Re: [Audyssey] lone wolf challenge

2006-09-27 Thread Thomas Ward
Hi Charles,
I have completed all 17 missions without the deckgun including 15. It is 
a matter of getting in to the correct position to torpedo the water plant.


Charles Rivard wrote:
 Have you completed all 17 missions that come with Lone Wolf without using the 
 deck gun other than mission 15, in which you do have to use it on the water 
 plant??  I think it is possible.  Now, have you successfully completed all 17 
 missions using the gun only??  I don't think that can be done.
 shepherds are the best beasts
   



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Re: [Audyssey] what is monkey business?

2006-09-27 Thread Thomas Ward
Hi,
No Monkey Business is not a side-scroller. Monkey Business is a First 
Person Shooter as is explained on the web site.
As far as Mario Brothers they are nothing alike. In Mario you mainly are 
moving in two directions left or right with Mario mainly moving right 
through the world. However, he does from time to time jump on to blocks, 
and falls down holes, etc, but for the most part always moving right in 
one direction.



Brandon armstrong wrote:
 ok monkey business is a game in which you have to catch monkeys to get from 
 level to level.
 Monkey business is a side scroller and it works like a mario brothers game.
 Brandon
   



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Re: [Audyssey] what is monkey business?

2006-09-27 Thread Thomas Ward
Hi Brandon,
Slight correction. In actuality Monkey Business is not fully 3D.  It is 
really only a 2D game with some areas made to seam 3D as I understand it.


Brandon Cole wrote:
 Monkey business is actually a fully 3d game, not a side scroller. You can 
 find it at,
 http://www.draconisentertainment.com
 And may I plug the current audio trailer up there? I recorded it, you see. 
 Haha. Listen, and enjoy.
   



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Re: [Audyssey] lone wolf challenge

2006-09-27 Thread Thomas Ward
Hi,
You shouldn't have to do anything with them. You just follow the shore 
until you get to the cave, navigate around the mines, and in to the cave.


John wrote:
 Nope, that's where I am having trubel. I cant blow up the clifs or what ever
 de heck ya  have to do with them.
 need tec support?
 Pleas email:
 [EMAIL PROTECTED]
 And I will get back to you as soon as possable.
   


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Re: [Audyssey] Monkey Business

2006-09-27 Thread Thomas Ward
Hi,
The latest Monkey Business is free to registered players. You don't need 
to pay for it.


Samuel Wilkins wrote:
 Because I don't want to have to pay for it when I have already paid for it.
   


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Re: [Audyssey] Online games and muds

2006-09-27 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


HI ari
Phil vlasek from PCS games is now developing a game called sarah and the
castle of witchcraft and  wizardry which is directly based on harry
potter. You can find a public beta version  at  www.pcsgames.net which
will allow you to play in the ground floor, dungins and basement levels
for 20 minutes. hth

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of ari
Sent: 22 September 2006 09:36 PM
To: Gamers Discussion list
Subject: [Audyssey] Online games and muds

Hi all,
I have two questions about online gaming:
1. I'd please like to know where I can find more accessible online
games,
however, not RPG fantasy types, more realistic simulations of real life
managemaet, like hattrick and battrick, which are sports, are their
other
games where you manage and build up things, and where you don't need to
be
at your computer at a given time to play? For example, are their
business
management online games, or empire management games (but not fantasy),
or
some more cool sports management ones? 2. This is for my friend, who I
was
talking to today. I know their's been much discussion on the list about
fantasy and harry potter games, but since I'm not into that stuff I
didn't
read the emails. Someone had a link to an accessible online harry potter
game, where is it?
Thanks
Ari
Team: uninspiring batting.
Cricket has never been so much fun!
www.battrick.org


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Re: [Audyssey] the winged imp in sryth

2006-09-27 Thread Bryan Peterson
You can find Sryth at www.sryth.com. That's SRYTH with a Y. You create your 
free acccount and then you can start creating characters. If you like what's 
available in the free section ofthe game you may want to consider buying a 
subscribtion, which for twenty dollars a year is pretty darn god considering 
all the material you then have access to, and there's a lot. Subscribing 
gives you access to all current and future content for the amount of time 
that you're subscribed for. And the best part? There's no downloading! You 
just play ith your web browser and screen reader. The gamemaster (we at the 
Sryth forums affectionately refer to him as the GM or sometimes His Royal 
Gmness), is also very helpful and extremely committed to making his game 
more accessible. If you join you'll find a pretty friendly little ommunity 
there. I'm on the forums a lot. Any posts from Paladin are from me.



It ain't pretty when the pretty leaves you with no place to go.





From: Kerry Calderon [EMAIL PROTECTED]
Reply-To: Gamers Discussion list gamers@audyssey.org
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] the winged imp in sryth
Date: Tue, 26 Sep 2006 23:40:38 -0400

where could i find this game? and is it a text game?  just wondering. take
care
- Original Message -
From: kevin and emma [EMAIL PROTECTED]
To: gamers Gamers@audyssey.org
Sent: Thursday, September 21, 2006 1:10 PM
Subject: [Audyssey] the winged imp in sryth


  hi, how do i kill the winged imp in the daggerstower adventure? 
everytime
  i
  attack him, he runs away!
  kevin (lord L)
  Civilization exists by geological consent, subject to change without
  notice. - will durant
  email/msn: [EMAIL PROTECTED]
 
 
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Re: [Audyssey] Online games and muds

2006-09-27 Thread Phil Vlasak
Hi Nicol,
I am sorry but because of a hacker crashing my web site I have had to take 
down the Sarah game and all my other game files temporarily until I can have 
a way to prevent this from happening.
sincerely,
Phil Vlasak
[EMAIL PROTECTED]

- Original Message - 
From: Nicol Oosthuizen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 5:46 AM
Subject: Re: [Audyssey] Online games and muds


 HI ari
 Phil vlasek from PCS games is now developing a game called sarah and the
 castle of witchcraft and  wizardry which is directly based on harry
 potter. You can find a public beta version  at  www.pcsgames.net which
 will allow you to play in the ground floor, dungins and basement levels
 for 20 minutes. hth



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Re: [Audyssey] Online games and muds

2006-09-27 Thread Nicol Oosthuizen

NB: This email and its contents are subject to our email legal notice
which can be viewed at http://www.sars.gov.za/Email_Disclaimer.pdf


I'm also burning of  curiosity to try out that beta version of sarah. If
you still have the file can't you send it to my address at
[EMAIL PROTECTED]
Sorry, I forgot about your mail that your website is down.
It would be much appreciated if you can send the beta version of sarah
to me.
Thanks

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Phil Vlasak
Sent: 27 September 2006 01:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Online games and muds

Hi Nicol,
I am sorry but because of a hacker crashing my web site I have had to
take 
down the Sarah game and all my other game files temporarily until I can
have 
a way to prevent this from happening.
sincerely,
Phil Vlasak
[EMAIL PROTECTED]

- Original Message - 
From: Nicol Oosthuizen [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 5:46 AM
Subject: Re: [Audyssey] Online games and muds


 HI ari
 Phil vlasek from PCS games is now developing a game called sarah and
the
 castle of witchcraft and  wizardry which is directly based on harry
 potter. You can find a public beta version  at  www.pcsgames.net which
 will allow you to play in the ground floor, dungins and basement
levels
 for 20 minutes. hth



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Re: [Audyssey] Another Monkey Business Problem

2006-09-27 Thread Raul A. Gallegos
The problem is you did not read the web site instructions smile. It 
clearly says that if your copy of Monkey Business is the older one which 
came on cd then you need to simply ask for a registration key which you 
will get provided they can verify you purchased the product.


* Samuel Wilkins [EMAIL PROTECTED] [060926 11:17]:
 I have another Monkey Business problem. I installed the latest version but it 
 is asking for my registration key. I bought my copy on a CD from ESP 
 Softworks and there isn't a registration key on the CD. What is the problem? 


-- 
And it came to pass, that as soon as he had made an end of offering
the burnt offering, behold, Samuel came; and Saul went out to meet
him, that he might salute him.
-- 1 Samuel 13:10
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] lone wolf challenge

2006-09-27 Thread Charles Rivard
Wow.  Gotta try it.


- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 26, 2006 10:19 AM
Subject: Re: [Audyssey] lone wolf challenge


 Hi Charles,
 I have completed all 17 missions without the deckgun including 15. It is
 a matter of getting in to the correct position to torpedo the water plant.


 Charles Rivard wrote:
 Have you completed all 17 missions that come with Lone Wolf without using 
 the deck gun other than mission 15, in which you do have to use it on the 
 water plant??  I think it is possible.  Now, have you successfully 
 completed all 17 missions using the gun only??  I don't think that can be 
 done.
 shepherds are the best beasts




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 visit
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 any subscription changes via the web.
 



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Re: [Audyssey] what is monkey business?

2006-09-27 Thread Brandon Cole
I don't know. It seems awfully 3d, but you could be right. However, I 
definitely wouldn't classify it as a first person shooter. The only 
shooting's in the Old West Town and at the end. First person adventure game 
might be a more accurate description.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 26, 2006 12:55 PM
Subject: Re: [Audyssey] what is monkey business?


 Hi Brandon,
 Slight correction. In actuality Monkey Business is not fully 3D.  It is
 really only a 2D game with some areas made to seam 3D as I understand it.


 Brandon Cole wrote:
 Monkey business is actually a fully 3d game, not a side scroller. You can
 find it at,
 http://www.draconisentertainment.com
 And may I plug the current audio trailer up there? I recorded it, you 
 see.
 Haha. Listen, and enjoy.




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 visit
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 any subscription changes via the web.
 


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[Audyssey] Fw: [Blind] Fw: Israel-made devices get blind into gaming action

2006-09-27 Thread ari

- Original Message - 
From: J volschenk [EMAIL PROTECTED]
To: National Accessibility Portal mailing list with topics
focusedonaccessibility for users with visual disabilities.
[EMAIL PROTECTED]
Sent: Wednesday, September 27, 2006 5:17 PM
Subject: [Blind] Fw: Israel-made devices get blind into gaming action



 - Original Message - 
 From: Ricky Lomey [EMAIL PROTECTED]
 To: undisclosed-recipients:
 Sent: Wednesday, September 27, 2006 11:31 AM
 Subject: Fw: Israel-made devices get blind into gaming action


 
   Friday January 30, 2004
 
  Israel-made devices get blind into gaming action
 
  by michele chabin
  correspondent
 
  jerusalem   |   Two children sit in front of a monitor and
 enthusiastically
  play a computer game called Hidden Bombs. Each player imagines himself
on
 a
  ship being tossed by high seas, surrounded by mines. To survive, the
 players
  must locate the mines as quickly as possible. If they make the wrong
move,
  they are told, the mines will detonate.
  Hidden Bombs is just like any computer game, but with a crucial
 difference:
  It is user-friendly for both blind and sighted people. The computer
game,
  which is part of a series of educational software programs developed by
 the
  Israeli company Virtouch, provides a wealth of tactile and audio clues
 that
  level the playing field for blind competitors.
  The Jerusalem-based company specializes in educational hardware and
 software
  for the blind and visually challenged. The mouse it invented, called the
  VTPlayer, utilizes an embedded tactile display that helps users read
  information on the screen through their fingertips. In the October issue
 of
  Braille Forum, Arie Gamliel, one of the VTPlayer's blind testers, wrote
 that
  the VRPlayer looks almost exactly like the average computer mouse. It
has
  two tactile displays on top, each consisting of 16 vibrating pins. There
 are
  four controls or buttons, two on each side. It includes all of the
 functions
  of a regular Windows mouse in addition to its unique capabilities as a
  tactical, immersive, multimedia device.
  In his review, Gamliel, a Jerusalemite who lost his sight shortly after
  birth, said that the device is easy to install on any computer. You
 plug
  it into a USB port, install the software and away you go. All of the
games
  are designed from the ground up to serve a cognitive role.
  In playing them, he said, the child gains skills in terms of
 understanding
  spatial relationships, tactile differentiation, a sense of relative
  direction, comprehension of braille symbols, developing a mental
'picture'
  of complexity and so on.
  Gamliel said that schools and educational facilities serving blind kids
  should seriously consider purchasing the product, despite its $695
price
  tag. That's much less than many common Playstations on the market, he
  noted.
  While Virtouch is of course a business, Arnold Roth, Virtouch's CEO,
 insists
  that those involved in the venture have a mission above and beyond the
  bottom line.
  I feel a real affinity for the products, says Roth, the father of a
 blind
  child as well as several sighted children. This company was founded to
 help
  meet the needs of blind children, and we've expanded our scope to blind
  adults as well.
  Founded in the mid-'90s, Virtouch is the brainchild of Roman Gouzman, a
  cognitive psychologist from the former Soviet Union. Gouzman assembled a
  team of software and hardware developers and actively sought input from
 the
  blind, including many children. Roth says that there is a high degree
of
  loneliness and separation in the lives of many blind people. Our goal is
 to
  build cultural bridges between blind and sighted children, between
 siblings
  or schoolmates. I frankly don't know of any other solution that allows
 [the
  blind] to be both educated and socially connected at the same time.
  Virtouch also offers several programs to help a child learn braille, as
 well
  as tactile maps of the United States and Europe.
  Many think that braille for the blind is like motherhood and apple
pie,
  Roth says. In fact, it's losing ground in the U.S. There is too much
easy
  availability of audio, on the radio and via the Internet. We're in
danger
 of
  producing a generation of illiterate blind people.
  One entry in Virtouch's Braille Adventure Series enables players to
 visit
 
 
  an amusement park where they must pick the correct braille symbols from
a
  moving conveyor belt.
  Each Braille Adventure game includes a teacher mode, which allows the
  instructor to modify the games features to match an individual student's
  progress.
  A soon-to-be released title called Crazy Biker is a simulation game in
 which
  the player assumes the role of a motorcycle rider who needs to react to
  threats and opportunities. As you explore the tactile map of the United
  States, the pins of the mouse suddenly jump up when you touch a border.
 When
  the mouse hits the ocean, the 

Re: [Audyssey] lone wolf challenge

2006-09-27 Thread Thomas Ward
Yeah, it is very tricky. Come to think of it I should try it again myself.

Charles Rivard wrote:
 Wow.  Gotta try it.
   


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[Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
I have recently been learning how to fly a Microsoft Excel-based 
flight simulator that an air combat gamer by the name of Dean Essig 
wrote to facilitate the playing of air-to-air engagements in the 
World War I and II eras, with a few extensions to the Korean War.  I 
was initially excited to hear about such a creature because I thought 
it might provide some accessibility in an otherwise grim part of the 
gaming world.

After two weeks of evaluation I can report that if one is willing to 
invest a little time, and one is at least a moderately good Excel 
user, this simulator is completely accessible.  The other requirement 
is a well-developed sense of spacial relations as you need to 
translate heading, pitch and roll expressed in degrees to a 
representation of the aircraft's attitude.

The simulation consists of a core flight engine, the worksheet that 
does all the calculations for the control inputs you provide and 
several files that contain specific flight characteristic and 
armament data for over 200 aircraft ranging from the biplane fighters 
of WWI to most of the active service fighters and several bombers of 
WWII, plus a few early jets.  You provide four control inputs, two 
for stick position in an x-y plane which in turn translates to roll 
and pitch controls, throttle setting and rudder position.  You have 
limits on where these can be set, based on the aircraft's speed and 
the G-loading you have put on the wings and the pilot.

To date, I have flown a duel between a Spitfire and a BF-109, a 
bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might 
have been part of the morning of June 4, 1942 over Midway Island, a 
four-on-four melee of Wildcats vs zeros that took place in the China 
Theater in late 1941, an attack by 2 FW-190A4s against a wounded 
B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2 
MiG--15s.  In each case, the simulation correctly showed up the 
differences in aircraft performance, firepower and toughness, the 109 
couldn't turn with the spit, the zeros can outturn anything in the 
early war American arsenal, the thunderbolt is deadly if it gets a 
clean shot in, and I have ripped the wings off a saber by pulling an 
11-G maneuver.

Now, before one gets excited, the simulation provides good 
information about each individual plane's flight path.  Using it to 
play an actual engagement without using some sort of map board is a 
far more difficult exercise that requires the ability to construct a 
moderately complex simulation in Excel or some other such tool.  I 
have cobbled together things that work for me but aren't ready for 
prime time yet.  My next project is to fly a squadron of 12 
lightnings in a free-for-all with 12 FW-190s, and to create for it an 
engine to handle the mechanics of actually tracking 24 aircraft, 
computing the shot possibilities and giving info about relative pitch 
and bearings for one aircraft to another to allow for intelligent 
flying.  This is no small project, but should end up with a game of 
high complexity but manageable data loading that others might be 
interested in playing.

If I do it correctly, it should be scalable to combats of an 
arbitrary size, though the sheer weight of data will become 
overwhelming long before the theoretical limit of several thousand 
aircraft would be reached.  I don't envision flying more than 
squadron vs squadron engagements myself.

Sadly, the files aren't available on the web, or at least the web 
site that I was originally directed to didn't have them available.  I 
am willing to email them to other interested parties who may have 
other ideas on how to turn the excellent modeling of aircraft flight 
into a usable game engine.  Dean flew his aircraft on a hex grid, but 
provided the facility to track aircraft in Cartesian coordinates.  I 
have fixed a few small bugs in these calculations and they now 
function correctly.

I have asked Dean, and he enthusiastically gave me his permission to 
spread this simulator among my fellow blind gamers.  He was extremely 
helpful in my learning how to fly the thing.  As a pay-it-forward, 
and since I may now actually know it better than he does (it's an old 
project for him) I will provide support on an as-I-can basis for 
anyone who is interested.  It is my hope that if I or someone else 
develops a useful way of taking the output data of the simulator into 
a tracking worksheet, we will be able to play engagements over email, 
and possibly even run actual missions with several players each 
controlling one or a small group of aircraft.  As I said, the 
learning curve is fairly steep and a good knowledge of trigonometry 
would be a useful asset for any fellow designers, but once the combat 
simulation portion is done, I think it would highly reward many 
people who would like to take the role of Ken Taylor and George 
Welch, or the other four Wildcat pilots who managed to take off on 
the morning of December 7, 1941, or that of the 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
This is *not* a real-time game.  It is at its core an Excel 
spreadsheet with formulae that convert the state vector of an 
aircraft, expressed as coordinates, roll, pitch and heading to a new 
state vector based on control inputs.  Do not expect an immersive 
multi-sensory experience here, unless like me, you have a good 
imagination.  If you're still interested, I will be glad to email the 
files to you.

 Christopher Bartlett
At 10:38 AM 9/27/2006, you wrote:
hi criss where can i get this cool game, and does it work with windows xp
and have sounds to it?
Brandon



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Thomas Ward
Hi Chris,
Please send me some copies. Perhaps once my USA Games work load lightens 
I can make it in to an awesome World War II flight sim game for all of 
us. In any case I would like to try out this Excel flight game since I 
love flight sim games anyway.
Please, send stuff to
[EMAIL PROTECTED]



Christopher Bartlett wrote:
 I have recently been learning how to fly a Microsoft Excel-based 
 flight simulator that an air combat gamer by the name of Dean Essig 
 wrote to facilitate the playing of air-to-air engagements in the 
 World War I and II eras, with a few extensions to the Korean War.  I 
 was initially excited to hear about such a creature because I thought 
 it might provide some accessibility in an otherwise grim part of the 
 gaming world.

 After two weeks of evaluation I can report that if one is willing to 
 invest a little time, and one is at least a moderately good Excel 
 user, this simulator is completely accessible.  The other requirement 
 is a well-developed sense of spacial relations as you need to 
 translate heading, pitch and roll expressed in degrees to a 
 representation of the aircraft's attitude.

 The simulation consists of a core flight engine, the worksheet that 
 does all the calculations for the control inputs you provide and 
 several files that contain specific flight characteristic and 
 armament data for over 200 aircraft ranging from the biplane fighters 
 of WWI to most of the active service fighters and several bombers of 
 WWII, plus a few early jets.  You provide four control inputs, two 
 for stick position in an x-y plane which in turn translates to roll 
 and pitch controls, throttle setting and rudder position.  You have 
 limits on where these can be set, based on the aircraft's speed and 
 the G-loading you have put on the wings and the pilot.

 To date, I have flown a duel between a Spitfire and a BF-109, a 
 bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might 
 have been part of the morning of June 4, 1942 over Midway Island, a 
 four-on-four melee of Wildcats vs zeros that took place in the China 
 Theater in late 1941, an attack by 2 FW-190A4s against a wounded 
 B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2 
 MiG--15s.  In each case, the simulation correctly showed up the 
 differences in aircraft performance, firepower and toughness, the 109 
 couldn't turn with the spit, the zeros can outturn anything in the 
 early war American arsenal, the thunderbolt is deadly if it gets a 
 clean shot in, and I have ripped the wings off a saber by pulling an 
 11-G maneuver.

 Now, before one gets excited, the simulation provides good 
 information about each individual plane's flight path.  Using it to 
 play an actual engagement without using some sort of map board is a 
 far more difficult exercise that requires the ability to construct a 
 moderately complex simulation in Excel or some other such tool.  I 
 have cobbled together things that work for me but aren't ready for 
 prime time yet.  My next project is to fly a squadron of 12 
 lightnings in a free-for-all with 12 FW-190s, and to create for it an 
 engine to handle the mechanics of actually tracking 24 aircraft, 
 computing the shot possibilities and giving info about relative pitch 
 and bearings for one aircraft to another to allow for intelligent 
 flying.  This is no small project, but should end up with a game of 
 high complexity but manageable data loading that others might be 
 interested in playing.

 If I do it correctly, it should be scalable to combats of an 
 arbitrary size, though the sheer weight of data will become 
 overwhelming long before the theoretical limit of several thousand 
 aircraft would be reached.  I don't envision flying more than 
 squadron vs squadron engagements myself.

 Sadly, the files aren't available on the web, or at least the web 
 site that I was originally directed to didn't have them available.  I 
 am willing to email them to other interested parties who may have 
 other ideas on how to turn the excellent modeling of aircraft flight 
 into a usable game engine.  Dean flew his aircraft on a hex grid, but 
 provided the facility to track aircraft in Cartesian coordinates.  I 
 have fixed a few small bugs in these calculations and they now 
 function correctly.

 I have asked Dean, and he enthusiastically gave me his permission to 
 spread this simulator among my fellow blind gamers.  He was extremely 
 helpful in my learning how to fly the thing.  As a pay-it-forward, 
 and since I may now actually know it better than he does (it's an old 
 project for him) I will provide support on an as-I-can basis for 
 anyone who is interested.  It is my hope that if I or someone else 
 develops a useful way of taking the output data of the simulator into 
 a tracking worksheet, we will be able to play engagements over email, 
 and possibly even run actual missions with several players each 
 controlling one or a small group of aircraft.  

[Audyssey] Another Monkey Business Problem

2006-09-27 Thread Samuel Wilkins
I sorted out the problem with the key, but now I have another problem which is 
when I walk on level 1, the footsteps don't sound like they should when I walk, 
they sound like I have tiny shoes on and they should sound like the 
#professor's footsteps and when I am on the ledges level, I don't hear the 
sound of the ledge crumbling when I should. I have the game on low. What is 
happening? Also, I can't jump the third acid pit. Why is that? 

Samuel Wilkins 
Email [EMAIL PROTECTED] 
Skype Cleverclogs6953 
MSN Instant Messenger [EMAIL PROTECTED] 
A O L Instant Messenger Samuel4851
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[Audyssey] (long): Example narrative, hypothetical Japanese invasion scenario.

2006-09-27 Thread Christopher Bartlett
Lt. David Sawyer was leading Taco flight, a flight of newly-deployed 
p40-q *1 Skyhawks on a combat air patrol over the invasion fleet that 
lay off the southern coast of Kyushu.  *2.  His was one of several 
flights designated to cover the transports and protect them from 
kamikaze attacks.  It was November 1945 and the kamikaze weapon was 
the most effective anti-invasion shipping weapon the Japanese had 
left, what with the total destruction of their navy earlier in the 
year, and the severe attrition of experienced pilots that had drained 
their once-vaunted air force of most of its effectiveness.  Still, 
the Divine Wind pilots, often boys of fifteen or sixteen with just 
enough stick-and-rudder time to take off and fly straight and level 
could still bring great destruction to the Allied transport fleet 
that lay at anchor off the invasion beaches.

Sawyer knew that this was to be a day of maximum effort, so, for the 
first hour and a half of his patrol, he and the other three pilots of 
his flight kept circling and watching.

At 10:38 hours, Lt. Jg. Brad Correy reported engine difficulties and 
aborted to the carrier Wasp from which they had taken off.  That was 
the trouble with new aircraft, their service rate wasn't as good 
until they'd had a while to break in.  The Skyhawk was an advanced 
design based on the venerable Wildcat, with which most of the U.S. 
Navy had begun the war.  It was a hundred knots faster and could 
climb and turn with the zero.  It didn't have quite the power of the 
Corsair or the sheer speed of the Hellcat, but it could outturn 
either aircraft.

They were orbiting the transport USS Minerva at a distance of two 
miles and at an altitude of 12,000 feet when Lt. JG. Phil Katesby 
sang out, bogeys, four bogeys 10 o'clock low!

And there they were, four Oscars, strung out in a line northwest of 
the ship and beginning to turn in and dive.  Sawyer's flight had a 
massive height advantage, but whereas in an ordinary bounce, this 
would have been a bonus, now it made Sawyer nervous, for the Oscars 
were far closer to the Minerva than he was.  The intercept would be 
tricky and at high speed.  He only hoped that the nature of the 
Japanese attack would make it possible for his boys to line up their 
shots.  *3

quickly.  Calling to his flight to follow him down, he through his 
P40 into a rolling, diving turn.  Over the next thirty seconds or so, 
the Japanese aircraft grew larger through his windscreen as he kept 
his nose on the lead aircraft.  They took a curving path and spread 
out so as to attack the ship from three sides at once.  The Minerva 
was unarmed and anchored a sitting duck of a target.

Out of the corner of his eye, he saw that his number three, Lt. JG. 
Mario Felini, a freshly minted pilot with the polish still bright on 
his wings had overcontrolled his aircraft and gotten himself into a 
spin.  Sawyer swore softly and prayed the kid would remember how to 
recover.  He and Katesby swept in on the port quarter of the lead two 
Oscars, which didn't maneuver to avoid the shots.  Knowing he'd have 
only one shot, Sawyer lined up the lead Oscar and fired a single 
two-second burst from his 6 .50 caliber machine guns.  he saw 
multiple strikes on the fuselage and the Oscar heeled over to 
starboard and cart-wheeled into the sea four hundred feet below. 
*4   Sawyer hauled back on his stick and the world went gray around 
him as the g-forces mounted to over 6.  Katesby called that he had 
exploded the second Oscar, but where was Felini?

Felini recovered at less than five hundred feet and turned back into 
the fray, in time to see the third Oscar miss its dive and crash into 
the sea sixty feet in front of the bow of the Minerva.  Seeing the 
fourth Oscar, he sawed his rudder hard right, trying to line up a 
shot, but his airspeed was very low from the stall/spin, and the nose 
of his aircraft came around too slow.  Just as he squeezed the 
trigger, the fourth Oscar struck the Minerva amidships.  There was a 
massive secondary explosion as burning fuel touched off stacked 
ammunition, and the ship disappeared in a globe of vivid flame as 
Felini fought to control his aircraft in the crazy air that came with 
the shock wave.

It was a sad Taco Flight that landed on the Wasp later to hear that 
loss of life on the Minerva had been total.

notes:
1.  The p40-Q was a prototype that came out in 1945 but was not put 
into production.  It shared (and may have provided) some of the 
design advances that went into the P51 Mustang.  Unlike its early war 
predecessors, it could fly with the best the Japanese had to offer.

2.  This scenario was set in a hypothetical invasion of Japan by the 
U.S. in a world where the atomic bomb did not come into being until 
after WWII.  The invasion would have taken place in November 1945 and 
the probable landing site would have been Kyushu, the southernmost 
Japanese home island, to set up for the main event on Honshu later.

3.  Because 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread ari
Hi Chris, 
I'd still like the file please, can't wait to have a try. 
Thanks 
Ari

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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
Hi Christopher, from Ron and Leader Dog Boz. Where could one find this game? 
I have tried out grid games in the past and found them not to be to blind 
friendly. But I am a NASA nut and would love to learn to fly a shuttle or a 
plain. If it sounds interesting I'll give it a try.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]
To: gamers-audyssey.org gamers@audyssey.org
Sent: Wednesday, September 27, 2006 1:27 PM
Subject: [Audyssey] Aircraft simulator we can use


I have recently been learning how to fly a Microsoft Excel-based
 flight simulator that an air combat gamer by the name of Dean Essig
 wrote to facilitate the playing of air-to-air engagements in the
 World War I and II eras, with a few extensions to the Korean War.  I
 was initially excited to hear about such a creature because I thought
 it might provide some accessibility in an otherwise grim part of the
 gaming world.

 After two weeks of evaluation I can report that if one is willing to
 invest a little time, and one is at least a moderately good Excel
 user, this simulator is completely accessible.  The other requirement
 is a well-developed sense of spacial relations as you need to
 translate heading, pitch and roll expressed in degrees to a
 representation of the aircraft's attitude.

 The simulation consists of a core flight engine, the worksheet that
 does all the calculations for the control inputs you provide and
 several files that contain specific flight characteristic and
 armament data for over 200 aircraft ranging from the biplane fighters
 of WWI to most of the active service fighters and several bombers of
 WWII, plus a few early jets.  You provide four control inputs, two
 for stick position in an x-y plane which in turn translates to roll
 and pitch controls, throttle setting and rudder position.  You have
 limits on where these can be set, based on the aircraft's speed and
 the G-loading you have put on the wings and the pilot.

 To date, I have flown a duel between a Spitfire and a BF-109, a
 bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might
 have been part of the morning of June 4, 1942 over Midway Island, a
 four-on-four melee of Wildcats vs zeros that took place in the China
 Theater in late 1941, an attack by 2 FW-190A4s against a wounded
 B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2
 MiG--15s.  In each case, the simulation correctly showed up the
 differences in aircraft performance, firepower and toughness, the 109
 couldn't turn with the spit, the zeros can outturn anything in the
 early war American arsenal, the thunderbolt is deadly if it gets a
 clean shot in, and I have ripped the wings off a saber by pulling an
 11-G maneuver.

 Now, before one gets excited, the simulation provides good
 information about each individual plane's flight path.  Using it to
 play an actual engagement without using some sort of map board is a
 far more difficult exercise that requires the ability to construct a
 moderately complex simulation in Excel or some other such tool.  I
 have cobbled together things that work for me but aren't ready for
 prime time yet.  My next project is to fly a squadron of 12
 lightnings in a free-for-all with 12 FW-190s, and to create for it an
 engine to handle the mechanics of actually tracking 24 aircraft,
 computing the shot possibilities and giving info about relative pitch
 and bearings for one aircraft to another to allow for intelligent
 flying.  This is no small project, but should end up with a game of
 high complexity but manageable data loading that others might be
 interested in playing.

 If I do it correctly, it should be scalable to combats of an
 arbitrary size, though the sheer weight of data will become
 overwhelming long before the theoretical limit of several thousand
 aircraft would be reached.  I don't envision flying more than
 squadron vs squadron engagements myself.

 Sadly, the files aren't available on the web, or at least the web
 site that I was originally directed to didn't have them available.  I
 am willing to email them to other interested parties who may have
 other ideas on how to turn the excellent modeling of aircraft flight
 into a usable game engine.  Dean flew his aircraft on a hex grid, but
 provided the facility to track aircraft in Cartesian coordinates.  I
 have fixed a few small bugs in these calculations and they now
 function correctly.

 I have asked Dean, and he enthusiastically gave me his permission to
 spread this simulator among my fellow blind gamers.  He was extremely
 helpful in my learning how to fly the thing.  As a pay-it-forward,
 and since I may now actually know it better than he does (it's an old
 project for him) I will provide support on an as-I-can basis for
 anyone who is interested.  It is my hope that if I or someone else
 develops a useful way of taking the output data of the simulator into
 a 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
Hey Tom, from Ron and Boz. What about just a flight simulator? I mean you 
would have to go through all of the detailed check lists that you need to go 
through before even taxing down the runway and so on. Say start from a 
single engine and then go up to the big boys. But also learn to launch and 
land from an aircraft carrier and of course you need to throw in the shuttle 
program as well.
You would think there would be some way of converting this to work with JFW 
or something like that. Also there's a coolprogram I wished was blind 
friendly. Now what was it called? It was something on the lines of flight-x, 
and if I rember correctly? The web address was with the dash
www.flight-x.com
If I were sighted, I would be in the cocpit learnight to fly and I would try 
for the space shuttle program.
Just something to think about.
Ron who would love to be the first blind astronot onspace station Alpha.
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 2:13 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Hi Chris,
 Please send me some copies. Perhaps once my USA Games work load lightens
 I can make it in to an awesome World War II flight sim game for all of
 us. In any case I would like to try out this Excel flight game since I
 love flight sim games anyway.
 Please, send stuff to
 [EMAIL PROTECTED]



 Christopher Bartlett wrote:
 I have recently been learning how to fly a Microsoft Excel-based
 flight simulator that an air combat gamer by the name of Dean Essig
 wrote to facilitate the playing of air-to-air engagements in the
 World War I and II eras, with a few extensions to the Korean War.  I
 was initially excited to hear about such a creature because I thought
 it might provide some accessibility in an otherwise grim part of the
 gaming world.

 After two weeks of evaluation I can report that if one is willing to
 invest a little time, and one is at least a moderately good Excel
 user, this simulator is completely accessible.  The other requirement
 is a well-developed sense of spacial relations as you need to
 translate heading, pitch and roll expressed in degrees to a
 representation of the aircraft's attitude.

 The simulation consists of a core flight engine, the worksheet that
 does all the calculations for the control inputs you provide and
 several files that contain specific flight characteristic and
 armament data for over 200 aircraft ranging from the biplane fighters
 of WWI to most of the active service fighters and several bombers of
 WWII, plus a few early jets.  You provide four control inputs, two
 for stick position in an x-y plane which in turn translates to roll
 and pitch controls, throttle setting and rudder position.  You have
 limits on where these can be set, based on the aircraft's speed and
 the G-loading you have put on the wings and the pilot.

 To date, I have flown a duel between a Spitfire and a BF-109, a
 bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might
 have been part of the morning of June 4, 1942 over Midway Island, a
 four-on-four melee of Wildcats vs zeros that took place in the China
 Theater in late 1941, an attack by 2 FW-190A4s against a wounded
 B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2
 MiG--15s.  In each case, the simulation correctly showed up the
 differences in aircraft performance, firepower and toughness, the 109
 couldn't turn with the spit, the zeros can outturn anything in the
 early war American arsenal, the thunderbolt is deadly if it gets a
 clean shot in, and I have ripped the wings off a saber by pulling an
 11-G maneuver.

 Now, before one gets excited, the simulation provides good
 information about each individual plane's flight path.  Using it to
 play an actual engagement without using some sort of map board is a
 far more difficult exercise that requires the ability to construct a
 moderately complex simulation in Excel or some other such tool.  I
 have cobbled together things that work for me but aren't ready for
 prime time yet.  My next project is to fly a squadron of 12
 lightnings in a free-for-all with 12 FW-190s, and to create for it an
 engine to handle the mechanics of actually tracking 24 aircraft,
 computing the shot possibilities and giving info about relative pitch
 and bearings for one aircraft to another to allow for intelligent
 flying.  This is no small project, but should end up with a game of
 high complexity but manageable data loading that others might be
 interested in playing.

 If I do it correctly, it should be scalable to combats of an
 arbitrary size, though the sheer weight of data will become
 overwhelming long before the theoretical limit of several thousand
 aircraft would be reached.  I don't envision flying more than
 squadron vs squadron engagements myself.

 Sadly, the files aren't available on 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread jamie coady
Aircraft sym sounds cool is it accessible
jamie
- Original Message - 
From: The Kolesar Brothers [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 7:40 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Hi Christopher, from Ron and Leader Dog Boz. Where could one find this 
 game?
 I have tried out grid games in the past and found them not to be to blind
 friendly. But I am a NASA nut and would love to learn to fly a shuttle or 
 a
 plain. If it sounds interesting I'll give it a try.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]

 - Original Message - 
 From: Christopher Bartlett [EMAIL PROTECTED]
 To: gamers-audyssey.org gamers@audyssey.org
 Sent: Wednesday, September 27, 2006 1:27 PM
 Subject: [Audyssey] Aircraft simulator we can use


I have recently been learning how to fly a Microsoft Excel-based
 flight simulator that an air combat gamer by the name of Dean Essig
 wrote to facilitate the playing of air-to-air engagements in the
 World War I and II eras, with a few extensions to the Korean War.  I
 was initially excited to hear about such a creature because I thought
 it might provide some accessibility in an otherwise grim part of the
 gaming world.

 After two weeks of evaluation I can report that if one is willing to
 invest a little time, and one is at least a moderately good Excel
 user, this simulator is completely accessible.  The other requirement
 is a well-developed sense of spacial relations as you need to
 translate heading, pitch and roll expressed in degrees to a
 representation of the aircraft's attitude.

 The simulation consists of a core flight engine, the worksheet that
 does all the calculations for the control inputs you provide and
 several files that contain specific flight characteristic and
 armament data for over 200 aircraft ranging from the biplane fighters
 of WWI to most of the active service fighters and several bombers of
 WWII, plus a few early jets.  You provide four control inputs, two
 for stick position in an x-y plane which in turn translates to roll
 and pitch controls, throttle setting and rudder position.  You have
 limits on where these can be set, based on the aircraft's speed and
 the G-loading you have put on the wings and the pilot.

 To date, I have flown a duel between a Spitfire and a BF-109, a
 bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might
 have been part of the morning of June 4, 1942 over Midway Island, a
 four-on-four melee of Wildcats vs zeros that took place in the China
 Theater in late 1941, an attack by 2 FW-190A4s against a wounded
 B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2
 MiG--15s.  In each case, the simulation correctly showed up the
 differences in aircraft performance, firepower and toughness, the 109
 couldn't turn with the spit, the zeros can outturn anything in the
 early war American arsenal, the thunderbolt is deadly if it gets a
 clean shot in, and I have ripped the wings off a saber by pulling an
 11-G maneuver.

 Now, before one gets excited, the simulation provides good
 information about each individual plane's flight path.  Using it to
 play an actual engagement without using some sort of map board is a
 far more difficult exercise that requires the ability to construct a
 moderately complex simulation in Excel or some other such tool.  I
 have cobbled together things that work for me but aren't ready for
 prime time yet.  My next project is to fly a squadron of 12
 lightnings in a free-for-all with 12 FW-190s, and to create for it an
 engine to handle the mechanics of actually tracking 24 aircraft,
 computing the shot possibilities and giving info about relative pitch
 and bearings for one aircraft to another to allow for intelligent
 flying.  This is no small project, but should end up with a game of
 high complexity but manageable data loading that others might be
 interested in playing.

 If I do it correctly, it should be scalable to combats of an
 arbitrary size, though the sheer weight of data will become
 overwhelming long before the theoretical limit of several thousand
 aircraft would be reached.  I don't envision flying more than
 squadron vs squadron engagements myself.

 Sadly, the files aren't available on the web, or at least the web
 site that I was originally directed to didn't have them available.  I
 am willing to email them to other interested parties who may have
 other ideas on how to turn the excellent modeling of aircraft flight
 into a usable game engine.  Dean flew his aircraft on a hex grid, but
 provided the facility to track aircraft in Cartesian coordinates.  I
 have fixed a few small bugs in these calculations and they now
 function correctly.

 I have asked Dean, and he enthusiastically gave me his permission to
 spread this simulator among my fellow blind gamers.  He was extremely
 helpful in my learning how to fly the thing.  As a pay-it-forward,
 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread The Kolesar Brothers
Well Jamy. If you read your mail? You know as much as I do on the proposile 
of the game.
Sorry I couldn't be of more help.
Ron
The Kolesar Brothers and their
great guide dogs.
[EMAIL PROTECTED]

- Original Message - 
From: jamie coady [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 3:24 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Aircraft sym sounds cool is it accessible
 jamie
 - Original Message - 
 From: The Kolesar Brothers [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, September 27, 2006 7:40 PM
 Subject: Re: [Audyssey] Aircraft simulator we can use


 Hi Christopher, from Ron and Leader Dog Boz. Where could one find this
 game?
 I have tried out grid games in the past and found them not to be to blind
 friendly. But I am a NASA nut and would love to learn to fly a shuttle or
 a
 plain. If it sounds interesting I'll give it a try.
 Ron
 The Kolesar Brothers and their
 great guide dogs.
 [EMAIL PROTECTED]

 - Original Message - 
 From: Christopher Bartlett [EMAIL PROTECTED]
 To: gamers-audyssey.org gamers@audyssey.org
 Sent: Wednesday, September 27, 2006 1:27 PM
 Subject: [Audyssey] Aircraft simulator we can use


I have recently been learning how to fly a Microsoft Excel-based
 flight simulator that an air combat gamer by the name of Dean Essig
 wrote to facilitate the playing of air-to-air engagements in the
 World War I and II eras, with a few extensions to the Korean War.  I
 was initially excited to hear about such a creature because I thought
 it might provide some accessibility in an otherwise grim part of the
 gaming world.

 After two weeks of evaluation I can report that if one is willing to
 invest a little time, and one is at least a moderately good Excel
 user, this simulator is completely accessible.  The other requirement
 is a well-developed sense of spacial relations as you need to
 translate heading, pitch and roll expressed in degrees to a
 representation of the aircraft's attitude.

 The simulation consists of a core flight engine, the worksheet that
 does all the calculations for the control inputs you provide and
 several files that contain specific flight characteristic and
 armament data for over 200 aircraft ranging from the biplane fighters
 of WWI to most of the active service fighters and several bombers of
 WWII, plus a few early jets.  You provide four control inputs, two
 for stick position in an x-y plane which in turn translates to roll
 and pitch controls, throttle setting and rudder position.  You have
 limits on where these can be set, based on the aircraft's speed and
 the G-loading you have put on the wings and the pilot.

 To date, I have flown a duel between a Spitfire and a BF-109, a
 bounce of three A6M type 21 Zeros by two Brewster Buffaloes as might
 have been part of the morning of June 4, 1942 over Midway Island, a
 four-on-four melee of Wildcats vs zeros that took place in the China
 Theater in late 1941, an attack by 2 FW-190A4s against a wounded
 B17-f escorted by two p-47s and a 2v2 f-86 sabers against 2
 MiG--15s.  In each case, the simulation correctly showed up the
 differences in aircraft performance, firepower and toughness, the 109
 couldn't turn with the spit, the zeros can outturn anything in the
 early war American arsenal, the thunderbolt is deadly if it gets a
 clean shot in, and I have ripped the wings off a saber by pulling an
 11-G maneuver.

 Now, before one gets excited, the simulation provides good
 information about each individual plane's flight path.  Using it to
 play an actual engagement without using some sort of map board is a
 far more difficult exercise that requires the ability to construct a
 moderately complex simulation in Excel or some other such tool.  I
 have cobbled together things that work for me but aren't ready for
 prime time yet.  My next project is to fly a squadron of 12
 lightnings in a free-for-all with 12 FW-190s, and to create for it an
 engine to handle the mechanics of actually tracking 24 aircraft,
 computing the shot possibilities and giving info about relative pitch
 and bearings for one aircraft to another to allow for intelligent
 flying.  This is no small project, but should end up with a game of
 high complexity but manageable data loading that others might be
 interested in playing.

 If I do it correctly, it should be scalable to combats of an
 arbitrary size, though the sheer weight of data will become
 overwhelming long before the theoretical limit of several thousand
 aircraft would be reached.  I don't envision flying more than
 squadron vs squadron engagements myself.

 Sadly, the files aren't available on the web, or at least the web
 site that I was originally directed to didn't have them available.  I
 am willing to email them to other interested parties who may have
 other ideas on how to turn the excellent modeling of aircraft flight
 into a usable game 

Re: [Audyssey] achaea alias, triggers and sound packs for gmud

2006-09-27 Thread Lisa Leonardi
What is Achaea?
- Original Message - 
From: CRISTINE SHADE [EMAIL PROTECTED]
To: gamers gamers@audyssey.org
Sent: Tuesday, September 26, 2006 1:00 PM
Subject: [Audyssey] achaea alias, triggers and sound packs for gmud


 Hello all, This is Scott.  Msn has my account in my wifes name.  I have a 
 question.  Has anyone designed a set of aliases, and sound packs for 
 achaea for gmud?  If so, what kind of character was it for?  Also, wasn't 
 there a way to use zmud with jfw?  I'm thinking a long time ago, someone 
 wrote an article showing how this was possible.  I'd like to try zmud 
 againe, but I don't know how workable its going to be.  Most muds are 
 calling for compression so I'm looking for a workable client that will 
 give the compression and ease of configuration.  I'd like to try 
 monkeyterm for this, but don't know if it supports compression, and there 
 is no actual online documentation for it anymore.  A lot of the sound 
 packs call for some scripting in monkeyterm that I'm not totally 
 comfortable with yet, though it does make a mud beautiful to play if you 
 can make it work with that client.
 ___
 Gamers mailing list .. Gamers@audyssey.org
 To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
 visit
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
 any subscription changes via the web.
 


___
Gamers mailing list .. Gamers@audyssey.org
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Brandon armstrong
how does this game work, do you play it in excell?  I am still intrested in 
this game.
Brandon
- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 1:21 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 This is *not* a real-time game.  It is at its core an Excel
 spreadsheet with formulae that convert the state vector of an
 aircraft, expressed as coordinates, roll, pitch and heading to a new
 state vector based on control inputs.  Do not expect an immersive
 multi-sensory experience here, unless like me, you have a good
 imagination.  If you're still interested, I will be glad to email the
 files to you.

 Christopher Bartlett
 At 10:38 AM 9/27/2006, you wrote:
hi criss where can i get this cool game, and does it work with windows xp
and have sounds to it?
Brandon



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
Ya know, sometimes I wonder why I write long, explanatory emails if 
folk aren't going to read them.  I'm sorry if that comes of snarky, 
but did I fail to make clear either in my first email, or in the 
second response that this is an *excel-based* simulation?  Microsoft 
Excel is completely accessible, at least through JFW, and I assume 
through the other screen readers out there.  In that sense, it is 
completely accessible to those with sufficient skill to use Excel at 
I'd say an intermediate level.

Christopher Bartlett, over being snarky now.



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
The aircraft simulator presents you with information covering the 
state of the aircraft, plus the predicted state the aircraft will be 
in if controls are left at their current settings.  There are four 
cells into which you type your control inputs.  After that, you 
execute a macro I've written to calculate the changed effects of the 
new control settings, copy the values into the present column and 
recalculate the future values two seconds (one control cycle or turn) 
later.  So you play the game by altering the four control values to 
respond to your aircraft's current heading, pitch and roll, as well 
as impending stall or spin conditions.

I'm in the process of putting together a tutorial for blind players 
to supplement the useful but incomplete documentation that came with 
the original files.

Christopher Bartlett



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Re: [Audyssey] lone wolf challenge

2006-09-27 Thread John
To tell ya the truth, I can never get anything targeted with the deck gun.
need tec support?
Pleas email:
[EMAIL PROTECTED]
And I will get back to you as soon as possable.
- Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, September 26, 2006 11:19 AM
Subject: Re: [Audyssey] lone wolf challenge


 Hi Charles,
 I have completed all 17 missions without the deckgun including 15. It is
 a matter of getting in to the correct position to torpedo the water plant.


 Charles Rivard wrote:
  Have you completed all 17 missions that come with Lone Wolf without
using the deck gun other than mission 15, in which you do have to use it on
the water plant??  I think it is possible.  Now, have you successfully
completed all 17 missions using the gun only??  I don't think that can be
done.
  shepherds are the best beasts
 



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 Internal Virus Database is out-of-date.
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Jen Karns
I for one, misunderstood you then. Because I thought
you were used excel as an example of the type of grid
layout type game it is.
I'm not trying to be nasty.
smile

Jen K

--- Christopher Bartlett [EMAIL PROTECTED]
wrote:

 Ya know, sometimes I wonder why I write long,
 explanatory emails if 
 folk aren't going to read them.  I'm sorry if that
 comes of snarky, 
 but did I fail to make clear either in my first
 email, or in the 
 second response that this is an *excel-based*
 simulation?  Microsoft 
 Excel is completely accessible, at least through
 JFW, and I assume 
 through the other screen readers out there.  In that
 sense, it is 
 completely accessible to those with sufficient skill
 to use Excel at 
 I'd say an intermediate level.
 
   Christopher Bartlett, over being snarky now.
 
 
 
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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Raul A. Gallegos
Very good post here. One thing I'd like to add is folks, please reply to 
Chris personally if you want the files. Requests for files on the list 
are not welcome.

Many thanks.

* Christopher Bartlett [EMAIL PROTECTED] [060927 12:35]:
 This is *not* a real-time game.  It is at its core an Excel 
 spreadsheet with formulae that convert the state vector of an 
 aircraft, expressed as coordinates, roll, pitch and heading to a new 
 state vector based on control inputs.  Do not expect an immersive 
 multi-sensory experience here, unless like me, you have a good 
 imagination.  If you're still interested, I will be glad to email the 
 files to you.


-- 
And to offer a sacrifice according to that which is said in the
law of the Lord, A pair of turtledoves, or two young pigeons.
-- Luke 2:24
Raul A. Gallegos ... IliwSsmc

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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Christopher Bartlett
At 04:12 PM 9/27/2006, you wrote:
I for one, misunderstood you then. Because I thought
you were used excel as an example of the type of grid
layout type game it is.
I'm not trying to be nasty.
smile

All right, I'm confused by that, but I'll write it off to differing 
communications styles.  By excel-based, I mean the creator set it up 
in Excel, using the formula feature to run his aerodynamic equations.

 Chris Bartlett



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Jen Karns
yeah I got it now, I guess I was just having a duh
moment, lol

Jen K

--- Christopher Bartlett [EMAIL PROTECTED]
wrote:

 At 04:12 PM 9/27/2006, you wrote:
 I for one, misunderstood you then. Because I
 thought
 you were used excel as an example of the type of
 grid
 layout type game it is.
 I'm not trying to be nasty.
 smile
 
 All right, I'm confused by that, but I'll write it
 off to differing 
 communications styles.  By excel-based, I mean the
 creator set it up 
 in Excel, using the formula feature to run his
 aerodynamic equations.
 
  Chris Bartlett
 
 
 
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http://mail.yahoo.com 

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Re: [Audyssey] (long): Example narrative, hypothetical Japanese invasion scenario.

2006-09-27 Thread Phil Vlasak
Hi Christopher,
 
I am curious as to what the spread sheet output actually reads like.
Is it like this?
time: 12:13:45
your craft:
Type p40-q 
altitude: 12,000 feet
Degrees from level: 0
Heading: 45
Speed: 200 mph
Enemy craft1:
type: Oscar
altitude: 6,000 feet
Degrees from level: 45
Heading: 295
Speed: 300 mph

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[Audyssey] Monopoly version 7

2006-09-27 Thread Jim Kitchen
Hi,

I have put a new file up on my web site.  It is Monopoly version 7.
File name winpoly7.exe file size 643k.

You will find it on my free windows sapi5 text to speech games page.

In version 7 I fixed many bugs, such as the auction option in a resumed game, 
the recognition of a monopoly after an auction, there are no more houses on the 
railroads or utilities when selling houses etc.
I also added features such as the f2 key will toggle the playing of music while 
your piece is moving, the f3 key will toggle the speaking of a property color 
during buying and selling houses, mortgaging and un mortgaging properties, 
checking assets etc.
Also the tilde key will now adjust the rate of the speech rather than the 
control key.

BFN
 Jim

C. E. O. Kitchen's Inc.

[EMAIL PROTECTED]
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Fw: [Blind] Fw: Israel-made devices get blind into gaming action

2006-09-27 Thread Ken the Crazy
Wow--I want one!   Oooo--I'm so envious...
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list Gamers@audyssey.org
Sent: Wednesday, September 27, 2006 12:47 PM
Subject: [Audyssey] Fw: [Blind] Fw: Israel-made devices get blind into 
gaming action



 - Original Message - 
 From: J volschenk [EMAIL PROTECTED]
 To: National Accessibility Portal mailing list with topics
 focusedonaccessibility for users with visual disabilities.
 [EMAIL PROTECTED]
 Sent: Wednesday, September 27, 2006 5:17 PM
 Subject: [Blind] Fw: Israel-made devices get blind into gaming action



 - Original Message - 
 From: Ricky Lomey [EMAIL PROTECTED]
 To: undisclosed-recipients:
 Sent: Wednesday, September 27, 2006 11:31 AM
 Subject: Fw: Israel-made devices get blind into gaming action


 
   Friday January 30, 2004
 
  Israel-made devices get blind into gaming action
 
  by michele chabin
  correspondent
 
  jerusalem   |   Two children sit in front of a monitor and
 enthusiastically
  play a computer game called Hidden Bombs. Each player imagines himself
 on
 a
  ship being tossed by high seas, surrounded by mines. To survive, the
 players
  must locate the mines as quickly as possible. If they make the wrong
 move,
  they are told, the mines will detonate.
  Hidden Bombs is just like any computer game, but with a crucial
 difference:
  It is user-friendly for both blind and sighted people. The computer
 game,
  which is part of a series of educational software programs developed by
 the
  Israeli company Virtouch, provides a wealth of tactile and audio clues
 that
  level the playing field for blind competitors.
  The Jerusalem-based company specializes in educational hardware and
 software
  for the blind and visually challenged. The mouse it invented, called 
  the
  VTPlayer, utilizes an embedded tactile display that helps users read
  information on the screen through their fingertips. In the October 
  issue
 of
  Braille Forum, Arie Gamliel, one of the VTPlayer's blind testers, wrote
 that
  the VRPlayer looks almost exactly like the average computer mouse. It
 has
  two tactile displays on top, each consisting of 16 vibrating pins. 
  There
 are
  four controls or buttons, two on each side. It includes all of the
 functions
  of a regular Windows mouse in addition to its unique capabilities as a
  tactical, immersive, multimedia device.
  In his review, Gamliel, a Jerusalemite who lost his sight shortly after
  birth, said that the device is easy to install on any computer. You
 plug
  it into a USB port, install the software and away you go. All of the
 games
  are designed from the ground up to serve a cognitive role.
  In playing them, he said, the child gains skills in terms of
 understanding
  spatial relationships, tactile differentiation, a sense of relative
  direction, comprehension of braille symbols, developing a mental
 'picture'
  of complexity and so on.
  Gamliel said that schools and educational facilities serving blind kids
  should seriously consider purchasing the product, despite its $695
 price
  tag. That's much less than many common Playstations on the market, he
  noted.
  While Virtouch is of course a business, Arnold Roth, Virtouch's CEO,
 insists
  that those involved in the venture have a mission above and beyond the
  bottom line.
  I feel a real affinity for the products, says Roth, the father of a
 blind
  child as well as several sighted children. This company was founded to
 help
  meet the needs of blind children, and we've expanded our scope to blind
  adults as well.
  Founded in the mid-'90s, Virtouch is the brainchild of Roman Gouzman, a
  cognitive psychologist from the former Soviet Union. Gouzman assembled 
  a
  team of software and hardware developers and actively sought input from
 the
  blind, including many children. Roth says that there is a high degree
 of
  loneliness and separation in the lives of many blind people. Our goal 
  is
 to
  build cultural bridges between blind and sighted children, between
 siblings
  or schoolmates. I frankly don't know of any other solution that allows
 [the
  blind] to be both educated and socially connected at the same time.
  Virtouch also offers several programs to help a child learn braille, as
 well
  as tactile maps of the United States and Europe.
  Many think that braille for the blind is like motherhood and apple
 pie,
  Roth says. In fact, it's losing ground in the U.S. There is too much
 easy
  availability of audio, on the radio and via the Internet. We're in
 danger
 of
  producing a generation of illiterate blind people.
  One entry in Virtouch's Braille Adventure Series enables players to
 visit
 
 
  an amusement park where they must pick the correct braille symbols from
 a
  moving conveyor belt.
  Each Braille Adventure game includes a teacher 

Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Ken the Crazy
Are there any excel games that would be easier to learn--I am not familiar 
with Excel yet and would have to learn it first.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 2:28 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Hi Chris,
 I'd still like the file please, can't wait to have a try.
 Thanks
 Ari

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 -- 
 No virus found in this incoming message.
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 Version: 7.1.405 / Virus Database: 268.12.8/455 - Release Date: 9/22/2006

 


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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread david
So if it's played through excel, can you play it on the pac mate using 
pocket excel maybe?
- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 5:17 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Ya know, sometimes I wonder why I write long, explanatory emails if
 folk aren't going to read them.  I'm sorry if that comes of snarky,
 but did I fail to make clear either in my first email, or in the
 second response that this is an *excel-based* simulation?  Microsoft
 Excel is completely accessible, at least through JFW, and I assume
 through the other screen readers out there.  In that sense, it is
 completely accessible to those with sufficient skill to use Excel at
 I'd say an intermediate level.

 Christopher Bartlett, over being snarky now.



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Re: [Audyssey] Aircraft simulator we can use

2006-09-27 Thread Michael Maslo
Who was I supposed to send my request for the files too?

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ken the Crazy
Sent: Wednesday, September 27, 2006 10:25 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aircraft simulator we can use

Are there any excel games that would be easier to learn--I am not familiar 
with Excel yet and would have to learn it first.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: ari [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 27, 2006 2:28 PM
Subject: Re: [Audyssey] Aircraft simulator we can use


 Hi Chris,
 I'd still like the file please, can't wait to have a try.
 Thanks
 Ari

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