Hi Kevin,

No, as a matter of fact they are not quite set. I have been thinking a lot about this recently, and have decided to restructure the whole pricing system based on user feedback that I have received. I will post more information about this soon.

Kind regards,

Philip Bennefall
----- Original Message ----- From: <weis...@googlemail.com>
To: <phi...@blastbay.com>; "Gamers Discussion list" <gamers@audyssey.org>
Sent: Wednesday, July 07, 2010 2:36 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


----- Original Message -----
From: Philip Bennefall <phi...@u7142039.fsdata.se>
To: "Gamers Discussion list" <gamers@audyssey.org>
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version

Hi Hayden,

Yes, this is why this release is taking rather long to get out the door.
I
really wanted to put a lot of new things in.

Kind regards,

Philip Bennefall
----- Original Message ----- From: "Hayden Presley" <hdpres...@hotmail.com>
To: <phi...@blastbay.com>; "'Gamers Discussion list'"
<gamers@audyssey.org>
Sent: Wednesday, July 07, 2010 2:02 AM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of
you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some
more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class
which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you
to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set
to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a
lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain
a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10
(fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one
another.
* Fixed a bug in the random number generator that would cause it to
generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to
find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives
the
current base directory for a relative include path based on the location
of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable
initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would
like
to see in this next release, as I still expect it to be a few days before
it's released.

Kind regards,

Philip Bennefall
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