions



Hi Briant,

Thanks. Yeah, its definitely not anything you did. I think somehow I
broke something when I added the armor and shield, and now I have to
hunt down and fix what I broke and figure out how it got broke in the
first place.

Cheers!


On 4/14/11, bryant walker  wrote:


Thanks tom. I'm glad it wasn't something i was doing wrong, and i'm glad 
i'm

not the only one that it was happening to.
P.s, great job on the game so far! I love it!

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Re: [Audyssey] mota potions

2011-04-14 Thread Thomas Ward
Hi Briant,

Thanks. Yeah, its definitely not anything you did. I think somehow I
broke something when I added the armor and shield, and now I have to
hunt down and fix what I broke and figure out how it got broke in the
first place.

Cheers!


On 4/14/11, bryant walker  wrote:
>
> Thanks tom. I'm glad it wasn't something i was doing wrong, and i'm glad i'm
> not the only one that it was happening to.
> P.s, great job on the game so far! I love it!
>   
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Re: [Audyssey] mota potions

2011-04-14 Thread bryant walker

Thanks tom. I'm glad it wasn't something i was doing wrong, and i'm glad i'm 
not the only one that it was happening to.
P.s, great job on the game so far! I love it!
  
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