aah.
thanks for the keys man I suppose if I bothered hacking the code like I do then 
I would have noticed it.
the only thing I have done is to doodle with one of the other projects to make 
a battle even or something.
I'll redo the train again and see.
At 06:21 p.m. 14/08/2009, you wrote:
>The .ini track loading system is working now. Nothing is set in stone so this 
>might be different  later. At the moment ctrl+o will pop up the list box of 
>tracks that are found in the tracks folder that can be selected. when on a 
>track doing stuff, ctrl+s will save the current state of things so that one 
>can close the train and then run the program again and find they're right 
>where they were doing exactly what they were doing when they hit ctrl+s. So 
>you can be going 85 miles per hour and press ctrl+s, close the train, open it 
>again and you're going 85 miles per hour, traveling right where you were when 
>you saved. Orriginally, it saved when you closed the train but it looks like 
>not everyone is going to want it to work that way so at the moment saving is 
>an option. the info is saved in an .ini file called train.ini. that file can 
>be deleted to cause the train to pop up the dialogue as soon as you open the 
>train for you to select a track. This should allow us to just delete that .
ini file when we distribute and everyone who tries it out will get generic 
behavior.
>
>harun mentioned the speed limit system we were thinking about. Basically you 
>use two objects that are pretty much just going to be signs. One will set the 
>speed limit and the other will remove it so you can get up a good head of  
>steam again.
>
>  When pulling up to a station it's hard, both in reality and in this 
> simulator to stop when you want to. You'll pass the station or stop too soon, 
> or find you're about a quarter of a mile from it but going too slowly to be 
> there any time inside of a decade. You get old waiting on it and speed things 
> up a bit, only to go zooming past the station before you're aware of the 
> fact. So we put in a beep that only plays if you're moving under 5 miles per 
> hour. The beep indicates when you're within 0.0001 miles of what ever object 
> you happen to be that close to. for a station this allows you to stop pretty 
> darned  close to where you want. You listen for that beep. You hear it and 
> you hold down the letter k until the train comes to a hault. the beep only 
> plays if you're moving and at a rate of under 5 miles per hour. So if you're 
> zooming along you don't have to worry about that beep getting in the way of 
> sound effects.
>
>  ----- Original Message ----- 
>  From: Valiant8086 
>  To: Gamers Discussion list 
>  Sent: Wednesday, August 12, 2009 9:01 PM
>  Subject: [Audyssey] New accessible train simulator in development
>
>
>  Sorry if you guys get this twice.
>  The .ini track loading system is in, but is still broken a bit and needs 
> some serious work to get it to actually work like it's supposed to. It would 
> appear, at least for now, that using .ini files doesn't slow the main loop 
> down enough to bother with. this is good. At the moment we have an every day 
> list box that popps up when you go to pick a track. The tracks are listed in 
> there and the file extention is on the end, ini. Don't know if we should 
> remove the extention from the list or not. You select the track you want and 
> then tab to the ok button and press that.
>
>  Right now all of the game except that is self voicing, though we considered 
> using the API for the screen reader if a compatible one happened to be 
> running to speak stuff instead of SAPI. We aren't using any key commands yet 
> that a screen reader could conflict with, but when key echo is on it's kind 
> of bothersome as you hold down a button, like the letter i, to accelerate and 
> the screen reader keeps saying the letter over and over again. I know a way 
> to make the track select list box speak with SAPI if necessary. Don't know if 
> the ok button could be spoken or not. We're using all SAPI for now and 
> probably going to keep using a synthesizer of some sort since things are 
> going to be so generic. When we have object names and such loading from a 
> .ini file that anyone can create with any name they can think of, audio 
> voiceovers won't work for reading names of those objects and all that good 
> stuff. I wouldn't mind using the dll version of ESpeak to tell the trooth. 
> Right now the train 
sim is
>   portable. We're going to keep it that way if we can. There is no installer. 
> You just download it, unzip it and run the train.exe file.
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