Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi SoundMUDYeah sometimes units taking strange ways to there targets. Maybe it would be possible to create different movingorders. Something like move only through known squares or avoid squares with fog or try to go exactly to the targetsquare

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. Interesting. It would be before the order is given, or maybe when you press space to check the current orders. If the current order is "move", the focus would quickly follow the squares about to be taken. Or maybe a textu

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @bcs993I have listened to your let's play (both of them). It's very interesting to check how games are actually played. Maybe the players should be louder than the game.@arjanI suspected that an air unit was lacking a flight (escape)

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hey hey to the general developers and the awesome mod team!I got two general questions and i hope that they are not too much off topic!I am playing this soundRTS for a little wile and two idears came in my mind.First: Would it be possible to

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMUDIf possible, could you look at the way units are attacked? currently the game doesn't appear to be too smart when having to choose between the most dangerous targets. This probably has to do with the fact that some units can atta

Re: SoundRTS: Crazy mod demonstration

2014-07-17 Thread AudioGames . net Forum — General Game Discussion : sid512 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration hi brendon,thanks for consideration, however, i successfully converted the video in mp3, indeed there are a lot of sites out there, some have time limitation while some others are not easy to use.but this site: www.video2mp3.net is the best of all, no

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-17 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) So, a friend and I tried playing the elves in an alliance, and I decided to record a let's play to show how it went. Check it out at https://www.youtube.com/watch?v=8s5SLynswuw URL: http://forum.audiogames.net/viewtopic.php?pid=180941#p1

Re: SoundRTS: Crazy mod demonstration

2014-07-17 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi All. Here's another let's play of the mod. This time, we played against each other: https://www.youtube.com/watch?v=8s5SLynswuw URL: http://forum.audiogames.net/viewtopic.php?pid=1809

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Haramir: Before eventually adding the ability to build walls, I will probably try before to make the squares continuous, because it might make the simulation simpler and the game more interesting. And the walls will be implemented differently if

Re: SoundRTS: Crazy mod demonstration

2014-07-16 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi Sid, I can understand how annoying this must be. Have you tried any of the youtube to mp3 converters out there yet? If you did and are still having a hard time, I will see what I can do about an mp3 download to the recording. So, from the success of

Re: soundrts maps dropbox folder

2014-07-15 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector
Re: soundrts maps dropbox folder HiI'd love to be added as well.My email is:superfr...@gmail.comThanks!Also would it be alright if I made a copy of the dropbox folder and made a BTSync folder with it, I could update it almost as soon as the DB folder got updated, that way people hav

Re: soundrts maps dropbox folder

2014-07-15 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector
Re: soundrts maps dropbox folder HiI'd love to be added as well.My email is:superfr...@gmail.comThanks!Also would it be alright if I made a copy of the dropbox folder and made a BTSync folder with it, I could update it almost as soon as the B folder got updated, that way people hav

Re: soundrts maps dropbox folder

2014-07-12 Thread AudioGames . net Forum — General Game Discussion : speeder via Audiogames-reflector
Re: soundrts maps dropbox folder how do I compile the latest developer version of soundrts? URL: http://forum.audiogames.net/viewtopic.php?pid=180519#p180519 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com

Re: soundrts maps dropbox folder

2014-07-12 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: soundrts maps dropbox folder A friend of mine play SOUND RTS a lot, and he says the latest beta version have a nice download feature of the maps. I haven't tried that for myself though, so I'm not sure the information is correct. Well, I hope so because it sounds quite cool.

Re: SoundRTS: Crazy mod demonstration

2014-07-11 Thread AudioGames . net Forum — General Game Discussion : sid512 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration hi,a link to mp3 would be appriciated, not saying that i'm not willing to listen to the video on youtube, but here it is actinng weird as it keeps buffering the videos again and again, while the other downloads are fine. URL:

Re: soundrts maps dropbox folder

2014-07-11 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: soundrts maps dropbox folder LOL see the date on the first post. And I think this is for custom maps users made. But it would be cool to download maps via the client in a later release. URL: http://forum.audiogames.net/viewtopic.php?pid=180346#p180346

Re: soundrts maps dropbox folder

2014-07-10 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: soundrts maps dropbox folder Hi.Why use such a folder when all the maps can be downloaded from the website? In the newest developer version, the latest updates to the maps can even be downloaded through the client which is really awesome! URL: http://forum.audiogames.net

Re: soundrts maps dropbox folder

2014-07-10 Thread AudioGames . net Forum — General Game Discussion : ammericandad2005 via Audiogames-reflector
Re: soundrts maps dropbox folder high seria,my email is nicholasvmcc...@aol.com URL: http://forum.audiogames.net/viewtopic.php?pid=180313#p180313 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) It actually appears to be possible to create more resources in a mod, Victorious told me that somebody created a mod with stone and maps that have stone resources in them Although I imagine it gets harder with so many more keystrokes, this is

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) It actually appears to be possible to create more resources in a mod, Victorious told me that somebody created a mod with stone and maps that have stone resources in them.As for the transport ball, I think this is intentional, and the transport

Re: soundrts maps dropbox folder

2014-07-10 Thread AudioGames . net Forum — General Game Discussion : ankr098 via Audiogames-reflector
Re: soundrts maps dropbox folder Please add me. My e-mail is:ankr...@spaces.ru URL: http://forum.audiogames.net/viewtopic.php?pid=180268#p180268 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hey folks! It been a really long time since i don't play SoundRTS. I asked if some features would be available in the future like the ability to build walls between squares and to create more resources besides gold, wood and food.So please

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi allBcs993 I think you should keep uploading to you tube.Great video on sound RTS. URL: http://forum.audiogames.net/viewtopic.php?pid=180078#p180078 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-08 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I just found something. Playing with the orc race extensively, I realised the transport balls aren't flying units. Is this meant to be so? If so, does it have some special purpose? Because the speed is 2 meters per second, while most ground

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : claudiogaranzini via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi BCS! Thanks a lot! Bye for now! URL: http://forum.audiogames.net/viewtopic.php?pid=180053#p180053 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi Claudio, I use a free and open source program called open broadcaster software, found at https://obsproject.com/You can record videos, as well as stream if you like, plus it captures your mic's audio along with the computer's sound.It is p

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : claudiogaranzini via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration @bcs: great demo, really! How did you manage to post it on youtube? What software did you use? Thanks a lot! Bye bye! URL: http://forum.audiogames.net/viewtopic.php?pid=180040#p180040 ___ Audiogames

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration I'm also using the new html5 player and it works for the most part. And yes, if you have a YouTube channel and have content on it, go to www.youtube.com/analytics to see how it applies to your channel. I guess if you really want audio files, ther

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Oh [[wow]]. I didn't know Youtube have those cool stats. I'm using the accessible html5 version of Youtube, so the controls works okay for me. Youtube seems to have got more stable lately, and I was surprised that I could stream the whole thi

Re: SoundRTS: Crazy mod demonstration

2014-07-08 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Thanks! I'm still looking for some more feedback about switching over to YouTube. As I said earlier, I'm not limited by a certain amount of space, yet I understand that people want to download it to listen at a later point. So, as these thin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I still think technicals should be dented a bit like victorious said in like post 152 or so. URL: http://forum.audiogames.net/viewtopic.php?pid=179978#p179978 ___ Audiogames-reflector mailing list

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.The spectator mode has been added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. It&#

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.The spectator mode has added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. It's st

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @soundmud: at a time you mentioned the possibility of having a sort of spectator mode, where instead of participating in the game you can just observe what's happening. This could be useful when you're defeated, then you can watch the

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Victorious Too many meadows might slow down a map, yes. Maybe some squares can have lots of meadows, but if the map is big and every square have 20 meadows, it might be too much.@bcs993 The disconnection is probably the result of the slowing down

Re: SoundRTS: Crazy mod demonstration

2014-07-07 Thread AudioGames . net Forum — General Game Discussion : App con via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi bcs993I liked the recording.Hope you keep uploading to you tube. URL: http://forum.audiogames.net/viewtopic.php?pid=179941#p179941 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Like Brendan said, the limit on how many units can be in a square before no more can be teleported in is a big problem, since the only way to really beat an enemy army as elves is to teleport in. But, usually the little bit that is teleported in

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.We have a specialist of the elves in our group and he likes to combine all the elven abilities. When he teleports, he uses immediatly the serenity trees, the medicinal plants, the energy balls and the wooded illusion. The last time he did

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Thing with the portal ability is, no matter how many of the druids you have, they won't send your entire army in. And from my experience, what they sent couldn't win a fight against anyone strong. URL: http://forum.audiogames.net/vie

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Just curious but did you also research the portal ability? You're basically right though, elves have little to no chance against adjacent attacking races. Portal will help but if the adjacent attackers are set up strategically enough, the a

Re: SoundRTS: Crazy mod demonstration

2014-07-07 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi SLJ, Thanks for your positive feedback, I really appreciate it. And sadly balancing the game audio with my microphone is a bit of a problem, so I'll try to improve on that for the next recording. Having said that, I know how loud it can get

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. So, having played the mod for a while now, I find that the elves are especially weak as a race. I tried them against various races, and against anything that can attack adjacent squares they have almost no chance of survival. LOL, the grenade

Re: SoundRTS: Crazy mod demonstration

2014-07-07 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi brendan.I've now listened to the video, and it's a very nice demonstration. [[wow]] what a cool mod!Quite often, the sounds from the game are so loud, so it's very difficult to hear what you're saying. This is pretty sad because

Re: SoundRTS: Crazy mod demonstration

2014-07-07 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi SLJ, The thing I like with youtube is that it doesn't seem as if I'll be limited in data, such as with dropbox or any other service to which one can upload audio. But I'm still getting feedback on this. This first video was an experi

Re: SoundRTS: Crazy mod demonstration

2014-07-07 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration Hi SLJ, The thing I like with youtube is that it doesn't seem as if I'll be limited in data, such as with dropbox or any other service to which one can upload audio. But I'm still getting feedback on this. This first video was an expere

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) The recorded games were used for debugging, just to know what kind of order was given to the game before some synchronization error happened. Don't worry too much about this feature, because I have just practically succeeded in implementin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-06 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I set the server to record games, and I found text files in my temp folder with a lot of numbers in. It's hard to make out how the game went just by reading the file, how do I interpret these? Or are they not meant to be read? URL:

Re: SoundRTS: Crazy mod demonstration

2014-07-06 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: SoundRTS: Crazy mod demonstration [[wow]] dude. I'll listen to it later today. It would be nice if we could download it and play it in a mediaplayer since it seems to be pretty long. URL: http://forum.audiogames.net/viewtopic.php?pid=179710#p1

SoundRTS: Crazy mod demonstration

2014-07-06 Thread AudioGames . net Forum — General Game Discussion : bcs993 via Audiogames-reflector
SoundRTS: Crazy mod demonstration Hi all. A couple of friends and I decided to make a demonstration of how the crazy mod within soundRTS works, showing a few races in gameplay and trying to explain everything. I hope this helps people who want to get into this mod, as it's absol

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Yes, and the advantage of having two forms, unit and building, is that the building cannot settle too close to a goldmine because it have to use an existing meadow. URL: http://forum.audiogames.net/viewtopic.php?pid=179648#p179648

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-04 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pragma:During the development of the mod, we thought of a nomadic race. But the ability to move seems hard-coded by class. Perhaps the classes should be moreflexible and the ability to move should be available or disable by the speed parameter

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-04 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) What is the format of the game logs?Thanks for considering this feature request.BTW, is it just me, or do maps with an extremely high number of meadows (like more than 20 per suare) cause large performance problems? On a map with lots of meadows

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Victorious OK, I take note.@zakc93 There are two "hidden" command-line options for standalone servers: -p PORT_NUMBER to use a port number other than 2500-g to record games played on the server (the format is supposed to be read si

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I know this is a bit off topic but...@SoundMud: I remember on the google group you once mentioned that there are server commands, could you list them here? URL: http://forum.audiogames.net/viewtopic.php?pid=179359#p179359

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: suggestion for the next alpha. Can the recruitment/construction/upgrade time cost be announced? For instance, recruit cwater elemental. Costs 75 gold, 125 wood, 200 seconds. And also, if a unit/building is currently executing an upgrade

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-29 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.About upgrades, only the last line is probably considered. We should see if it works in one line, something like this :effect bonus hp_max 6 bonus damage 2 bonus range 2 bonus armor 2 bonus speed 0.5If it doesn't work, probably we cannot

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-29 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,@pitermach, can you please explain me how did you get that working? Thanks! I'll soon try running it in Ubuntu Gnome (although I am a newbie with Linux) and tell you my findings.URL: http://forum.audiogames.net/viewtopic.php?pid=178768#p1

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: An app would be great! You'll need most files included in the archive, except the user folder which must not exist with the app: the game will create the user folder in the user's home folder.The speed setting was only present w

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but I'd like to help with compilation. I ran py2applet --make-setup soundrts.py and then built an app out of the setup file it came up with. The resultin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but I'd like to help with compilation. I ran py2applet --make-setup soundest.py and then built an app out of the setup file it came up with. The resultin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Integrating the elementals in other races would be interesting, although I still wouldn't want the elementals with the same stats as they are right now, because the races that have the elementals will be very heavily dependent on them. Perhap

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.Yes, I'm agree with your notices about the elementals, the technicals and the savages. Unfortunately, I will be less present until september and it will more difficult for me to update the mod.So, these two months are ideal for reflection. Some

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Kain via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,I  have to agree with victorious/arjan abuot the opness of especially  elementals and technicals. The only race being able to counter them are savages because green storm, swarm and penetrating roots right now. Most other are barely able to kill

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like green storm - since robots have so few hp, they will die very quickly to such a spell. Also

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like sreen storm - since robots have so few hp, they will die very quickly to such a spell. Also

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: to have more information, try to start the nssspytts.py module directly:cd soundrts python nssspytts.pycMaybe the Appkit is missing?URL: http://forum.audiogames.net/viewtopic.php?pid=178645#p178645

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved in

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved in

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Old units' current health doesn't get updated to the new max, but their maximum health still changes and they can be healed to the new max. Also, after doing the upgrade dragons still have the same hp anyway.URL: http://forum.audi

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) [ a-t ] pitermach:It gave me the same error when I tried it in a Mac. I contacted @soundmud but didn't send the error to him (I've got a great memory).Victorious wrote:Also, I think there's a bug in dragonic improvement. The research

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I also noticed the thing with dragonic improvement, I wonder if it isn't maybe because it has several effect lines whereas other upgrades only have one?URL: http://forum.audiogames.net/viewtopic.php?pid=178636#p1

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) OK, I just forced the language to English and the game loads. However, there's no TTS. Instead I just get this very helpful message "Couldn't use Appkit.NSSpeechSynthesizer." which is followed by errors of missing sound files when

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: Very useful traceback. This is the error many Mac users have been talking about to me. The game can't guess the language because of an unexpected error from a Python module (locale.py). It seems that it is possible to fix this by se

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I didn't even understand how the game worked till I got the mod... Part of it was that NVDA worked on the mod and not on the normal, but the other part was that I could see different races and the same units for each race.URL:

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I disagree about making crazy mod the default mod. The class sound rts rules should be the default because its easier to learn about the game when you only have 1 race to worry about, instead of 8, especially with some of the races like elementals and

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @souundmud:@sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. It's a "Library to provide speech and braille output to a varietyof different screen readers and other accessibility solutions."o ¡awes

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) OK, I just tried to get the game to run but it now isn't even starting. I'm running python 2.7 from macports that I initially set up for something else. pygame installed fine, but when I try to run the game this happens (I swapped the defaul

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Ah yeah, that worked this time.  first time gave me problems for some reason.  Thanks!!URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I tried that too.  I must be missing something in that case.whenever I try and add one I just get a beeping noise with no option to start the game.URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. On those servers you can't play with only AI players. In order to test the mod, I suggest go into the server menu and opening a private server. It should work then.URL: http://forum.audiogames.net/viewtopic.php?pid=178400#p1

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) So I feel like a complete newb, but I'm having issues getting this thing started.I try and connect to the public server (the one that still runs anyway) and try to add me with some AI to test out the races.  However whenever I try do that I get a

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) SoundMUD wrote:@pitermach: Did you try the current NSSpeechSynthesizer support?No, because I did not realise such a thing was available. I'll be sure to give it a try then. The last time I tried running soundrts on the mac was a few months ago a

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) well this looks totally awesome!I just downloaded this and can't wait to play online with you guys.  I know I'm gonna lose hard, but hey.URL: http://forum.audiogames.net/viewtopic.php?pid=1783

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: Did you try the current NSSpeechSynthesizer support?@Victorious: it's not just enable first-letter navigation, it's implementing it that would be needed. It's a bit difficult now with the current  code.URL: http://forum

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Another reason you should add accessible output is that it supports output to Voiceover on the mac which would be very nice to have. Then I could probably see about trying to compile the game so people don't have to deal with setting up python.

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead of having to manually arrow to the desired map?URL: http://forum.audiogames.net/viewtopic.php?pid=178373

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @the blasting gd: The simplest way is probably to use accessible_output. I'll try to add it.URL: http://forum.audiogames.net/viewtopic.php?pid=178361#p178361 ___ Audiogames-reflector mailing list Audio

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Sorry for the late reply SoundMUD. I'm using JAWS 15, but have also tried JAWS 11 and 13 on SoundRTS too, with the same negative result as with 15.Could you also look into the braille output for NVDA? As I've already mentioned in one of my

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form "--mods=COMMA_SEPARATED_LIST_OF_MODS" will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to t

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form "--mods=COMMA_SEPARATED_LIST_OF_MODS" will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to t

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi,I've noticed that the package which only contains the Crazy Mod doesn't have the maps that are included in the other one.URL: http://forum.audiogames.net/viewtopic.php?pid=178338#p178338 ___

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-25 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Pragma: can you take a look at technical? I think that anti-air batteries might be overpowered, given that they can do 8.32 damage (after upgrades) per second with a damage radius of 1 metre. Maybe its rate of fire could be reduced to once every 1.5

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. It's a "Library to provide speech and braille output to a variety of different screen readers and other accessibility solutions."URL: http://forum

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi,Congratulations for the crazy mod! I love it, but I also love the original one, so please don't remove it.Another thing:keyIsFull wrote:my guess is that there was an inaccuracy in the AI directions that the crazy mod developers wrote, not a b

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) hi guys. I've created a new map for this game, z6. I designed it in mind to be playable with this mod so no additional buildings are available. I think the map is pretty nice, the only ressources are in the middle of the map and you have to figh

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @soundmud:This version is just the development version. I'll tag it when I release the next alpha version. More changes have to be done before. At the moment, therecent commits are either simple changes, or bug fixes, or private branches rebase

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. I'm a little late to the party, but I'm really beginning to love this crazy mod. It really adds so much to this game, not sure if I can ever go back to the old soundRTS Thanks for your awesome work Pragma! I can't wait to see wh

<    7   8   9   10   11   12   13   14   15   >