Hi,
Oh, I'm sure he's just tackling five more at the moment. <Grin> Seriously,
though, that's quite the full agenda; three large games like that, plus the
Python tutorials?

Best Regards,
Hayden


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Thursday, December 09, 2010 1:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

when will this be out then lol 
mota
raceway  Mysteries of the syth 
smile how many more games u tackling?

On Dec 9, 2010, at 5:17 AM, Thomas Ward wrote:

> Hi Hayden,
> 
> Actually, I'm remastering the cut scenes as well. Unlike the first
> Jedi Knight game in the series Mysteries of the Sith didn't use full
> motion vidio. That means the cut scenes were actually animations,
> instead of a movie, and the dialog, sounds, etc were stored in a
> separate *.goo file. So what I did is extracted the dialog I needed,
> converted them to 44100 KHZ stereo which actually doesn't sound too
> bad, and then mixed the dialog with higher quality sounds and music.
> So the cut scenes in my version are of a much higher quality than the
> original game. Plus since we can't actually see the game I didn't
> bother trying to convert the vidio to mpg, avi, or some other vidio
> format since this is strictly audio based.
> 
> As to what I'm replacing the answer is basically everything and
> anything i can find a higher quality replacement for. For example, the
> original light saber sounds for MOTS were lame. Well, I grabbed the
> saber sounds from Jedi Knight II, dropped them in, and now you have
> 44100 KHZ light saber sounds that sound exactly like the movies
> instead of someones fake immatation of a light saber. Diddo for the
> bowcasters, blastech pistols, storm trooper rifles, etc. As for the
> rail gun I couldn't find a better rail gun sound so I made one using a
> rocket launcher sound, from another game which was of superior
> quality, and dropped it in. As for the doors those are really easy to
> come by, and since they always sound the same from game to game I
> located the highest quality electronic door sounds I could from the
> Star Wars games and dropped them in. As I said about the stone doors
> from the Sith temple I simply used the stone door sound from MOTA
> since it is already high quality and is pretty much what we need
> anyway. Background ambience etc that stuff is fairly generic. Any high
> quality cave dripping sound will do for the Sith temple just as any
> high quality swamp background will work for the swamp level. You see
> what I mean?
> 
> In other words I still fully intend to maintain authentic Star Wars
> sounds, as much as humanly possible, but when and where possible I'm
> not afraid to replace or create new sounds to update the ambience to
> make the game more modern. The purpose here is to produce a Star Wars
> game on par with todays games, but still maintain the story and game
> play from the classic Jedi Knight games of the 90's. So in a way it
> will be and won't be Mysteries of the Sith as there are elements I
> intend to change like the sounds, remap the keyboard to free up keys
> for accessibility review commands, and a few things like that. The
> keyboard especially needed remapped, because it was totally
> inaccessible from a blind gamer's point of view.
> 
> For example, the original JK games used a, s, d, and w to step
> forward, step back, turn left, and turn right leaving the right hand
> free to use the mouse to use the light saber. The f key activates your
> force power, and e cycles through force powers. Well, that's all fine
> and dandy if you are sighted and don't have a good solid dozen screen
> review commands to worry about so the a, s, d, w, and f keys had to
> go. The a command is for speak ammo, s toggles the sniper scope
> on/off, control+s reads the sniper scope battery status, control+w
> tells you what weapon is drawn, f speaks current direction, etc. Since
> most of this information is displayed on screen a sighted gamer
> wouldn't need commands like that, but you and I do so the keys had too
> be remapped no questions asked. In a way I feel a bit put out I can't
> make this game totally like the original, but I've just got my first
> lesson in why mainstream developers don't want to make accessible
> games. They would essentially have to make various exceptions such as
> remapping all the keys to create x number of access commands that
> speaks on screen information. That's bad for them, because the a, s,
> d, and w keys are often used in mainstream titles so a sighted player
> can use the keyboard and mouse at the same time. That's not so easy to
> do if you have to use the standard arrow keys and the mouse too.
> 
> The only solution for a problem like that is to go with a game pad
> that has duel thumb sticks. At least then you can move the player
> around on the screen with one thumb stick and control his/her weapon
> with the right thumb stick or the other way around.
> 
> I'm having this very issue myself as I'd like to eventually be able to
> move the saber around, do complex saber attacks with the mouse, while
> being able to control the player's movement at the same time.  That
> doesn't seam feasable given the fact I had to move the arrow keys to
> the actual arrow keys freeing up the a, s, d, w, and f keys for review
> commands. I could go with a game pad myself, but if I make the game
> dependant on a game pad only people who have one would be able to
> play. See the problem?
> 
> Cheers!
> 
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