It is a train sim...you're driving on a track. But the real fun in this one will be making sure your steam engine doesn't explode. :d. I played one sim a while back...I've forgotten the name now. It uses SAPI to read out your stats to you. It was a steam engine simulator but it pretty much ran on auto--or, at least, I couldn't figure out how to control the thing. I'm just glad someone else is also doing a simulator, and they seem pretty serious about it too. Give them time and it'll take off quite quickly. It sounds boring from what they've detailed so far, but remember, never judge a game based on a rough sketch of the plan.
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----- Original Message ----- From: "william lomas" <lomaswill...@googlemail.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, August 15, 2009 1:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development


this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:

Can we check out this cool-sounding sim yet?

Tim
----- Original Message ----- From: "Valiant8086" <valiant8...@lavabit.com
>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


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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