ok, there are alot of questions and ansers here and i'll try and answer
them all as best I can. Here goes.
When I get too close to the giant to hit, he can still hit me. Is this
be the case?
There is no minimum range feature for the enemy AI so for the moment it
works like it is suppose too. That could change in a future release, but
for the moment it is only doing what it is programmed to do.
The guns don't do any damage to the giant it seems. Why is this? I can't
why arrows would hurt him but guns don't even begin to.
That's because those are enchanted arrows not normal arrows. Magic
weapons have a much higher melee rating than standard ones. Once the
User's Guide gets completed all of this will become more clear, and
hopefully make much more sense.
I'm wondering if we can re-implimint ducking the way it used to be, so
you can stay
ducked as long as you want, it just doesn't do you any good to stay
ducked down for
more than one hit because the enemy will compensate.
I suppose so. However, that feature is going to take a lot of time and
energy to get working properly, and just be patient with me please. That
is only one of several issues I am trying to work on as I find the time
to do so.
I also believe the pistol and the combat knife should still be useable
in such close
contact. The pistol could be jammed against the enemy and fired that
way, and the
knife could be jabbed at the enemy from the side etc.
I've already explained the reason why I used a minimum range for each
weapon. Basically, if you are too close to an enemy creature the firing
code starts screwing up. To fix that problem means I basically have to
completely rewrite the firing code from scratch. Since this is not a
simple or easy job I'd truly appreciate if all of you would lay off the
subject for a while. I'm really beginning to feel a bit irritated about
the constant requests for me to fix this. I will, but don't keep on my case.
Besides that the minimum range constants are usually what you would
expect any way. For example the knife has a minimum range of 0.5 units
which is equal to 6 inches. That should be close enough anyway for most
purposes. So I don't really understand why most of you are complaining
about the minumum range values. Most of the time you probably don't even
notice them except in a case where you need to backup to give yourself a
little more room.
In the menues, should the first item in the menu be selected
automatically and spoken
after the menu title is heard?
No, and I have a very good reason not to do so. The main reason is I am
having a technical issue with DirectInput where a key repetes even when
it shouldn't. For example if you were to press enter on new game and you
landed on the first item in the mode menu it would automatically select
arcade mode, open the experience menu, automatically select beginner,
and continue until you either released the key or it could no longer
open any menus. To solve that problem for the moment I pass a 0 to the
new menu function so that enter can't do anything until you scroll to an
actual valid menu option. Does this make sense?
In the view scores menu, should the score be spoken without having to
No. Since you can not interrupt the SpeakNumber function when it is
speaking using it in the high scores menu would be a lot worse than
having to press enter. Basically, if you pressed down arrow and it
started speaking the score you couldn't down arrow again until the score
finished speaking. So I felt it was more practical to press enter on a
menu option instead.
In some cases when speech is happening it is impossible to interrupt
include when the score is being spoken, when some things are being
keys like s for score, a for ammo. When the game is started and the
is being spoken, etc. Should it be made possible to press any key and
I'm not really sure how Draconis, GMA, etc handles using speech with wav
files, but I know the way I wrote the SpeakMessage function it can not
be interrupted when speaking a long string of stuff like numbers. The
way it works is like this.
Load message wav file.
Play the wav file.
Wait for wav file to finish.
Load another wav file.
Play the wav file.
Wait for wav file to finish.
The way this works everything else is haulted why the while loop is
waiting on the wav file to finish. If someone has a better suggestion or
better way of handling this I am all ears. Otherwise things are going to
work the same until I find a better way to process wav files and speak
status messages etc. What you and and others are asking for is beyond my
technical and programming skill right now. Sorry, but I really can't
help on this issue at the moment.
As for interrupting the intro message I can do that. In fact it is on my
todo list for Beta 3, and will be available in the next release. Just
press escape in Beta 3 to skip the intro.
Did you receive my improved 5 sound?
Yes, I did. Thanks for the file.
I have noticed that my character can get hit even after the enemy is
dead by the
dead enemy, or after the view or inventory menues are brought up.
I know about this bug and have already fixed it in Beta 3. This is
basically a non-issue at this point for me. Thanks though for reporting it.
With the sub machine gun, could you change it
so you can hold down the space bar and fire shots until you release it
or run out?
That depends. Do you have a high quality submachine loop I can use? If
not the answer is no.
Someone has already mentioned this one, if you get killed in the room
with the two
pits, the game thinks you're walking on a ledge every step until you
jump over one
of the pits.
Yes, I know about this issue. I'm currently involved in trying to figure
out why the surface effects aren't getting updated. It sounds like an
easy fix, and hopefully I will have it resolved soon.
There is no way to go from the water room back to the beginning again.
Is this supposed
to be the case?
That's right. There is no way back to the previous rooms.
When you jump into a statue, the statue isn't opened automatically and
walk another step towards it to open it, you must press enter. Is it
open the door or statue automatically even if you just jumped to get there?
Umm...no. Exactly how many doors have you unlocked or opened by jumping
at them? Grin.
Seriously, opening a door or statue while jumping is just too
unrealistic for mine. So I have no plans to do this.
People have mentioned the creatures seem to be a little too quiet. I
agree with this.
But I have my hearing impairment to contend with anyway. I find with one
of the creatures
not sure which, I can't tell when it has been killed. All I hear is the
saying All Right! or something like that. And sometimes I miss that too
if my weapon
is makeing a racket. Just figured I would mention it. That particular
make a clunk noiseas though it were hitting the ground. Should it?
Yeah, I know about this. I am planning on adjusting volume controls in
Beta 3 to bring the volume of all of the monsters up a little bit. It is
a fairly common request and is on the todo list.
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