Hi, As for the speech files let's hold off on that a while. I'm working on getting a human to do the menus and such and trimming these files might be unnecessary. I mean if you want to do the editing ok, but right now beta 11 is sort of a temperary release for a lot of things that are up in the air at this time. I've got multiple things I'm working on behind the scenes and this is basically the most stable release I could put out in a timely manner. Were I to hold off until some of these other things were completed we are looking at another month or so. As for keyboard I don't know what is up with that. Frankly I'm getting a bit sick and tired of hearing about it. I know it doesn't work right, and I have plans to try and fix it as soon as possible. Keep in mind while I used DirectInput in my previous versions it was Managed DirectX which is totally different in ways from DirectInput 8. I've never actually worked with the C++ libraries directly before so I'm learning, experimenting, and testing things to try and get this working. So be prepared for a few mistakes, errors, and problems until I get it all figured out on the C++ side of things. I know several have mentioned, for example, they can no longer interrupt the speech. I know because I did that on purpose. Every time I tried interrupting the speech by putting it on its own thread the game would constantly crash. Removing that speech thread made the game/engine more stable. I felt stability was better than convenience in that case. So like I said although officially it is beta11 consider it beta 1 in actuality. It is the first time this new engine has been field tested and it was released with some bugs and problems which I hadn't been able to resolve before release. Beta 12 will obviously be better as well as later releases. Just keep filing those bug reports and sooner or later we'll get there.
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