Re: [Audyssey] MOTA Beta 14 Released!
Hm, situation seems to be quite bat. Maybee only hope for us is, that wine will be better sometimes later, and it won't be run windows accessible games under it. Cause when i would know it will work, i won't regred to install all the things you mentionet, even i had to ask someone not blind for help. Dne 6.10.2010 05:40, Thomas Ward napsal(a): Hi Petr, Well, emulating Windows games under Linux is pretty much a hit or miss thing. There is an awesome commercial game emulator for Linux created by Transgaming called Cedega which supports a number of the leading games for Windows. They have a sistercommercial emulator for Mac called Cider. While Cedega and Cider are highly recommended products for serious Linux and Mac gamers they can't run everything. As it so happens most accessible games fall into that catagory. You see the problem is that a game emulator like Cedega attempts to emulate the Win32 API and DirectX, but it has no emulation for the Visual Basic 6 runtime environment or Sapi 5. So You couldn't just take one of Jim Kitchens Sapi text to speech games and run it because there is no emulation for Visual Basic programs let alone Sapi itself. So we definitely couldn't use Cedega for emulation. Well, that leaves us with wine. It is possibl to get Visual Basic 6 programs to run using Wine, but it is a major undertaking to get working. In order to get a game like Jim's games to work under Linux you have to install the official Microsoft Win32 API libraries by copying them from c:\Windows\System32 and installing them in the Wine System 32 directory and registering them. Next you have to install the Visual Basic 6 runtime which Orca can't read the setup for because it doesn't support ATK and the various other Linux accessibility libraries. After that you need to install Microsoft DirectX 9 which again will require sighted asistance because Orca can't read the setup under Wine. After that you would want to head over to Jim Kitchen's website and download and install Sapi 5.1 full install for Windows 2000/XP which again needs more sighted asistance. Assuming all that went well and all of it works you could now install Jim Kitchen's games and hopefully they will work under Wine. Unfortunately running Windows applications under Wine usually isn't that great. I did get one game running under Wine a while back, but after doing all the grunt work of getting everything installed and working the games ran really slow and crashed a lot. So Wine is still not a perfect solution for Linux gamers wanting to play Shades of Doom, Tank Commander, or anything else like that. Finally, as for recompiling Visual Basic software on Linux you can forget it. Visual Basic is 100% a Microsoft only language and technology. Proprietary to the max. The Mono Project has cloned their C# .Net language, and Microsoft has been fighting the open source community ever since all the while screaming that creating a cross-platform .Net Framework and IDE somehow violates their copyrights. So its no wonder nobody wants to come up with an open source Visual Basic compiler and runtime environment for Linux and Mac. Besides there are plenty of better solutions such as Java, Python, Ruby, etc that don't require fighting Microsoft over. Most people serious about writing Linux and Mac software tell Microsoft to take their proprietary software, programming languages, and stick it where the sun don't shine. Cheers! On 10/5/10, Petr Bláha wrote: Hi Thomas, yeah, thats fact which i forgot -that lot of games for the blind are based on VB6. What about any possibility of compiling them? If you have source code you can compile your game as you wish - can't you. To be honest i have to say that im not a programmer, i have quite good knowledge of hardware, but programming etc, it is area i am not too familiar with. Or maybee another solution except compiling could be possible - maybee, what about to create some kind of emulator - like the vine is? My idea is based on theory that when there are mostly no graphics in the games for the blind, it would be much more easy to develop the emulator for them, or maybee create some scripts for existing emulator - i mean wine off course. Yesterday i was talking with the friend of mine, and he told me that his coleague run most of windows games (not games for the blind), cause he wrote a bunch of script where he told which libraries may or may not be used and it worked. Sorry for this, but i just want to find any solution, that's the reason why i am still thinking about it. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please
Re: [Audyssey] MOTA Beta 14 Released!
Well its not giving me any help. i'm not angry with you and it isn't your fault. I'm going back to beta 13 myself until I find that this issue has been fixed. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 06 October 2010 18:02 To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Ben, Actually, it probably does but the volume and positioning is so slight you don't hear it very well. I've tested it several times and I think while different most people expect it to sound exactly like beta 13 which ain't going to happen. On 10/6/10, Ben wrote: > They don't for me either. There is no sound change and the sound doesn't > "move" in terms of volume and positioning --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Hayden, That's definitely true. Unfortunately, the majority of said card/puzzle/board games are for Windows. Grr I'm tempted to spend some time after MOTA just to create a few simple card/puzzle/board games for Linux since so few exist. Other than RS Games client there really aren't any accessible Monopoly, Uno, Solitaire, etc games that VI gamers can play. It would be nice to have a few of those for rainy days. Fortunately, they are fairly easy to create. On 10/6/10, Hayden Presley wrote: > Hi Shaun, > Well...if we haven't mastered the card/puzzle/board games by now, we never > will. > > 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, Well...if we haven't mastered the card/puzzle/board games by now, we never will. Best Regards, Hayden -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of shaun everiss Sent: Tuesday, October 05, 2010 11:36 PM To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Beta 14 Released! true. in which case I wander if there are any 2 d libs, we are behind in our games but we are progressing slowly but surely. Its not all even either. for instance though we are only just doing side scrolers we have small scale multiplayer support, and we have mastered the puzzle/card/board game types. we also have some almost up with the play 3d titles fps's and a couple basic sims to some degree. The only advantages with sighted games are the large multiplayer systems and tourniments. loads of graphics and a few other things but for what we need we have it all. At 04:54 p.m. 6/10/2010, you wrote: >Hi, >I don't know about that. I'm sure there are privately developed >side-scrollers at places like the retro remakes websites, but in the >whole the mainstream game industry has seamed to focus on games that >require 3d rendering of sound effects. >You have to remember back when side-scrollers were really popular were >in the late 80's and early 90's with games like Castlevania, Megaman, >Double Dragon, Prince of Persia, and that sort of thing. For the >mainstream game industry it is kind of like been there and done that. >We haven't been around that long and are just beginning to explore the >side-scroller format a good 20 years after the mainstream industry did >all their major titles. > >Cheers! > >On 10/5/10, shaun everiss wrote: > > I guess I can get used to the audio, though we will need some sort of > > beep to tell us when a monster is in range like in gtc or sod. > > I know this is not realistic but since no one wants to use pan > > anymore thats about all we will need. > > I guess no one does side scrolers anymore. > >--- >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/gam...@audyssey.org. >If you have any questions or concerns regarding the management of the list, >please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Ben, Actually, it probably does but the volume and positioning is so slight you don't hear it very well. I've tested it several times and I think while different most people expect it to sound exactly like beta 13 which ain't going to happen. On 10/6/10, Ben wrote: > They don't for me either. There is no sound change and the sound doesn't > "move" in terms of volume and positioning --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
They don't for me either. There is no sound change and the sound doesn't "move" in terms of volume and positioning -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: 05 October 2010 17:14 To: Gamers Discussion list Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Shaun, Ok, what do you mean the sounds don't pan? On my system I fixed the panning problem before beta 14 was officially released and everything pans correctly on my laptop. So I need a further explanation of what you exactly mean by sounds aren't panning. Are you saying everything is static, like in the center, rather than being panned left/right of you? On 10/5/10, shaun everiss wrote: > good game tom. > enemies are good, but you never know you are in range of an enemy > until its in front of you, its fine to shoot but because the sounds > don't pan swinging at them is a bit hard. > > also if you walk and try to say pick up things you need to stop > before you do that. > objects don't pan so its harder to know when to pick things up. > the game still crashes on exit. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Charles, We will just try and see. I'm pretty sure you could pass 0.001 as a value since all of the SFML parameters are floating point values. Smile. On 10/6/10, Charles Rivard wrote: > If this is the case, how small can the decimal numbers be? If 0.01 would be > 3 meters in distance, what about 0.033 being 1 meter, which is about a yard, > 0.0011 being about a foot? > > --- > Shepherds are the best beasts! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Phil, Yes, you can pass a floating point number to sfml-audio. I'll try it and see if it makes a difference here. On 10/6/10, Phil Vlasak wrote: > Hi Thomas, > In searching for panning sound with sfml-audio > I found this comment, > The default values suck anyway... except if you're using 1 audio-unit per 30 > "real life" meters. > So it would make sense in panning that plus 1 is 30 meters to the right > and - 1 is 30 meters to the left. > Can you use a decimal number so that 0.1 is 3 meters to the right? > > Phil --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
If this is the case, how small can the decimal numbers be? If 0.01 would be 3 meters in distance, what about 0.033 being 1 meter, which is about a yard, 0.0011 being about a foot? --- Shepherds are the best beasts! - Original Message - From: "Phil Vlasak" To: "Gamers Discussion list" Sent: Wednesday, October 06, 2010 6:39 AM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Thomas, In searching for panning sound with sfml-audio I found this comment, The default values suck anyway... except if you're using 1 audio-unit per 30 "real life" meters. So it would make sense in panning that plus 1 is 30 meters to the right and - 1 is 30 meters to the left. Can you use a decimal number so that 0.1 is 3 meters to the right? Phil - Original Message - From: "Thomas Ward" To: "Philip Bennefall" ; "Gamers Discussion list" Sent: Tuesday, October 05, 2010 9:05 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Philip, That's a good question. I don't know if OpenAL supports customn DSP effects or not, but I can check. In any case that would only be half the problem here. I'm currently using a cross-platform audio library called sfml-audio which is basically a nice front-end for OpenAL. The SFML developer has added all the necessary code to load wav files, ogg files, and various other file types and then loads them into OpenAL's sound buffers for playback and positioning. Plus has added support for streaming and that sort of thing. In other words it is basically the open source equal to your PB Streemway library minus the sound encryption and it uses OpenAL rather than DirectSound. So if sfml-audio doesn't support custom DSP but OpenAL does then it would be up to me to reinvent the wheel by creating my own Streemway or sfml-audio type front-end to get a simple stereo pan effect. Definitely not a very happy thought seeing as such a project would take a good month to create if not longer. As for justifying a cross-platform engine what can I say? In my opinion the fact that my wife and I have chosen to go Linux but most of my customers still use Windows is justification enough. Its like what would be the point spending months, even years, creating games that would only run on Windows when three out of four computers my wife and I own now all run Linux. The only reason we have kept that one Windows system around is because we own some expensive software that we can still use like Soundforge, Visual Studio Pro, as well as various games that won't run on Linux and still is of personal use to us. As good as Linux is admitedly there are certainly apps you can't find for Linux such as the Halmark software for creating personalized holiday gift cards that my wife likes to use. for that we can justify keeping one Windows system around, but not maintaining three or four computers with Windows software on it. That obviously gets expensive. Especially in light of the fact more and more developers are going the route of Microsoft and licensing software for a single computer. So I have elected to take whatever time and energy is necessary to modify my Genesis Engine, which was written in C++ anyway, to use non-proprietary APIs like SFML so I could build high quality Linux games for myself while still being able to sell to a mostly Windows market. It is buggy right now, but I'm sure I'll eventually get it all working in time. Cheers! On 10/5/10, Philip Bennefall wrote: Hi Thomas, Here's a quick thought for you to ponder. Does OpenAl have support for custom dsp? A callback interface or similar for each sound that enables you to add your own dsp effects or filters to the audio in real-time? If so, you could write a pan effect and simply layer it on top of the sound system and you'd get a perfect pan effect just like in DirectSound, without having to modify the libraries in the slightest. The actual panning, as you know, is trivial math; the only concern is whether you can get at the raw audio data as it is being played, and whether you can do so not only staticly but also in real-time in order to make rapid/dynamic changes. XAudio2 supports this, and so this is what I plan to do for Streemway if the XAudio2 3d renderer turns out to be unable to reproduce panning accurately which seems to be the case with OpenAl. I think the idea of a cross platform game engine is great, if you can justify the extra time spent etc. Good luck! Kind regards, Philip Bennefall --- 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/gam...@audyssey.org. If yo
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, If I am not mistaken, MinGw will accept import libraries from Visual Studio so long as the interface is C style and not C++. The naming conventions only differ for C++ between the two compilers, not C. This means that Streemway should be fine since it exposes a pure C API. But this is getting quite a bit off topic so I will stop here. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: ; "Gamers Discussion list" Sent: Wednesday, October 06, 2010 6:11 AM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Philip, Exactly my point. If I were only a part time Linux user or an ocational Linux user I wouldn't bother taking the time and energy upgrading the engine to be cross-platform. Obviously I could have saved myself time, effort, and a bunchof added bugs just by sticking with Windows. However, since I use Linux 90% of the time for e-mail, watching movies, listening to music, and all the other things I do I feel it is worth the price to be able to have games on that platform as well. As for what you can do I don't know of anything at this point, but if something comes up I'll let you know. About the only thing I can think of is if worse comes to worse I might ask for a copy of Streemway that works with MinGW so I don't have to depend on using Visual Studio Pro to cross-compile my software. However, we can cross that road when we come to it. On 10/5/10, Philip Bennefall wrote: Hi Thomas, Well, let us hope that SFML/OpenAl can provide such a feature and then see. I will be happy to assist in any way I can, should you need it. As for justification, if you are gradualy going over to Linux yourself then I'd say that that's certainly justification enough to spend the extra months porting and testing your engine for that platform. One of the main reasons why I am not going cross platform at this time is because I am a Windows user 100 % and so doing a stable port would require much more time and money than I am willing to spend, especially since audio games aren't very profitable in themselves due to the size of the blind gaming community. Kind regards, Philip Bennefall --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, In searching for panning sound with sfml-audio I found this comment, The default values suck anyway... except if you're using 1 audio-unit per 30 "real life" meters. So it would make sense in panning that plus 1 is 30 meters to the right and - 1 is 30 meters to the left. Can you use a decimal number so that 0.1 is 3 meters to the right? Phil - Original Message - From: "Thomas Ward" To: "Philip Bennefall" ; "Gamers Discussion list" Sent: Tuesday, October 05, 2010 9:05 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Philip, That's a good question. I don't know if OpenAL supports customn DSP effects or not, but I can check. In any case that would only be half the problem here. I'm currently using a cross-platform audio library called sfml-audio which is basically a nice front-end for OpenAL. The SFML developer has added all the necessary code to load wav files, ogg files, and various other file types and then loads them into OpenAL's sound buffers for playback and positioning. Plus has added support for streaming and that sort of thing. In other words it is basically the open source equal to your PB Streemway library minus the sound encryption and it uses OpenAL rather than DirectSound. So if sfml-audio doesn't support custom DSP but OpenAL does then it would be up to me to reinvent the wheel by creating my own Streemway or sfml-audio type front-end to get a simple stereo pan effect. Definitely not a very happy thought seeing as such a project would take a good month to create if not longer. As for justifying a cross-platform engine what can I say? In my opinion the fact that my wife and I have chosen to go Linux but most of my customers still use Windows is justification enough. Its like what would be the point spending months, even years, creating games that would only run on Windows when three out of four computers my wife and I own now all run Linux. The only reason we have kept that one Windows system around is because we own some expensive software that we can still use like Soundforge, Visual Studio Pro, as well as various games that won't run on Linux and still is of personal use to us. As good as Linux is admitedly there are certainly apps you can't find for Linux such as the Halmark software for creating personalized holiday gift cards that my wife likes to use. for that we can justify keeping one Windows system around, but not maintaining three or four computers with Windows software on it. That obviously gets expensive. Especially in light of the fact more and more developers are going the route of Microsoft and licensing software for a single computer. So I have elected to take whatever time and energy is necessary to modify my Genesis Engine, which was written in C++ anyway, to use non-proprietary APIs like SFML so I could build high quality Linux games for myself while still being able to sell to a mostly Windows market. It is buggy right now, but I'm sure I'll eventually get it all working in time. Cheers! On 10/5/10, Philip Bennefall wrote: Hi Thomas, Here's a quick thought for you to ponder. Does OpenAl have support for custom dsp? A callback interface or similar for each sound that enables you to add your own dsp effects or filters to the audio in real-time? If so, you could write a pan effect and simply layer it on top of the sound system and you'd get a perfect pan effect just like in DirectSound, without having to modify the libraries in the slightest. The actual panning, as you know, is trivial math; the only concern is whether you can get at the raw audio data as it is being played, and whether you can do so not only staticly but also in real-time in order to make rapid/dynamic changes. XAudio2 supports this, and so this is what I plan to do for Streemway if the XAudio2 3d renderer turns out to be unable to reproduce panning accurately which seems to be the case with OpenAl. I think the idea of a cross platform game engine is great, if you can justify the extra time spent etc. Good luck! Kind regards, Philip Bennefall --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.862 / Virus Database: 271.1.1/3178 - Release Date: 10/05/10 02:34:00 --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail
Re: [Audyssey] MOTA Beta 14 Released!
true. in which case I wander if there are any 2 d libs, we are behind in our games but we are progressing slowly but surely. Its not all even either. for instance though we are only just doing side scrolers we have small scale multiplayer support, and we have mastered the puzzle/card/board game types. we also have some almost up with the play 3d titles fps's and a couple basic sims to some degree. The only advantages with sighted games are the large multiplayer systems and tourniments. loads of graphics and a few other things but for what we need we have it all. At 04:54 p.m. 6/10/2010, you wrote: Hi, I don't know about that. I'm sure there are privately developed side-scrollers at places like the retro remakes websites, but in the whole the mainstream game industry has seamed to focus on games that require 3d rendering of sound effects. You have to remember back when side-scrollers were really popular were in the late 80's and early 90's with games like Castlevania, Megaman, Double Dragon, Prince of Persia, and that sort of thing. For the mainstream game industry it is kind of like been there and done that. We haven't been around that long and are just beginning to explore the side-scroller format a good 20 years after the mainstream industry did all their major titles. Cheers! On 10/5/10, shaun everiss wrote: > I guess I can get used to the audio, though we will need some sort of > beep to tell us when a monster is in range like in gtc or sod. > I know this is not realistic but since no one wants to use pan > anymore thats about all we will need. > I guess no one does side scrolers anymore. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Philip, Exactly my point. If I were only a part time Linux user or an ocational Linux user I wouldn't bother taking the time and energy upgrading the engine to be cross-platform. Obviously I could have saved myself time, effort, and a bunchof added bugs just by sticking with Windows. However, since I use Linux 90% of the time for e-mail, watching movies, listening to music, and all the other things I do I feel it is worth the price to be able to have games on that platform as well. As for what you can do I don't know of anything at this point, but if something comes up I'll let you know. About the only thing I can think of is if worse comes to worse I might ask for a copy of Streemway that works with MinGW so I don't have to depend on using Visual Studio Pro to cross-compile my software. However, we can cross that road when we come to it. On 10/5/10, Philip Bennefall wrote: > Hi Thomas, > > Well, let us hope that SFML/OpenAl can provide such a feature and then see. > I will be happy to assist in any way I can, should you need it. > > As for justification, if you are gradualy going over to Linux yourself then > I'd say that that's certainly justification enough to spend the extra months > porting and testing your engine for that platform. One of the main reasons > why I am not going cross platform at this time is because I am a Windows > user 100 % and so doing a stable port would require much more time and money > than I am willing to spend, especially since audio games aren't very > profitable in themselves due to the size of the blind gaming community. > > Kind regards, > > Philip Bennefall --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi, I don't know about that. I'm sure there are privately developed side-scrollers at places like the retro remakes websites, but in the whole the mainstream game industry has seamed to focus on games that require 3d rendering of sound effects. You have to remember back when side-scrollers were really popular were in the late 80's and early 90's with games like Castlevania, Megaman, Double Dragon, Prince of Persia, and that sort of thing. For the mainstream game industry it is kind of like been there and done that. We haven't been around that long and are just beginning to explore the side-scroller format a good 20 years after the mainstream industry did all their major titles. Cheers! On 10/5/10, shaun everiss wrote: > I guess I can get used to the audio, though we will need some sort of > beep to tell us when a monster is in range like in gtc or sod. > I know this is not realistic but since no one wants to use pan > anymore thats about all we will need. > I guess no one does side scrolers anymore. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Petr, Well, emulating Windows games under Linux is pretty much a hit or miss thing. There is an awesome commercial game emulator for Linux created by Transgaming called Cedega which supports a number of the leading games for Windows. They have a sistercommercial emulator for Mac called Cider. While Cedega and Cider are highly recommended products for serious Linux and Mac gamers they can't run everything. As it so happens most accessible games fall into that catagory. You see the problem is that a game emulator like Cedega attempts to emulate the Win32 API and DirectX, but it has no emulation for the Visual Basic 6 runtime environment or Sapi 5. So You couldn't just take one of Jim Kitchens Sapi text to speech games and run it because there is no emulation for Visual Basic programs let alone Sapi itself. So we definitely couldn't use Cedega for emulation. Well, that leaves us with wine. It is possibl to get Visual Basic 6 programs to run using Wine, but it is a major undertaking to get working. In order to get a game like Jim's games to work under Linux you have to install the official Microsoft Win32 API libraries by copying them from c:\Windows\System32 and installing them in the Wine System 32 directory and registering them. Next you have to install the Visual Basic 6 runtime which Orca can't read the setup for because it doesn't support ATK and the various other Linux accessibility libraries. After that you need to install Microsoft DirectX 9 which again will require sighted asistance because Orca can't read the setup under Wine. After that you would want to head over to Jim Kitchen's website and download and install Sapi 5.1 full install for Windows 2000/XP which again needs more sighted asistance. Assuming all that went well and all of it works you could now install Jim Kitchen's games and hopefully they will work under Wine. Unfortunately running Windows applications under Wine usually isn't that great. I did get one game running under Wine a while back, but after doing all the grunt work of getting everything installed and working the games ran really slow and crashed a lot. So Wine is still not a perfect solution for Linux gamers wanting to play Shades of Doom, Tank Commander, or anything else like that. Finally, as for recompiling Visual Basic software on Linux you can forget it. Visual Basic is 100% a Microsoft only language and technology. Proprietary to the max. The Mono Project has cloned their C# .Net language, and Microsoft has been fighting the open source community ever since all the while screaming that creating a cross-platform .Net Framework and IDE somehow violates their copyrights. So its no wonder nobody wants to come up with an open source Visual Basic compiler and runtime environment for Linux and Mac. Besides there are plenty of better solutions such as Java, Python, Ruby, etc that don't require fighting Microsoft over. Most people serious about writing Linux and Mac software tell Microsoft to take their proprietary software, programming languages, and stick it where the sun don't shine. Cheers! On 10/5/10, Petr Bláha wrote: > Hi Thomas, yeah, thats fact which i forgot -that lot of games for the > blind are based on VB6. What about any possibility of compiling them? If > you have source code you can compile your game as you wish - can't you. > To be honest i have to say that im not a programmer, i have quite good > knowledge of hardware, but programming etc, it is area i am not too > familiar with. > Or maybee another solution except compiling could be possible - maybee, > what about to create some kind of emulator - like the vine is? > My idea is based on theory that when there are mostly no graphics in the > games for the blind, it would be much more easy to develop the emulator > for them, or maybee create some scripts for existing emulator - i mean > wine off course. > Yesterday i was talking with the friend of mine, and he told me that his > coleague run most of windows games (not games for the blind), cause he > wrote a bunch of script where he told which libraries may or may not be > used and it worked. > Sorry for this, but i just want to find any solution, that's the reason > why i am still thinking about it. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
hmmm ok tom I'll do a recording. ofcause I will have to save the file before I exit the game otherwise it crashes but yeah I can do this. I have some time to record. It may be my drivers but my issue is that my card crackles as it is and updated drivers destabelises the system, I have some drivers for the laptop but the crackle is worse. I don't know why they didn't leave the stupid systems with just a soundmax, my hd realtech has stupid memmory for effects and such. Its only after trying to play games like teraformas and some others that I realise how crappy it really is. At 01:09 p.m. 6/10/2010, you wrote: Hi Shaun, Rather than talking about this all day why don't you just record it and send me an mp3? I can understand this better with an actual stereo recording of what exactly it sounds like on your sound card. Then, I'll know for sure if it is acting normally or there is something wrong on your end. HTH On 10/5/10, shaun everiss wrote: > well when I move towards a trap or monster I hear it, in my right > ear, same with an object. > I usually hear it slowly move towards the centre of the speakers. > it doesn't though it does get louder. > now my view key shows 0 but its still far right. > I jump. > its now far left. > if a monster, I move towards it to swing my sword at it. > I move to hit it. > it gets lowder and such but does not move to the centre. > it suddenly snaps to the centre then snaps to the far left. > if i got the other way it snaps to the far right. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
hmmm I didn't think about dsp effects or such but that would work I guess I don't use to many of those in my player but those exist. At 01:09 p.m. 6/10/2010, you wrote: Hi Thomas, Here's a quick thought for you to ponder. Does OpenAl have support for custom dsp? A callback interface or similar for each sound that enables you to add your own dsp effects or filters to the audio in real-time? If so, you could write a pan effect and simply layer it on top of the sound system and you'd get a perfect pan effect just like in DirectSound, without having to modify the libraries in the slightest. The actual panning, as you know, is trivial math; the only concern is whether you can get at the raw audio data as it is being played, and whether you can do so not only staticly but also in real-time in order to make rapid/dynamic changes. XAudio2 supports this, and so this is what I plan to do for Streemway if the XAudio2 3d renderer turns out to be unable to reproduce panning accurately which seems to be the case with OpenAl. I think the idea of a cross platform game engine is great, if you can justify the extra time spent etc. Good luck! Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Wednesday, October 06, 2010 1:55 AM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Shaun, Creating my own pan control wouldn't be very easy. I'd have to upgrade OpenAL, upgrade sfml-audio, and then update my engine using the new stereo pan control feature. Plus build new windows and Linux libraries for all of the above since this would be an unofficial update to OpenAL and SFML. Yeah, I could submit my changes to the maintainers for OpenAL and SFML, but who knows when the new packages would make it into the general package repositories for Debian, Ubuntu, Fedora, and all the other Linux distributions out there. In other words Anyone who would want to play this game would have to absolutely be running my modified versions of OpenAL and SFML which defeats the purpose of using the mainstream stable releases of these APIs which are either installed with your distribution of Linux or are available in their extra package repositories. It would be like telling a Windows user that you have DirectX, but you have to install my custom version of DirectX instead to play this one game because it doesn't offer feature x. As it happens DirectX no longer has a pan control either if you use the XAudio2 library which ships with current builds of DirectX for XP, Vista, and Windows 7. Let's face it folks the day of using a basic stereo pan control is ancient history as far as game APIs are concerned. These days game developers, mainstream developers, all create games with high-end 3d audio with support for 5.1 and 7.1 sound cards. Simple 2d stereo panning is, to put it nicely, very old fassioned for mainstream game companies and developers. In the case they want a sort of 2d pan effect they simply pipe it through the 3d listener interface and emulate a pan effect that way. For us not having a smooth pan effect is a big issue because we use audio exclusively and totally depend on accurate rendering of the audio output. Were this a mainstream game I doubt the average gamer would notice. As long as the sound comes out of the left speaker, right speaker, or is center is all they care about. The could care less if it is 75% off center or 90% off center as long as the effect is close enough to sound "cool." I'm not justifying this in any way, shape, or form but am letting you know things are changing as far as game APIs are concerned. It doesn't matter if you use a free API like OpenAL or if you go out and purchase an expensive audio library like FMOD they are all more or less geared for 3d audio output. Nobody accept us really wants simple stereo panning it seams. For example, i can remember when Microsoft made their public announcement about XAudio2 for Windows Vista and the XBox.They wrote this huge article about all the cutting edge features in XAudio2, explained why it was superior to DirectSound,and how they had answered the mainstream cgame developers demand for improved 3d audio support for future Windows and XBox game titles. It seams in the rush to meet the demands of the mainstream game companies, who after all puts money in Microsoft's pocket to support their platforms, Microsoft decided to leave out anything they felt was too unimportant like stereo panning. So XAudio2 doesn't have it unless you write your own using their 3d audio interface. I'd imagine if Mac and Linux game developers felt a stereo pan control was important they would have added one already. However, as OpenAL doesn't have one I must assume the mainstream and private game developers for Mac and Linux feel one is unnecessary the same as everybody else does about XAudio2 and the other big
Re: [Audyssey] MOTA Beta 14 Released!
well stupid internal sound cards I will probably have to get used to it, it gets louder and softer and I guess thats 3d positioning for you. though I am seriously thinking of getting another usb card with some analog features as supposed to this stupid realtech chipset. its real bad. At 01:03 p.m. 6/10/2010, you wrote: Hi Shaun, Well, then that is your sound card not the game. When I walk there is a progression of movement getting nearer as I walk towards it and it fades out as I walk away from it. It might be like 90%, 75%, 50%, 25%, center, and then 25%, 50%, etc in the other direction. It definitely is not a snap from right to center, to left as you described. There is definitely some panning going on here. So I have to conclude the problem is specific to your hardware not rendering the audio properly. On 10/5/10, shaun everiss wrote: > I was not concious of the object moving at all it was like it snapped > left or right or whatever. > usually when I jump traps they rush past. > but it doesn't happen, I jump, then snap middle then left. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
I guess I can get used to the audio, though we will need some sort of beep to tell us when a monster is in range like in gtc or sod. I know this is not realistic but since no one wants to use pan anymore thats about all we will need. I guess no one does side scrolers anymore. At 12:58 p.m. 6/10/2010, you wrote: Hi Shaun, I'm debugging the exit issue. I hope to have a fix for that by the weekend. Things like that take time to fix. As for the audio who knows. It is the way the audio works. Sorry to say but you will have to live with it. On 10/5/10, shaun everiss wrote: > hmmm true, but unless he can fix the bugs in this version or whatever > it all is I can't play the game properly. > And unless the exit issue is solved I can't exactly play really. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
true. in which case us blindies will be limited to use older software. I don't think we can run stuff like that. I don't even have a 5.1, it sounds cool I aggree for 3d games but side scrolers? I guess if its the way of the future we will just have to live with it. At 12:55 p.m. 6/10/2010, you wrote: Hi Shaun, Creating my own pan control wouldn't be very easy. I'd have to upgrade OpenAL, upgrade sfml-audio, and then update my engine using the new stereo pan control feature. Plus build new windows and Linux libraries for all of the above since this would be an unofficial update to OpenAL and SFML. Yeah, I could submit my changes to the maintainers for OpenAL and SFML, but who knows when the new packages would make it into the general package repositories for Debian, Ubuntu, Fedora, and all the other Linux distributions out there. In other words Anyone who would want to play this game would have to absolutely be running my modified versions of OpenAL and SFML which defeats the purpose of using the mainstream stable releases of these APIs which are either installed with your distribution of Linux or are available in their extra package repositories. It would be like telling a Windows user that you have DirectX, but you have to install my custom version of DirectX instead to play this one game because it doesn't offer feature x. As it happens DirectX no longer has a pan control either if you use the XAudio2 library which ships with current builds of DirectX for XP, Vista, and Windows 7. Let's face it folks the day of using a basic stereo pan control is ancient history as far as game APIs are concerned. These days game developers, mainstream developers, all create games with high-end 3d audio with support for 5.1 and 7.1 sound cards. Simple 2d stereo panning is, to put it nicely, very old fassioned for mainstream game companies and developers. In the case they want a sort of 2d pan effect they simply pipe it through the 3d listener interface and emulate a pan effect that way. For us not having a smooth pan effect is a big issue because we use audio exclusively and totally depend on accurate rendering of the audio output. Were this a mainstream game I doubt the average gamer would notice. As long as the sound comes out of the left speaker, right speaker, or is center is all they care about. The could care less if it is 75% off center or 90% off center as long as the effect is close enough to sound "cool." I'm not justifying this in any way, shape, or form but am letting you know things are changing as far as game APIs are concerned. It doesn't matter if you use a free API like OpenAL or if you go out and purchase an expensive audio library like FMOD they are all more or less geared for 3d audio output. Nobody accept us really wants simple stereo panning it seams. For example, i can remember when Microsoft made their public announcement about XAudio2 for Windows Vista and the XBox.They wrote this huge article about all the cutting edge features in XAudio2, explained why it was superior to DirectSound,and how they had answered the mainstream cgame developers demand for improved 3d audio support for future Windows and XBox game titles. It seams in the rush to meet the demands of the mainstream game companies, who after all puts money in Microsoft's pocket to support their platforms, Microsoft decided to leave out anything they felt was too unimportant like stereo panning. So XAudio2 doesn't have it unless you write your own using their 3d audio interface. I'd imagine if Mac and Linux game developers felt a stereo pan control was important they would have added one already. However, as OpenAL doesn't have one I must assume the mainstream and private game developers for Mac and Linux feel one is unnecessary the same as everybody else does about XAudio2 and the other big name audio libraries out there. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, yeah, thats fact which i forgot -that lot of games for the blind are based on VB6. What about any possibility of compiling them? If you have source code you can compile your game as you wish - can't you. To be honest i have to say that im not a programmer, i have quite good knowledge of hardware, but programming etc, it is area i am not too familiar with. Or maybee another solution except compiling could be possible - maybee, what about to create some kind of emulator - like the vine is? My idea is based on theory that when there are mostly no graphics in the games for the blind, it would be much more easy to develop the emulator for them, or maybee create some scripts for existing emulator - i mean wine off course. Yesterday i was talking with the friend of mine, and he told me that his coleague run most of windows games (not games for the blind), cause he wrote a bunch of script where he told which libraries may or may not be used and it worked. Sorry for this, but i just want to find any solution, that's the reason why i am still thinking about it. Dne 6.10.2010 03:16, Thomas Ward napsal(a): Hi Petr, That would totally rock if more game developers were willing to do that, but unfortunately the large majority of VI game developers are all Visual Basic 6 programmers. They'd all have to learn something more cross-platform compatible such as C++, Python, or maybe Java to begin thinking of creating non-Windows games. Anyway, as it happens STFC 2.0 and USA Raceway both will be Linux compatible as well. I have ports planned for both of them, but right now I'm trying to get the new engine stable and get MOTA out the door first. Once that's done I don't see why I can't port STFC and Raceway over using all the new cross-platform stuff I have created for that purpose. Of course, Raceway will be tricky because in order to take advantage of force feedback I might have to use DirectX for the Windows builds because SFML's joystick support is ok, but no where as good as DirectX yet. Cheers! On 10/5/10, Petr Bláha wrote: I thing that all the developers of accessible games should thing of porting their products to linux or mac as well. Cause there is large community of blind users who have linux installed and i thing that community becomes larger and larger. So maybe Phil, David and others should thing of it, i have to say that it would be nice to play Shades of doom or time of conflict under the linux - smiles. By the way - how about STFC Thomas? Do you work on porting it to linux? Or you want to finnish work on MOTA first? --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, Well, let us hope that SFML/OpenAl can provide such a feature and then see. I will be happy to assist in any way I can, should you need it. As for justification, if you are gradualy going over to Linux yourself then I'd say that that's certainly justification enough to spend the extra months porting and testing your engine for that platform. One of the main reasons why I am not going cross platform at this time is because I am a Windows user 100 % and so doing a stable port would require much more time and money than I am willing to spend, especially since audio games aren't very profitable in themselves due to the size of the blind gaming community. Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: ; "Gamers Discussion list" Sent: Wednesday, October 06, 2010 3:05 AM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Philip, That's a good question. I don't know if OpenAL supports customn DSP effects or not, but I can check. In any case that would only be half the problem here. I'm currently using a cross-platform audio library called sfml-audio which is basically a nice front-end for OpenAL. The SFML developer has added all the necessary code to load wav files, ogg files, and various other file types and then loads them into OpenAL's sound buffers for playback and positioning. Plus has added support for streaming and that sort of thing. In other words it is basically the open source equal to your PB Streemway library minus the sound encryption and it uses OpenAL rather than DirectSound. So if sfml-audio doesn't support custom DSP but OpenAL does then it would be up to me to reinvent the wheel by creating my own Streemway or sfml-audio type front-end to get a simple stereo pan effect. Definitely not a very happy thought seeing as such a project would take a good month to create if not longer. As for justifying a cross-platform engine what can I say? In my opinion the fact that my wife and I have chosen to go Linux but most of my customers still use Windows is justification enough. Its like what would be the point spending months, even years, creating games that would only run on Windows when three out of four computers my wife and I own now all run Linux. The only reason we have kept that one Windows system around is because we own some expensive software that we can still use like Soundforge, Visual Studio Pro, as well as various games that won't run on Linux and still is of personal use to us. As good as Linux is admitedly there are certainly apps you can't find for Linux such as the Halmark software for creating personalized holiday gift cards that my wife likes to use. for that we can justify keeping one Windows system around, but not maintaining three or four computers with Windows software on it. That obviously gets expensive. Especially in light of the fact more and more developers are going the route of Microsoft and licensing software for a single computer. So I have elected to take whatever time and energy is necessary to modify my Genesis Engine, which was written in C++ anyway, to use non-proprietary APIs like SFML so I could build high quality Linux games for myself while still being able to sell to a mostly Windows market. It is buggy right now, but I'm sure I'll eventually get it all working in time. Cheers! On 10/5/10, Philip Bennefall wrote: Hi Thomas, Here's a quick thought for you to ponder. Does OpenAl have support for custom dsp? A callback interface or similar for each sound that enables you to add your own dsp effects or filters to the audio in real-time? If so, you could write a pan effect and simply layer it on top of the sound system and you'd get a perfect pan effect just like in DirectSound, without having to modify the libraries in the slightest. The actual panning, as you know, is trivial math; the only concern is whether you can get at the raw audio data as it is being played, and whether you can do so not only staticly but also in real-time in order to make rapid/dynamic changes. XAudio2 supports this, and so this is what I plan to do for Streemway if the XAudio2 3d renderer turns out to be unable to reproduce panning accurately which seems to be the case with OpenAl. I think the idea of a cross platform game engine is great, if you can justify the extra time spent etc. Good luck! Kind regards, Philip Bennefall --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Petr, That would totally rock if more game developers were willing to do that, but unfortunately the large majority of VI game developers are all Visual Basic 6 programmers. They'd all have to learn something more cross-platform compatible such as C++, Python, or maybe Java to begin thinking of creating non-Windows games. Anyway, as it happens STFC 2.0 and USA Raceway both will be Linux compatible as well. I have ports planned for both of them, but right now I'm trying to get the new engine stable and get MOTA out the door first. Once that's done I don't see why I can't port STFC and Raceway over using all the new cross-platform stuff I have created for that purpose. Of course, Raceway will be tricky because in order to take advantage of force feedback I might have to use DirectX for the Windows builds because SFML's joystick support is ok, but no where as good as DirectX yet. Cheers! On 10/5/10, Petr Bláha wrote: > I thing that all the developers of accessible games should thing of > porting their products to linux or mac as well. Cause there is large > community of blind users who have linux installed and i thing that > community becomes larger and larger. > So maybe Phil, David and others should thing of it, i have to say that > it would be nice to play Shades of doom or time of conflict under the > linux - smiles. > By the way - how about STFC Thomas? Do you work on porting it to linux? > Or you want to finnish work on MOTA first? --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Philip, That's a good question. I don't know if OpenAL supports customn DSP effects or not, but I can check. In any case that would only be half the problem here. I'm currently using a cross-platform audio library called sfml-audio which is basically a nice front-end for OpenAL. The SFML developer has added all the necessary code to load wav files, ogg files, and various other file types and then loads them into OpenAL's sound buffers for playback and positioning. Plus has added support for streaming and that sort of thing. In other words it is basically the open source equal to your PB Streemway library minus the sound encryption and it uses OpenAL rather than DirectSound. So if sfml-audio doesn't support custom DSP but OpenAL does then it would be up to me to reinvent the wheel by creating my own Streemway or sfml-audio type front-end to get a simple stereo pan effect. Definitely not a very happy thought seeing as such a project would take a good month to create if not longer. As for justifying a cross-platform engine what can I say? In my opinion the fact that my wife and I have chosen to go Linux but most of my customers still use Windows is justification enough. Its like what would be the point spending months, even years, creating games that would only run on Windows when three out of four computers my wife and I own now all run Linux. The only reason we have kept that one Windows system around is because we own some expensive software that we can still use like Soundforge, Visual Studio Pro, as well as various games that won't run on Linux and still is of personal use to us. As good as Linux is admitedly there are certainly apps you can't find for Linux such as the Halmark software for creating personalized holiday gift cards that my wife likes to use. for that we can justify keeping one Windows system around, but not maintaining three or four computers with Windows software on it. That obviously gets expensive. Especially in light of the fact more and more developers are going the route of Microsoft and licensing software for a single computer. So I have elected to take whatever time and energy is necessary to modify my Genesis Engine, which was written in C++ anyway, to use non-proprietary APIs like SFML so I could build high quality Linux games for myself while still being able to sell to a mostly Windows market. It is buggy right now, but I'm sure I'll eventually get it all working in time. Cheers! On 10/5/10, Philip Bennefall wrote: > Hi Thomas, > > Here's a quick thought for you to ponder. Does OpenAl have support for > custom dsp? A callback interface or similar for each sound that enables you > to add your own dsp effects or filters to the audio in real-time? If so, you > could write a pan effect and simply layer it on top of the sound system and > you'd get a perfect pan effect just like in DirectSound, without having to > modify the libraries in the slightest. The actual panning, as you know, is > trivial math; the only concern is whether you can get at the raw audio data > as it is being played, and whether you can do so not only staticly but also > in real-time in order to make rapid/dynamic changes. XAudio2 supports this, > and so this is what I plan to do for Streemway if the XAudio2 3d renderer > turns out to be unable to reproduce panning accurately which seems to be the > case with OpenAl. > > I think the idea of a cross platform game engine is great, if you can > justify the extra time spent etc. Good luck! > > Kind regards, > > Philip Bennefall --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, Rather than talking about this all day why don't you just record it and send me an mp3? I can understand this better with an actual stereo recording of what exactly it sounds like on your sound card. Then, I'll know for sure if it is acting normally or there is something wrong on your end. HTH On 10/5/10, shaun everiss wrote: > well when I move towards a trap or monster I hear it, in my right > ear, same with an object. > I usually hear it slowly move towards the centre of the speakers. > it doesn't though it does get louder. > now my view key shows 0 but its still far right. > I jump. > its now far left. > if a monster, I move towards it to swing my sword at it. > I move to hit it. > it gets lowder and such but does not move to the centre. > it suddenly snaps to the centre then snaps to the far left. > if i got the other way it snaps to the far right. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, Here's a quick thought for you to ponder. Does OpenAl have support for custom dsp? A callback interface or similar for each sound that enables you to add your own dsp effects or filters to the audio in real-time? If so, you could write a pan effect and simply layer it on top of the sound system and you'd get a perfect pan effect just like in DirectSound, without having to modify the libraries in the slightest. The actual panning, as you know, is trivial math; the only concern is whether you can get at the raw audio data as it is being played, and whether you can do so not only staticly but also in real-time in order to make rapid/dynamic changes. XAudio2 supports this, and so this is what I plan to do for Streemway if the XAudio2 3d renderer turns out to be unable to reproduce panning accurately which seems to be the case with OpenAl. I think the idea of a cross platform game engine is great, if you can justify the extra time spent etc. Good luck! Kind regards, Philip Bennefall - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Wednesday, October 06, 2010 1:55 AM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Shaun, Creating my own pan control wouldn't be very easy. I'd have to upgrade OpenAL, upgrade sfml-audio, and then update my engine using the new stereo pan control feature. Plus build new windows and Linux libraries for all of the above since this would be an unofficial update to OpenAL and SFML. Yeah, I could submit my changes to the maintainers for OpenAL and SFML, but who knows when the new packages would make it into the general package repositories for Debian, Ubuntu, Fedora, and all the other Linux distributions out there. In other words Anyone who would want to play this game would have to absolutely be running my modified versions of OpenAL and SFML which defeats the purpose of using the mainstream stable releases of these APIs which are either installed with your distribution of Linux or are available in their extra package repositories. It would be like telling a Windows user that you have DirectX, but you have to install my custom version of DirectX instead to play this one game because it doesn't offer feature x. As it happens DirectX no longer has a pan control either if you use the XAudio2 library which ships with current builds of DirectX for XP, Vista, and Windows 7. Let's face it folks the day of using a basic stereo pan control is ancient history as far as game APIs are concerned. These days game developers, mainstream developers, all create games with high-end 3d audio with support for 5.1 and 7.1 sound cards. Simple 2d stereo panning is, to put it nicely, very old fassioned for mainstream game companies and developers. In the case they want a sort of 2d pan effect they simply pipe it through the 3d listener interface and emulate a pan effect that way. For us not having a smooth pan effect is a big issue because we use audio exclusively and totally depend on accurate rendering of the audio output. Were this a mainstream game I doubt the average gamer would notice. As long as the sound comes out of the left speaker, right speaker, or is center is all they care about. The could care less if it is 75% off center or 90% off center as long as the effect is close enough to sound "cool." I'm not justifying this in any way, shape, or form but am letting you know things are changing as far as game APIs are concerned. It doesn't matter if you use a free API like OpenAL or if you go out and purchase an expensive audio library like FMOD they are all more or less geared for 3d audio output. Nobody accept us really wants simple stereo panning it seams. For example, i can remember when Microsoft made their public announcement about XAudio2 for Windows Vista and the XBox.They wrote this huge article about all the cutting edge features in XAudio2, explained why it was superior to DirectSound,and how they had answered the mainstream cgame developers demand for improved 3d audio support for future Windows and XBox game titles. It seams in the rush to meet the demands of the mainstream game companies, who after all puts money in Microsoft's pocket to support their platforms, Microsoft decided to leave out anything they felt was too unimportant like stereo panning. So XAudio2 doesn't have it unless you write your own using their 3d audio interface. I'd imagine if Mac and Linux game developers felt a stereo pan control was important they would have added one already. However, as OpenAL doesn't have one I must assume the mainstream and private game developers for Mac and Linux feel one is unnecessary the same as everybody else does about XAudio2 and the other big name audio libraries out there. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can mak
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, Well, then that is your sound card not the game. When I walk there is a progression of movement getting nearer as I walk towards it and it fades out as I walk away from it. It might be like 90%, 75%, 50%, 25%, center, and then 25%, 50%, etc in the other direction. It definitely is not a snap from right to center, to left as you described. There is definitely some panning going on here. So I have to conclude the problem is specific to your hardware not rendering the audio properly. On 10/5/10, shaun everiss wrote: > I was not concious of the object moving at all it was like it snapped > left or right or whatever. > usually when I jump traps they rush past. > but it doesn't happen, I jump, then snap middle then left. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, I'm debugging the exit issue. I hope to have a fix for that by the weekend. Things like that take time to fix. As for the audio who knows. It is the way the audio works. Sorry to say but you will have to live with it. On 10/5/10, shaun everiss wrote: > hmmm true, but unless he can fix the bugs in this version or whatever > it all is I can't play the game properly. > And unless the exit issue is solved I can't exactly play really. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, Creating my own pan control wouldn't be very easy. I'd have to upgrade OpenAL, upgrade sfml-audio, and then update my engine using the new stereo pan control feature. Plus build new windows and Linux libraries for all of the above since this would be an unofficial update to OpenAL and SFML. Yeah, I could submit my changes to the maintainers for OpenAL and SFML, but who knows when the new packages would make it into the general package repositories for Debian, Ubuntu, Fedora, and all the other Linux distributions out there. In other words Anyone who would want to play this game would have to absolutely be running my modified versions of OpenAL and SFML which defeats the purpose of using the mainstream stable releases of these APIs which are either installed with your distribution of Linux or are available in their extra package repositories. It would be like telling a Windows user that you have DirectX, but you have to install my custom version of DirectX instead to play this one game because it doesn't offer feature x. As it happens DirectX no longer has a pan control either if you use the XAudio2 library which ships with current builds of DirectX for XP, Vista, and Windows 7. Let's face it folks the day of using a basic stereo pan control is ancient history as far as game APIs are concerned. These days game developers, mainstream developers, all create games with high-end 3d audio with support for 5.1 and 7.1 sound cards. Simple 2d stereo panning is, to put it nicely, very old fassioned for mainstream game companies and developers. In the case they want a sort of 2d pan effect they simply pipe it through the 3d listener interface and emulate a pan effect that way. For us not having a smooth pan effect is a big issue because we use audio exclusively and totally depend on accurate rendering of the audio output. Were this a mainstream game I doubt the average gamer would notice. As long as the sound comes out of the left speaker, right speaker, or is center is all they care about. The could care less if it is 75% off center or 90% off center as long as the effect is close enough to sound "cool." I'm not justifying this in any way, shape, or form but am letting you know things are changing as far as game APIs are concerned. It doesn't matter if you use a free API like OpenAL or if you go out and purchase an expensive audio library like FMOD they are all more or less geared for 3d audio output. Nobody accept us really wants simple stereo panning it seams. For example, i can remember when Microsoft made their public announcement about XAudio2 for Windows Vista and the XBox.They wrote this huge article about all the cutting edge features in XAudio2, explained why it was superior to DirectSound,and how they had answered the mainstream cgame developers demand for improved 3d audio support for future Windows and XBox game titles. It seams in the rush to meet the demands of the mainstream game companies, who after all puts money in Microsoft's pocket to support their platforms, Microsoft decided to leave out anything they felt was too unimportant like stereo panning. So XAudio2 doesn't have it unless you write your own using their 3d audio interface. I'd imagine if Mac and Linux game developers felt a stereo pan control was important they would have added one already. However, as OpenAL doesn't have one I must assume the mainstream and private game developers for Mac and Linux feel one is unnecessary the same as everybody else does about XAudio2 and the other big name audio libraries out there. Cheers! --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
well the panning is a bit disconcerting but I could handle it I guess. At 06:56 a.m. 6/10/2010, you wrote: Hi Thomas, Speaking as someone who uses Linux daily, and used to run a Windows VM to play MOTA, I can say the cross-platform support is quite welcome. I have no issues other than the ones I reported, and am quite happy with the sound panning as it currently stands. I would be disappointed, to say the least, if you were pushed into returning to Windows-only. Just my two cents. Best, Zack. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
I want your cross platform stuff to work to. I have an interest in the opensource software and most of that runs cross platform. At 06:38 a.m. 6/10/2010, you wrote: Hi, That's right. If I have to go back to using DirectX and other Windows proprietary APIs that would basically spell the end of the cross-platform engine I'm developing to hopefully create versions for Mac and Linux as well as Windows. It is easy enough for Windos users to say "let's forget about cross-platform support" but they don't have a personal stake in weather or not the games are cross-platform. As it so happens I personally have a stake in weather or not these games are cross-platform compatible or not. My wife and I are, shall we say, having financial difficulties and need to cut all non-essential expences out of our budget. Well, running a Windows computer is nothing short of expensive. You have your screen reader SMAs for Jaws or Window-Eyes, you have your antivirus updates that may or may not be free, the price of something like Microsoft Visual Studio Pro is extremely expensive, Microsoft Office is also pretty costly, not to mention the cost of purchasing the latest and greatest copy of Windows itself for every computer we happen to own. To make a long story short my wife and I decided we'd both install Linux on our laptops and depend on open source and free software solutions like Open Office, Firefox, the Orca screen reader, whatever as it is far less expensive to maintain and operate than the Windows software, and also is fairly accessible now anyway. Although, we do have one system still running Windows 7 it too mostly has free software on it like open Office, the NVDA screen reader, MinGW C++ compiler, etc besides whatever commercial games etc we still own for Windows. So the point here is since I mainly use Linux, plan to use Linux from here on out for day to day use, it would only make sense to create my games for Linux and then port them to Windows using the free MinGW compiler for Windows that is used to cross-compile Linux software on Windows systems. I can both create and test the game locally on my Linux computer before even producing the Windows port. However, if I absolutely had to go back to Windows and Visual C++ Pro to create games I could, but I just wouldn't be able to play them unless I was using that specific computer. I'd much rather prefer to create them and play them on the same computer i use most of the time. So I'm a bit torn what to do. I understand the complaints and understand some people are really unhappy with the new beta. True part of it is bugs which can be fixed, but some are just cross-platform issues specific to the APIs I'm using. I honestly don't know what to do. This is really a situation of my own personal preference getting in the way of what the majority of my customers want.Which seams to be direct Windows support using DirectX and all the other Windows proprietary software that goes with it. On 10/5/10, Bryan Peterson wrote: > Yeah, but unfortunately from the sounds of things there's really nothing Tom > can do about that without going back to the previous Beta. And if he did > that you'd have to say bye bye to cross platform support. > We are the Knights who say...Ni! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
hmmm how easy is it to make your own pan control for the engine? At 05:50 a.m. 6/10/2010, you wrote: Hi Karl, As I have said in an earlier post I'm now using OpenAL for audio output and the way it handles audio is completely different from something like Microsoft DirectSound. OpenAL does not have a simple stereo pan control there for sounds have to be positioned using its 3d listener interface. I really don't have a problem with the way it handles audio, but apparently a lot of people are having the same complaint as you do that it doesn't sound right, doesn't pan correct, etc. The thing is besides the fact I'm trying to work on a completely cross-platform engine that will run on Mac, Linux, and Windows I decided to go with OpenAL because DirectSound is deprecated/no longer officially supported by Microsoft. Microsoft's new audio library XAudio2 is like OpenAL in that it has a 3d audio interface, but no stereo pan control. So I figure no matter what I use we are still going to encounter this issue unless I go back to directSound or invest in FMOD which does have a pan control as well. So I'm at a complete loss as to an answer. I'd like to do something about this issue, but I don't know anything i can do to help. The only solution, which sucks, is to ditch the OpenG3D engine and go back to the Windows specific Genesis Engine. Since my wife and I both have converted to Linux going back to Windows to create and play games would be disappointing in the extreme. As for the issue with the enter key it is just the way SFMl handles input. It is using events not direct input. That means you can't press x number of keys at once and expect all those actions to be carried out at once. At least I don't think so. Instead SFML tends to handle keyboard events in the order they are recieved in rather than all at once like DirectInput. I'm going to have to ask the SFML dev list or the developer himself if anyone can give me helpful suggestions on improving the keyboard input handling as I've gotten this complaint at least three or four times today alone, and I don't honestly know of a solution at this time. However, I'll definitely keep looking for one. Cheers! On 10/4/10, Karl Belanger wrote: > The first thing I notice about the new beta even in the first room is the > way sounds pan. Is there anything at all you can do about the sound panning > directly from far right, to center when you are in front of the object, to > far left one step later? One thing I and I suspect many gamers use to deal > with obstacles is the sound position relative to the center, especially for > things like the fire, chasms and spikes. The way it is now, a warning > message becomes essential. Another issue is with the keyboard response. Now, > the keyboard has a slight delay after the first step when you hold an arrow > to run. I realize this is due to the keyboard repeat rate but it would be > nice to not have this. One other issue with the keyboard is that it is now > not possible to run through a room without a torch and press enter every few > steps to check for items. When you press enter, you stop running. > Karl --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
hmmm true, but unless he can fix the bugs in this version or whatever it all is I can't play the game properly. And unless the exit issue is solved I can't exactly play really. At 05:23 a.m. 6/10/2010, you wrote: Yeah, but unfortunately from the sounds of things there's really nothing Tom can do about that without going back to the previous Beta. And if he did that you'd have to say bye bye to cross platform support. We are the Knights who say...Ni! - Original Message - From: "Karl Belanger" To: "'Gamers Discussion list'" Sent: Monday, October 04, 2010 8:55 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! The first thing I notice about the new beta even in the first room is the way sounds pan. Is there anything at all you can do about the sound panning directly from far right, to center when you are in front of the object, to far left one step later? One thing I and I suspect many gamers use to deal with obstacles is the sound position relative to the center, especially for things like the fire, chasms and spikes. The way it is now, a warning message becomes essential. Another issue is with the keyboard response. Now, the keyboard has a slight delay after the first step when you hold an arrow to run. I realize this is due to the keyboard repeat rate but it would be nice to not have this. One other issue with the keyboard is that it is now not possible to run through a room without a torch and press enter every few steps to check for items. When you press enter, you stop running. Karl -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, October 04, 2010 9:27 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Beta 14 Released! Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t ar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the
Re: [Audyssey] MOTA Beta 14 Released!
I was not concious of the object moving at all it was like it snapped left or right or whatever. usually when I jump traps they rush past. but it doesn't happen, I jump, then snap middle then left. At 05:22 a.m. 6/10/2010, you wrote: Hi Thomas, I will describe MOTA 14 panning on my vista system. You enter the room and the rope sound is at 90 percent right. You take a few steps and it hasn't move, you take a few more than it moves to about 75 percent right, you take a few more steps and it is still at 75 percent right, once you reach the rope it zooms in one step from 75 percent right to 0. You take one more step right and the rope zooms to 75 percent left. Phil- Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, October 05, 2010 12:13 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Shaun, Ok, what do you mean the sounds don't pan? On my system I fixed the panning problem before beta 14 was officially released and everything pans correctly on my laptop. So I need a further explanation of what you exactly mean by sounds aren't panning. Are you saying everything is static, like in the center, rather than being panned left/right of you? On 10/5/10, shaun everiss wrote: good game tom. enemies are good, but you never know you are in range of an enemy until its in front of you, its fine to shoot but because the sounds don't pan swinging at them is a bit hard. also if you walk and try to say pick up things you need to stop before you do that. objects don't pan so its harder to know when to pick things up. the game still crashes on exit. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.862 / Virus Database: 271.1.1/3178 - Release Date: 10/05/10 02:34:00 --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
well when I move towards a trap or monster I hear it, in my right ear, same with an object. I usually hear it slowly move towards the centre of the speakers. it doesn't though it does get louder. now my view key shows 0 but its still far right. I jump. its now far left. if a monster, I move towards it to swing my sword at it. I move to hit it. it gets lowder and such but does not move to the centre. it suddenly snaps to the centre then snaps to the far left. if i got the other way it snaps to the far right. At 05:13 a.m. 6/10/2010, you wrote: Hi Shaun, Ok, what do you mean the sounds don't pan? On my system I fixed the panning problem before beta 14 was officially released and everything pans correctly on my laptop. So I need a further explanation of what you exactly mean by sounds aren't panning. Are you saying everything is static, like in the center, rather than being panned left/right of you? On 10/5/10, shaun everiss wrote: > good game tom. > enemies are good, but you never know you are in range of an enemy > until its in front of you, its fine to shoot but because the sounds > don't pan swinging at them is a bit hard. > > also if you walk and try to say pick up things you need to stop > before you do that. > objects don't pan so its harder to know when to pick things up. > the game still crashes on exit. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
I aggree I use this for enemies, etc. also locations, and its a bit hard to swing. its good that enemies are evenly placed though. At 03:55 p.m. 5/10/2010, you wrote: The first thing I notice about the new beta even in the first room is the way sounds pan. Is there anything at all you can do about the sound panning directly from far right, to center when you are in front of the object, to far left one step later? One thing I and I suspect many gamers use to deal with obstacles is the sound position relative to the center, especially for things like the fire, chasms and spikes. The way it is now, a warning message becomes essential. Another issue is with the keyboard response. Now, the keyboard has a slight delay after the first step when you hold an arrow to run. I realize this is due to the keyboard repeat rate but it would be nice to not have this. One other issue with the keyboard is that it is now not possible to run through a room without a torch and press enter every few steps to check for items. When you press enter, you stop running. Karl -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, October 04, 2010 9:27 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Beta 14 Released! Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t ar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
I thing that all the developers of accessible games should thing of porting their products to linux or mac as well. Cause there is large community of blind users who have linux installed and i thing that community becomes larger and larger. So maybe Phil, David and others should thing of it, i have to say that it would be nice to play Shades of doom or time of conflict under the linux - smiles. By the way - how about STFC Thomas? Do you work on porting it to linux? Or you want to finnish work on MOTA first? Dne 5.10.2010 20:18, Thomas Ward napsal(a): Hi Zack, Thanks for saying so. It is always nice to know someone else actually shares my opinions. As for going back to Windows I don't see that realistically happening. For one thing I can't afford to upgrade to Visual Studio 2010 Pro, it isn't very accessible to boot, and I'd much rather use open source development tools like MinGW and Codeblocks rather than return Microsoft's over priced, increasingly less accesible ones, just to produce games for a platform I no longer use daily. Besides that I'm sure we can produce something fairly decent with the engine we now have. It is just a matter of debugging certain issues like the crashes on exit, maybe adjust some settings in OpenAL to try and get a more natural sounding pan effect, find a better way to handle input, whatever. I'm sure it all can be done with what we have once we test and debug it a bit. I don't think we really have to go back to DirectX etc to produce a good commercially viable game. On 10/5/10, Zachary Kline wrote: Hi Thomas, Speaking as someone who uses Linux daily, and used to run a Windows VM to play MOTA, I can say the cross-platform support is quite welcome. I have no issues other than the ones I reported, and am quite happy with the sound panning as it currently stands. I would be disappointed, to say the least, if you were pushed into returning to Windows-only. Just my two cents. Best, Zack. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi, Yeah, I think sfml-audio, which is just a wrapper for OpenAL 1.1, does a fairly acceptable job of rendering the audio as far as I am concerned. It is true it doesn't exactly pan the sounds the way DirectSound does, but as for myself it is no biggy. It is perfectly acceptable as is in my personal opinion. If I can't exactly get it to sound like DirectSound I think some people are just going to have to get use to the way audio is rendered now. Smile. On 10/5/10, djc wrote: > I also use Linux from time to time so I sure wouldn't want you to go > backward at all Tom. As I write this I haven't installed Beta14 but will > get it running on Windows this afternoon and probably on Vinux in the near > future. Sound is complicated because everyone's ears are slightly different > and every sound card can also be slightly different. If this newer > technology is working the way you want then I'd certainly stay with it. > Good luck Buddy and we'll stay with you no matter the outcome. > > > For The Best In music Please Listen to the Legend. > http://legend-oldies.com > Please feel free to follow me on Twitter > http://twitter.com/djc500 > > > > --- > 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/gam...@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
I also use Linux from time to time so I sure wouldn't want you to go backward at all Tom. As I write this I haven't installed Beta14 but will get it running on Windows this afternoon and probably on Vinux in the near future. Sound is complicated because everyone's ears are slightly different and every sound card can also be slightly different. If this newer technology is working the way you want then I'd certainly stay with it. Good luck Buddy and we'll stay with you no matter the outcome. For The Best In music Please Listen to the Legend. http://legend-oldies.com Please feel free to follow me on Twitter http://twitter.com/djc500 --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Zack, Thanks for saying so. It is always nice to know someone else actually shares my opinions. As for going back to Windows I don't see that realistically happening. For one thing I can't afford to upgrade to Visual Studio 2010 Pro, it isn't very accessible to boot, and I'd much rather use open source development tools like MinGW and Codeblocks rather than return Microsoft's over priced, increasingly less accesible ones, just to produce games for a platform I no longer use daily. Besides that I'm sure we can produce something fairly decent with the engine we now have. It is just a matter of debugging certain issues like the crashes on exit, maybe adjust some settings in OpenAL to try and get a more natural sounding pan effect, find a better way to handle input, whatever. I'm sure it all can be done with what we have once we test and debug it a bit. I don't think we really have to go back to DirectX etc to produce a good commercially viable game. On 10/5/10, Zachary Kline wrote: > Hi Thomas, > Speaking as someone who uses Linux daily, and used to run a Windows VM to > play MOTA, I can say the cross-platform support is quite welcome. > I have no issues other than the ones I reported, and am quite happy with > the sound panning as it currently stands. > I would be disappointed, to say the least, if you were pushed into returning > to Windows-only. > Just my two cents. > Best, > Zack. > > --- > 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/gam...@audyssey.org. > If you have any questions or concerns regarding the management of the list, > please send E-mail to gamers-ow...@audyssey.org. > --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Alfredo, Take my word for it the unnoficial version Hayri announced on Friday had some bugs in it I fixed over the weekend so I highly recommend uninstalling the unofficial version and upgrade to the official release of beta 14. As to what I fixed I adjusted some parameters which fixed the sound volume of various sounds in the game, fixed the problem where the r key doesn't announce the current room/area, as well as a few other bugs here and there. When beta testing always, always, always use the most stable and official release of the software. Especially if you plan to report bugs that might have already been addressed/fixed. This is why I am still extremely furious at Hayri forleaking that beta in the first place. There are still people like you who are still running an old, unofficial, less stable build of my game for absolutely no reason. You shouldn't even have that version in the first place. The next time someone does an end runaround on me like that again I'll quit producing public betas. If people are so impatient they can't wait for an official announcement then they don't deserve to have public betas. I will not put up with childish, impatient, people who don't have enough respect to wait for an official announcement that might contain important information. It just gulls me to no end I even have to answer a post like this one like what is the difference between the unofficial release and the official release when I didn't give you permission or the go ahead to download the unofficial releasein the first place. So as far asI am concerned I'll answer no more questions about the unnoficial version. If you or anyone else downloaded it and have problems with it it is your problem not mine. That's what happens to people who do what they aren't suppose to do. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, Speaking as someone who uses Linux daily, and used to run a Windows VM to play MOTA, I can say the cross-platform support is quite welcome. I have no issues other than the ones I reported, and am quite happy with the sound panning as it currently stands. I would be disappointed, to say the least, if you were pushed into returning to Windows-only. Just my two cents. Best, Zack. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Phil, Ah, that makes sense. That is what happens hear. As I said it doesn't seam to bother me, but others claim it gives them trouble. I suppose it is I am just use to it, and it doesn't feel at all weird to me. I can fiddle some more with the 3d settings but like I have said several times before it is not really a simple pan control like DirectSound. It is a 3d listener interface overkill for this kind of game, and it could take quite a long time fiddling with settings to get anything remotely equal to the DirectSound pan settings. Maybe not even then as you have all that overhead where it calculates sound virtually using 3d parameters. On 10/5/10, Phil Vlasak wrote: > Hi Thomas, > I will describe MOTA 14 panning on my vista system. > You enter the room and the rope sound is at 90 percent right. > You take a few steps and it hasn't move, you take a few more than it moves > to about 75 percent right, you take a few more steps and it is still at 75 > percent right, once you reach the rope it zooms in one step from 75 percent > right to 0. > You take one more step right and the rope zooms to 75 percent left. > --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi, That's right. If I have to go back to using DirectX and other Windows proprietary APIs that would basically spell the end of the cross-platform engine I'm developing to hopefully create versions for Mac and Linux as well as Windows. It is easy enough for Windos users to say "let's forget about cross-platform support" but they don't have a personal stake in weather or not the games are cross-platform. As it so happens I personally have a stake in weather or not these games are cross-platform compatible or not. My wife and I are, shall we say, having financial difficulties and need to cut all non-essential expences out of our budget. Well, running a Windows computer is nothing short of expensive. You have your screen reader SMAs for Jaws or Window-Eyes, you have your antivirus updates that may or may not be free, the price of something like Microsoft Visual Studio Pro is extremely expensive, Microsoft Office is also pretty costly, not to mention the cost of purchasing the latest and greatest copy of Windows itself for every computer we happen to own. To make a long story short my wife and I decided we'd both install Linux on our laptops and depend on open source and free software solutions like Open Office, Firefox, the Orca screen reader, whatever as it is far less expensive to maintain and operate than the Windows software, and also is fairly accessible now anyway. Although, we do have one system still running Windows 7 it too mostly has free software on it like open Office, the NVDA screen reader, MinGW C++ compiler, etc besides whatever commercial games etc we still own for Windows. So the point here is since I mainly use Linux, plan to use Linux from here on out for day to day use, it would only make sense to create my games for Linux and then port them to Windows using the free MinGW compiler for Windows that is used to cross-compile Linux software on Windows systems. I can both create and test the game locally on my Linux computer before even producing the Windows port. However, if I absolutely had to go back to Windows and Visual C++ Pro to create games I could, but I just wouldn't be able to play them unless I was using that specific computer. I'd much rather prefer to create them and play them on the same computer i use most of the time. So I'm a bit torn what to do. I understand the complaints and understand some people are really unhappy with the new beta. True part of it is bugs which can be fixed, but some are just cross-platform issues specific to the APIs I'm using. I honestly don't know what to do. This is really a situation of my own personal preference getting in the way of what the majority of my customers want.Which seams to be direct Windows support using DirectX and all the other Windows proprietary software that goes with it. On 10/5/10, Bryan Peterson wrote: > Yeah, but unfortunately from the sounds of things there's really nothing Tom > can do about that without going back to the previous Beta. And if he did > that you'd have to say bye bye to cross platform support. > We are the Knights who say...Ni! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Karl, As I have said in an earlier post I'm now using OpenAL for audio output and the way it handles audio is completely different from something like Microsoft DirectSound. OpenAL does not have a simple stereo pan control there for sounds have to be positioned using its 3d listener interface. I really don't have a problem with the way it handles audio, but apparently a lot of people are having the same complaint as you do that it doesn't sound right, doesn't pan correct, etc. The thing is besides the fact I'm trying to work on a completely cross-platform engine that will run on Mac, Linux, and Windows I decided to go with OpenAL because DirectSound is deprecated/no longer officially supported by Microsoft. Microsoft's new audio library XAudio2 is like OpenAL in that it has a 3d audio interface, but no stereo pan control. So I figure no matter what I use we are still going to encounter this issue unless I go back to directSound or invest in FMOD which does have a pan control as well. So I'm at a complete loss as to an answer. I'd like to do something about this issue, but I don't know anything i can do to help. The only solution, which sucks, is to ditch the OpenG3D engine and go back to the Windows specific Genesis Engine. Since my wife and I both have converted to Linux going back to Windows to create and play games would be disappointing in the extreme. As for the issue with the enter key it is just the way SFMl handles input. It is using events not direct input. That means you can't press x number of keys at once and expect all those actions to be carried out at once. At least I don't think so. Instead SFML tends to handle keyboard events in the order they are recieved in rather than all at once like DirectInput. I'm going to have to ask the SFML dev list or the developer himself if anyone can give me helpful suggestions on improving the keyboard input handling as I've gotten this complaint at least three or four times today alone, and I don't honestly know of a solution at this time. However, I'll definitely keep looking for one. Cheers! On 10/4/10, Karl Belanger wrote: > The first thing I notice about the new beta even in the first room is the > way sounds pan. Is there anything at all you can do about the sound panning > directly from far right, to center when you are in front of the object, to > far left one step later? One thing I and I suspect many gamers use to deal > with obstacles is the sound position relative to the center, especially for > things like the fire, chasms and spikes. The way it is now, a warning > message becomes essential. Another issue is with the keyboard response. Now, > the keyboard has a slight delay after the first step when you hold an arrow > to run. I realize this is due to the keyboard repeat rate but it would be > nice to not have this. One other issue with the keyboard is that it is now > not possible to run through a room without a torch and press enter every few > steps to check for items. When you press enter, you stop running. > Karl --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Bryan, I think all Thomas needs to do is to fiddle with the panning function. It sounds like the game is calculating that 1 step away is 100 feet and 2 steps away is 200 feet and so on. So instead of 1, 2, 3 in the function he may have to switch to 0.1, 0.2 and 0.3 Phil - Original Message - From: "Bryan Peterson" To: "Gamers Discussion list" Sent: Tuesday, October 05, 2010 12:23 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! Yeah, but unfortunately from the sounds of things there's really nothing Tom can do about that without going back to the previous Beta. And if he did that you'd have to say bye bye to cross platform support. We are the Knights who say...Ni! - Original Message - From: "Karl Belanger" To: "'Gamers Discussion list'" Sent: Monday, October 04, 2010 8:55 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! The first thing I notice about the new beta even in the first room is the way sounds pan. Is there anything at all you can do about the sound panning directly from far right, to center when you are in front of the object, to far left one step later? One thing I and I suspect many gamers use to deal with obstacles is the sound position relative to the center, especially for things like the fire, chasms and spikes. The way it is now, a warning message becomes essential. Another issue is with the keyboard response. Now, the keyboard has a slight delay after the first step when you hold an arrow to run. I realize this is due to the keyboard repeat rate but it would be nice to not have this. One other issue with the keyboard is that it is now not possible to run through a room without a torch and press enter every few steps to check for items. When you press enter, you stop running. Karl -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, October 04, 2010 9:27 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Beta 14 Released! Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t ar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com V
Re: [Audyssey] MOTA Beta 14 Released!
Yeah, but unfortunately from the sounds of things there's really nothing Tom can do about that without going back to the previous Beta. And if he did that you'd have to say bye bye to cross platform support. We are the Knights who say...Ni! - Original Message - From: "Karl Belanger" To: "'Gamers Discussion list'" Sent: Monday, October 04, 2010 8:55 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! The first thing I notice about the new beta even in the first room is the way sounds pan. Is there anything at all you can do about the sound panning directly from far right, to center when you are in front of the object, to far left one step later? One thing I and I suspect many gamers use to deal with obstacles is the sound position relative to the center, especially for things like the fire, chasms and spikes. The way it is now, a warning message becomes essential. Another issue is with the keyboard response. Now, the keyboard has a slight delay after the first step when you hold an arrow to run. I realize this is due to the keyboard repeat rate but it would be nice to not have this. One other issue with the keyboard is that it is now not possible to run through a room without a torch and press enter every few steps to check for items. When you press enter, you stop running. Karl -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, October 04, 2010 9:27 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Beta 14 Released! Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t ar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Thomas, I will describe MOTA 14 panning on my vista system. You enter the room and the rope sound is at 90 percent right. You take a few steps and it hasn't move, you take a few more than it moves to about 75 percent right, you take a few more steps and it is still at 75 percent right, once you reach the rope it zooms in one step from 75 percent right to 0. You take one more step right and the rope zooms to 75 percent left. Phil- Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Tuesday, October 05, 2010 12:13 PM Subject: Re: [Audyssey] MOTA Beta 14 Released! Hi Shaun, Ok, what do you mean the sounds don't pan? On my system I fixed the panning problem before beta 14 was officially released and everything pans correctly on my laptop. So I need a further explanation of what you exactly mean by sounds aren't panning. Are you saying everything is static, like in the center, rather than being panned left/right of you? On 10/5/10, shaun everiss wrote: good game tom. enemies are good, but you never know you are in range of an enemy until its in front of you, its fine to shoot but because the sounds don't pan swinging at them is a bit hard. also if you walk and try to say pick up things you need to stop before you do that. objects don't pan so its harder to know when to pick things up. the game still crashes on exit. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. No virus found in this incoming message. Checked by AVG - www.avg.com Version: 9.0.862 / Virus Database: 271.1.1/3178 - Release Date: 10/05/10 02:34:00 --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
Hi Shaun, Ok, what do you mean the sounds don't pan? On my system I fixed the panning problem before beta 14 was officially released and everything pans correctly on my laptop. So I need a further explanation of what you exactly mean by sounds aren't panning. Are you saying everything is static, like in the center, rather than being panned left/right of you? On 10/5/10, shaun everiss wrote: > good game tom. > enemies are good, but you never know you are in range of an enemy > until its in front of you, its fine to shoot but because the sounds > don't pan swinging at them is a bit hard. > > also if you walk and try to say pick up things you need to stop > before you do that. > objects don't pan so its harder to know when to pick things up. > the game still crashes on exit. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
The first thing I notice about the new beta even in the first room is the way sounds pan. Is there anything at all you can do about the sound panning directly from far right, to center when you are in front of the object, to far left one step later? One thing I and I suspect many gamers use to deal with obstacles is the sound position relative to the center, especially for things like the fire, chasms and spikes. The way it is now, a warning message becomes essential. Another issue is with the keyboard response. Now, the keyboard has a slight delay after the first step when you hold an arrow to run. I realize this is due to the keyboard repeat rate but it would be nice to not have this. One other issue with the keyboard is that it is now not possible to run through a room without a torch and press enter every few steps to check for items. When you press enter, you stop running. Karl -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Thomas Ward Sent: Monday, October 04, 2010 9:27 PM To: Gamers Discussion list Subject: [Audyssey] MOTA Beta 14 Released! Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t ar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
good game tom. enemies are good, but you never know you are in range of an enemy until its in front of you, its fine to shoot but because the sounds don't pan swinging at them is a bit hard. also if you walk and try to say pick up things you need to stop before you do that. objects don't pan so its harder to know when to pick things up. the game still crashes on exit. At 02:26 p.m. 5/10/2010, you wrote: Hi everyone, I am happy to announce that Tomb Hunter Mysteries of the Ancients beta 14 is now officially uploaded and ready for download. This all new release is a major upgrade from beta 13 and earlier. What's New Beta 14 now uses our cross-platform engine Open G3D which uses a number of free and open source APIs such as OpenAL 1.1, SFML 1.6, libsndfile, and others instead of commercial APIs such as Microsoft DirectX. There is now an official Windows release and a Linux release for Debian based Linux operating systems. (May work on other distributions if all dependencies are met.) Uses uncompressed *.wav files rather than compressed *.ogg files for sounds and music. Fixed a number of bugs related to the new Open G3D engine. Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions. Downloading the Game To download Mysteries of the Ancients uninstall any previous releases of the software and visit our products page http://www.usagamesinteractive.com/products.php to download either the Linux or Windows release. For the custom SFML packages visit http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.tar.gz and read the file guide.txt located in the Mysteries of the Ancients Docs directory for directions on installing SFML for Linux. Happy gaming! --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA Beta 14 Released!
So I see you decided to keep beta 14, even if the beta was not officially released? How was it different than the broken release and the official release? You see, I thought it was fully released and i installed iand played it. For some reason, I got no blue screen, so I did not have to uninstall the game. Is this game in 3D? Alfredo --- 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/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.