[Audyssey] WII Bowling

2010-10-06 Thread Jim Kitchen


Bowling Scores  10-05-2010  By Jim Kitchen 


Today's average = 173.6
total points in the 5 games = 868

Your bowling average now = 167.55
total points in the 89 games = 14912

Today's low game  = 136
Today's high game = 213

All time low game  = 124
All time high game = 227

67 wins
21 losses
1 tie
89 total games
Jim

Mediocrity thrives on standardization.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] WII Bowling

2010-10-06 Thread Angellko21
Please, where I can download this bovling? Thank you.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net
To: Audyssey Gamers@audyssey.org
Sent: Wednesday, October 06, 2010 11:56 AM
Subject: [Audyssey] WII Bowling



 Bowling Scores  10-05-2010  By Jim Kitchen
 Today's average = 173.6
 total points in the 5 games = 868

 Your bowling average now = 167.55
 total points in the 89 games = 14912

 Today's low game  = 136
 Today's high game = 213

 All time low game  = 124
 All time high game = 227

 67 wins
 21 losses
 1 tie
 89 total games
 Jim

 Mediocrity thrives on standardization.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Phil Vlasak

Hi Thomas,
In searching for panning sound with sfml-audio
I found this comment,
The default values suck anyway... except if you're using 1 audio-unit per 30 
real life meters.
So it would make sense in panning that plus 1 is 30 meters to the right 
and - 1 is 30 meters to the left.

Can you use a decimal number so that 0.1 is 3 meters to the right?

Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, October 05, 2010 9:05 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for
custom dsp? A callback interface or similar for each sound that enables 
you
to add your own dsp effects or filters to the audio in real-time? If so, 
you
could write a pan effect and simply layer it on top of the sound system 
and
you'd get a perfect pan effect just like in DirectSound, without having 
to
modify the libraries in the slightest. The actual panning, as you know, 
is
trivial math; the only concern is whether you can get at the raw audio 
data
as it is being played, and whether you can do so not only staticly but 
also
in real-time in order to make rapid/dynamic changes. XAudio2 supports 
this,

and so this is what I plan to do for Streemway if the XAudio2 3d renderer
turns out to be unable to reproduce panning accurately which seems to be 
the

case with OpenAl.

I think the idea of a cross platform game engine is great, if you can
justify the extra time spent etc. Good luck!

Kind regards,

Philip Bennefall


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[Audyssey] Completely accessible browsergame found!

2010-10-06 Thread Sarah Haake

Hi,

I just stumbled upon a relatively new browsergame today when searching the 
net, Blades of Eternity. The game just came out of the public beta and is 
now fully operational and running.
And the best thing is, it's absolutely completely accessible! No grafics, no 
maps, no grafical links without labeling, it's just perfect and stricktly 
text based.


It's a fantasy rpg game in which you train a new character to bekome one of 
the available professions later. Since I just started playing today, I don't 
know what these professions are, it's not revealed beforehand.
But there is much to do in the game and you literally can play for days 
without pause, because there always is a game action you can do.
There are different types of stats for different things. For example, you 
can do crimes in the game. To do this, you need a stat called brave. When 
you commit a crime, your brave decreases, but it regenerates over time. And 
in the meantime, you can do quests for which you need another stat, called 
willpower.
And that's the great thing. Since you don't need the same form of energy for 
each action, you can different things and let the stat which just decreased 
fill up again while you do something else.
As an added bonus, new players get donaters status for two days when signing 
up, which has some advantages such as faster regeneration rates.
But as far as I can tell, you don't need to donate to play, you just level 
faster when you donate cause of the regen rates and a few other things.


Here is a list of features of the game from the website:
a.. 3 unique character paths
a.. 4 distinct professions and weapon classes
a.. A large database of items, skills, crafts and quests
a.. Diverse community features
a.. PVP Statistics and Ratings
a.. Mini-games
a.. Clans and clan wars
a.. And much more...
The new player intruduction is very well made and gets you straight into 
playing, and you even get a reward for reading the documentation and the 
rules. *grins*


There is just too much to it to describe it all here, I'd suggest you try it 
if you are into fantasy rpgs.
The full accessibility is the main thing about the game that catched my 
interest, since most browsergames these days rely on grafical maps or 
animations or sommething like that.

So, this is a really great exeption. *smiles*

And here is the link:
www.bladeofeternity.com

This also could be something for the audiogames and pcsgames databases, so 
Phil and Dark, please feel free to add it there if you like.


Best regards and have fun playing if you try it.
Sarah


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Re: [Audyssey] Completely accessible browsergame found!

2010-10-06 Thread dark
tHANKS SARAH, i'VE NOT HEARD of this one, but i'm willing to give it a 
try,  especially if the writing is fairly good and if, as you say, there 
are always actions and quests to do without a constant focus on batling 
other players.


I'll try it out and let you know my thoughts.

Beware the Grue!

Dark.
- Original Message - 
From: Sarah Haake ti...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 1:21 PM
Subject: [Audyssey] Completely accessible browsergame found!



Hi,

I just stumbled upon a relatively new browsergame today when searching the 
net, Blades of Eternity. The game just came out of the public beta and is 
now fully operational and running.
And the best thing is, it's absolutely completely accessible! No grafics, 
no maps, no grafical links without labeling, it's just perfect and 
stricktly text based.


It's a fantasy rpg game in which you train a new character to bekome one 
of the available professions later. Since I just started playing today, I 
don't know what these professions are, it's not revealed beforehand.
But there is much to do in the game and you literally can play for days 
without pause, because there always is a game action you can do.
There are different types of stats for different things. For example, you 
can do crimes in the game. To do this, you need a stat called brave. When 
you commit a crime, your brave decreases, but it regenerates over time. 
And in the meantime, you can do quests for which you need another stat, 
called willpower.
And that's the great thing. Since you don't need the same form of energy 
for each action, you can different things and let the stat which just 
decreased fill up again while you do something else.
As an added bonus, new players get donaters status for two days when 
signing up, which has some advantages such as faster regeneration rates.
But as far as I can tell, you don't need to donate to play, you just level 
faster when you donate cause of the regen rates and a few other things.


Here is a list of features of the game from the website:
a.. 3 unique character paths
a.. 4 distinct professions and weapon classes
a.. A large database of items, skills, crafts and quests
a.. Diverse community features
a.. PVP Statistics and Ratings
a.. Mini-games
a.. Clans and clan wars
a.. And much more...
The new player intruduction is very well made and gets you straight into 
playing, and you even get a reward for reading the documentation and the 
rules. *grins*


There is just too much to it to describe it all here, I'd suggest you try 
it if you are into fantasy rpgs.
The full accessibility is the main thing about the game that catched my 
interest, since most browsergames these days rely on grafical maps or 
animations or sommething like that.

So, this is a really great exeption. *smiles*

And here is the link:
www.bladeofeternity.com

This also could be something for the audiogames and pcsgames databases, so 
Phil and Dark, please feel free to add it there if you like.


Best regards and have fun playing if you try it.
Sarah


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Philip Bennefall

Hi Thomas,

If I am not mistaken, MinGw will accept import libraries from Visual Studio 
so long as the interface is C style and not C++. The naming conventions only 
differ for C++ between the two compilers, not C. This means that Streemway 
should be fine since it exposes a pure C API. But this is getting quite a 
bit off topic so I will stop here.


Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 6:11 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Hi Philip,
Exactly my point. If I were only a part time Linux user or an
ocational Linux user I wouldn't bother taking the time and energy
upgrading the engine to be cross-platform. Obviously I could have
saved myself time, effort, and a bunchof added bugs just by sticking
with Windows. However, since I use Linux 90% of the time for e-mail,
watching movies, listening to music, and all the other things I do I
feel it is worth the price to be able to have games on that platform
as well.
As for what you can do I don't know of anything at this point, but if
something comes up I'll let you know. About the only thing I can think
of is if worse comes to worse I might ask for a copy of Streemway that
works with MinGW so I don't have to depend on using Visual Studio Pro
to cross-compile my software. However, we can cross that road when we
come to it.

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Well, let us hope that SFML/OpenAl can provide such a feature and then 
see.

I will be happy to assist in any way I can, should you need it.

As for justification, if you are gradualy going over to Linux yourself 
then
I'd say that that's certainly justification enough to spend the extra 
months

porting and testing your engine for that platform. One of the main reasons
why I am not going cross platform at this time is because I am a Windows
user 100 % and so doing a stable port would require much more time and 
money

than I am willing to spend, especially since audio games aren't very
profitable in themselves due to the size of the blind gaming community.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Charles Rivard
If this is the case, how small can the decimal numbers be?  If 0.01 would be 
3 meters in distance, what about 0.033 being 1 meter, which is about a yard, 
0.0011 being about a foot?


---
Shepherds are the best beasts!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 6:39 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Thomas,
In searching for panning sound with sfml-audio
I found this comment,
The default values suck anyway... except if you're using 1 audio-unit per 
30 real life meters.
So it would make sense in panning that plus 1 is 30 meters to the right 
and - 1 is 30 meters to the left.

Can you use a decimal number so that 0.1 is 3 meters to the right?

Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, October 05, 2010 9:05 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for
custom dsp? A callback interface or similar for each sound that enables 
you
to add your own dsp effects or filters to the audio in real-time? If so, 
you
could write a pan effect and simply layer it on top of the sound system 
and
you'd get a perfect pan effect just like in DirectSound, without having 
to
modify the libraries in the slightest. The actual panning, as you know, 
is
trivial math; the only concern is whether you can get at the raw audio 
data
as it is being played, and whether you can do so not only staticly but 
also
in real-time in order to make rapid/dynamic changes. XAudio2 supports 
this,
and so this is what I plan to do for Streemway if the XAudio2 3d 
renderer
turns out to be unable to reproduce panning accurately which seems to be 
the

case with OpenAl.

I think the idea of a cross platform game engine is great, if you can
justify the extra time spent etc. Good luck!

Kind regards,

Philip Bennefall


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[Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Charles Rivard
Tom:  I have been playing the beta using speakers instead of a headset.  Now, 
using a headset, I hear what everyone is talking about as far as where the 
sound is indicating that monsters, statues, ropes, and other stuff is.  They 
stay right or left, don't move, and then jump to the center with one more step. 
 I'm confused on something.  Is this due to our sound cards and speaker 
configurations being old technology?  If so, what do we need and what is the 
approximate cost of getting it?  And, what about our operating systems and 
processors?  I know that I am using old stuff.  Windows XP home, a 1.9 gig 
Pentium 4 processor on a machine that was built in 2002 that still works fine 
for my needs.  I haven't tried the beta on my laptop PC as of yet, and really 
don't want to, because it is a work related machine.  If something messes it 
up, that would be the pits, and not the fire pits of MOTA, either!

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[Audyssey] rpg question

2010-10-06 Thread michael barnes
Does anyone know of any fully accessible role playing games for the 
blind online that have audio?

What I mean is a web browsing game.
Thanks, I looked on audio game didn't see anything over there.

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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Bryan Peterson
I don't think so. M laptop is only a little over a year old and it's got 
Vista on it. And I get the same deal. In fact last time I played the warning 
message for one of the firepits came at least one pace too early so that I 
died when I made the jump.

We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: audyssey gamers list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 8:10 AM
Subject: [Audyssey] MOTA beta 14 confusion


Tom:  I have been playing the beta using speakers instead of a headset. 
Now, using a headset, I hear what everyone is talking about as far as 
where the sound is indicating that monsters, statues, ropes, and other 
stuff is.  They stay right or left, don't move, and then jump to the 
center with one more step.  I'm confused on something.  Is this due to our 
sound cards and speaker configurations being old technology?  If so, what 
do we need and what is the approximate cost of getting it?  And, what 
about our operating systems and processors?  I know that I am using old 
stuff.  Windows XP home, a 1.9 gig Pentium 4 processor on a machine that 
was built in 2002 that still works fine for my needs.  I haven't tried the 
beta on my laptop PC as of yet, and really don't want to, because it is a 
work related machine.  If something messes it up, that would be the pits, 
and not the fire pits of MOTA, either!


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Re: [Audyssey] rpg question

2010-10-06 Thread Bryan Peterson
I don't believe so. Nothing with audio yet as far as I'm concerned. If you 
want audio your best bet is still Entombed. I do recall there was a little 
discussion of adding audio to Sryth but that didn't come to pass.

We are the Knights who say...Ni!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, October 06, 2010 8:15 AM
Subject: [Audyssey] rpg question


Does anyone know of any fully accessible role playing games for the blind 
online that have audio?

What I mean is a web browsing game.
Thanks, I looked on audio game didn't see anything over there.

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[Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread NIcol
HI Tom
On 06 October 2010 05:40 AM you said:
Well, that leaves us with wine. It is possible to get Visual Basic 6
programs to run using Wine, but it is a major undertaking to get
working.
What does wine stand for?


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Phil,
Yes, you can pass a floating point number to sfml-audio. I'll try it
and see if it makes a difference here.

On 10/6/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 In searching for panning sound with sfml-audio
 I found this comment,
 The default values suck anyway... except if you're using 1 audio-unit per 30
 real life meters.
 So it would make sense in panning that plus 1 is 30 meters to the right
 and - 1 is 30 meters to the left.
 Can you use a decimal number so that 0.1 is 3 meters to the right?

 Phil

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Charles,
We will just try and see. I'm pretty sure you could pass 0.001 as a
value since all of the SFML parameters are floating point values.

Smile.

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 If this is the case, how small can the decimal numbers be?  If 0.01 would be
 3 meters in distance, what about 0.033 being 1 meter, which is about a yard,
 0.0011 being about a foot?

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Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Nicol,
Wine is a free Windows emulator for Linux. You can use it to emulate
games and other Windos appplications.

On 10/6/10, NIcol nicoljaco...@telkomsa.net wrote:
 HI Tom
 On 06 October 2010 05:40 AM you said:
 Well, that leaves us with wine. It is possible to get Visual Basic 6
 programs to run using Wine, but it is a major undertaking to get
 working.
 What does wine stand for?


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Re: [Audyssey] forgot the windows

2010-10-06 Thread Thomas Ward
HI Shaun and all,
It would appear that second window is just a console window. I hadn't
noticed it before but that should be easy enough to fix. All I have to
do is replace main with WinMain and the little window will disappear.


On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 hi tom
 in mota there are 2 windows that come up on my screen.
 titles are.
 toom hunter i
 this is the main window.
 there is also a window called mistory of the astecs window which does
 nothing.
 but I can confirm that there are 2 I had my reader on for part of the game.


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Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread peter Mahach
it's worth saying though that it will only work with things that are self 
voicing, as there isn't a way to run a screen reader. you can, however, run 
things that use sapi. what does it use for a sapi voice anyway. does it 
interface with speech dispatcher or something?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 5:42 PM
Subject: Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!



Hi Nicol,
Wine is a free Windows emulator for Linux. You can use it to emulate
games and other Windos appplications.

On 10/6/10, NIcol nicoljaco...@telkomsa.net wrote:

HI Tom
On 06 October 2010 05:40 AM you said:
Well, that leaves us with wine. It is possible to get Visual Basic 6
programs to run using Wine, but it is a major undertaking to get
working.
What does wine stand for?


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Ben
They don't for me either.  There is no sound change and the sound doesn't
move in terms of volume and positioning

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 05 October 2010 17:14
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 good game tom.
 enemies are good, but you never know you are in range of an enemy
 until its in front of you, its fine to shoot but because the sounds
 don't pan swinging at them is a bit hard.

 also if you walk and try to say pick up things you need to stop
 before you do that.
 objects don't pan so its harder to know when to pick things up.
 the game still crashes on exit.

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Re: [Audyssey] mota and sounds and windows

2010-10-06 Thread Thomas Ward
Hi Shaun,
Ok? I just listened to the recoding and it sounds fine. I don't get
what the big deal is here. Everything sounds alright to me. So maybe
you arent' use to the way OpenAL positions sounds I guess.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 Hi.
 tom, I just did a recording for the game.
 The sounds do pan but not like they used to, vary slightly, I think I
 can get used to it but view does help a lot.
 Some games there are not to many weapons or amo packs though though
 the monsters are distributed evenly now.
 I will be shoving my recording up to the list soon.
 the link for when its up will be
 http://dl.dropbox.com/u/1407689/mota.mp3
 it will be up in about 10-15 minutes.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Ben,
Actually, it probably does but the volume and positioning is so slight
you don't hear it very well. I've tested it several times and I think
while different most people expect it to sound exactly like beta 13
which ain't going to happen.

On 10/6/10, Ben gamehead...@aol.co.uk wrote:
 They don't for me either.  There is no sound change and the sound doesn't
 move in terms of volume and positioning

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Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Peter,
No. If you want Sapi support for Wine you have to download Sapi 5.1
and install it manually into Wine.  Since wine isn't exactly speech
friendly you'll need sighted assistance installing Sapi support.
Honestly running Windows XP through VMPlayer is a better solution in
my opinion than Wine.


On 10/6/10, peter Mahach piterm...@gmail.com wrote:
 it's worth saying though that it will only work with things that are self
 voicing, as there isn't a way to run a screen reader. you can, however, run
 things that use sapi. what does it use for a sapi voice anyway. does it
 interface with speech dispatcher or something?

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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Thomas Ward
hi Charles,
I don't think so. I just listened to Shaun's MOTA recording and it
sounds just fine to me. I think the problem is I'm use to the way
OpenAL positions sounds, so it doesn't sound weird to me, but for you
guys hearing it fir the first time it comes as a bit of a shock. I'm
going to try a couple of Phil's suggestions, but honestly I don't know
that it will sound exactly the same as DirectX.
So before we begin discussing new hardware and that sort of thing
let's tinker some more with the beta and see what's what.  It may be
you guys will just have to accept the way sounds are positioned and
live with the way it is. I don't plan to go back to DirectX for any
amount of money so let's try and make do with what we have.

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Tom:  I have been playing the beta using speakers instead of a headset.
 Now, using a headset, I hear what everyone is talking about as far as where
 the sound is indicating that monsters, statues, ropes, and other stuff is.
 They stay right or left, don't move, and then jump to the center with one
 more step.  I'm confused on something.  Is this due to our sound cards and
 speaker configurations being old technology?  If so, what do we need and
 what is the approximate cost of getting it?  And, what about our operating
 systems and processors?  I know that I am using old stuff.  Windows XP home,
 a 1.9 gig Pentium 4 processor on a machine that was built in 2002 that still
 works fine for my needs.  I haven't tried the beta on my laptop PC as of
 yet, and really don't want to, because it is a work related machine.  If
 something messes it up, that would be the pits, and not the fire pits of
 MOTA, either!

 ---
 Shepherds are the best beasts!
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Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread NIcol
Hi Tom
Do you know what the letters w, I,n,  and e stands for?
Is the word wine an abbreviation?

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 5:42 PM
Subject: Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!


 Hi Nicol,
 Wine is a free Windows emulator for Linux. You can use it to emulate
 games and other Windos appplications.


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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Charles Rivard
As you say, it does sound weird, and it is probably because we're used to 
hearing the sounds change to reflect our movement through the game.  If the 
sounds don't move as we have gotten used to, how can we accurately judge 
whether we're within range for our weapons to take effect?


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 12:24 PM
Subject: Re: [Audyssey] MOTA beta 14 confusion



hi Charles,
I don't think so. I just listened to Shaun's MOTA recording and it
sounds just fine to me. I think the problem is I'm use to the way
OpenAL positions sounds, so it doesn't sound weird to me, but for you
guys hearing it fir the first time it comes as a bit of a shock. I'm
going to try a couple of Phil's suggestions, but honestly I don't know
that it will sound exactly the same as DirectX.
So before we begin discussing new hardware and that sort of thing
let's tinker some more with the beta and see what's what.  It may be
you guys will just have to accept the way sounds are positioned and
live with the way it is. I don't plan to go back to DirectX for any
amount of money so let's try and make do with what we have.

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:

Tom:  I have been playing the beta using speakers instead of a headset.
Now, using a headset, I hear what everyone is talking about as far as 
where
the sound is indicating that monsters, statues, ropes, and other stuff 
is.

They stay right or left, don't move, and then jump to the center with one
more step.  I'm confused on something.  Is this due to our sound cards 
and

speaker configurations being old technology?  If so, what do we need and
what is the approximate cost of getting it?  And, what about our 
operating
systems and processors?  I know that I am using old stuff.  Windows XP 
home,
a 1.9 gig Pentium 4 processor on a machine that was built in 2002 that 
still

works fine for my needs.  I haven't tried the beta on my laptop PC as of
yet, and really don't want to, because it is a work related machine.  If
something messes it up, that would be the pits, and not the fire pits of
MOTA, either!

---
Shepherds are the best beasts!
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Re: [Audyssey] what is wine? RE: MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Nicol,
Sigh...No, Wine is not an abbreviation.  It is just the name of the
program. Now, could you please get back on topic here?

Thanks.

On 10/6/10, NIcol nicoljaco...@telkomsa.net wrote:
 Hi Tom
 Do you know what the letters w, I,n,  and e stands for?
 Is the word wine an abbreviation?

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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Thomas Ward
Hi Charles,
Well, for the most part all of the guns can fire a long distance so
you don't necessarily have to judge distance with those. The only
close range weapons you have to worry about are fists, swords, the
dagger, and so on. If a skeleton is trying to stab you with a
sword/dagger then it is pretty safe to say you are in equal striking
distance too.
One thing I can do is set the roll-off for the volume to get louder
when close up and more distant when far away which would work just as
well. Maybe I can't render a clean stereo pan but possible we can
get around this by tinkering with volume. What do you think?

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 As you say, it does sound weird, and it is probably because we're used to
 hearing the sounds change to reflect our movement through the game.  If the
 sounds don't move as we have gotten used to, how can we accurately judge
 whether we're within range for our weapons to take effect?

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Charles Rivard

I think there's only one way to find out.  Give it a try.  (grin)

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 7:03 PM
Subject: Re: [Audyssey] MOTA beta 14 confusion



Hi Charles,
Well, for the most part all of the guns can fire a long distance so
you don't necessarily have to judge distance with those. The only
close range weapons you have to worry about are fists, swords, the
dagger, and so on. If a skeleton is trying to stab you with a
sword/dagger then it is pretty safe to say you are in equal striking
distance too.
One thing I can do is set the roll-off for the volume to get louder
when close up and more distant when far away which would work just as
well. Maybe I can't render a clean stereo pan but possible we can
get around this by tinkering with volume. What do you think?

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:

As you say, it does sound weird, and it is probably because we're used to
hearing the sounds change to reflect our movement through the game.  If 
the

sounds don't move as we have gotten used to, how can we accurately judge
whether we're within range for our weapons to take effect?

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Re: [Audyssey] Mota bEta 14

2010-10-06 Thread Thomas Ward
Hi Sky,
Well, to answer that question I need a little more detail. For
example, if an enemy is out of range and you throw a punch or kick you
will hear a swoosh, but the fist/kick wont hit the enemy. Is that what
is happening here?
Also could you try and make your messages more clear? I'm sorry but
reading something like sometise I will p;unch a traget makes
absolutely no sense to me at all. Trying to at least proofread and
make your message readable goes a long way to getting your point or
problem accross to the intended party.

Cheers!


On 10/5/10, Sky Taylor s...@shaw.ca wrote:
 Hello list, I am having a problem with Mota beta 14. if I try to use the
 fist to punch tne enemy, sometimes the fists do not work, while other times
 it works. is this a bug? for example
 I went into room 1. I saw a Skeleton, and I tried to punch him with my fist.
 it did not work, and he attacked me. sometise I will p;unch a traget but it
 will attack and will not give me a chance to hit. why is that? the only
 weapons I can use is the pistle and the ones I collect, but I am wasteing
 bullets as I need to kill the targets awefone.
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Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread Hayden Presley
Hi Lori,
Hmmm...we seem to be thinking exactly opposite here. As I  recall Thomas
once saying, it really is not realistic to say that your health is at, say,
95%. Also, could you please explain what you mean by the shift key making it
easier to control Angela? jJust curious

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 5:23 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

I like the current system I am used to it.
At 02:53 a.m. 6/10/2010, you wrote:
Hi Tom, this is just a small suggestion, but I personally feel the 
health stats should be change, by that I mean set them back to 
numbers like 100% rather than good, poor etc.  Also I think running 
should be set to the shift key.  I feel it makes controling Angela 
easier.  Many thanks from Lori.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 05, 2010 2:24 PM
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions


Hi Shaun,
Unfortunately, that error message isn't very helpful. Although, I am
suspecting some threads aren't getting terminated properly. I'll take
another look at the exit code and see if I can perhaps find out what
is causing the crash.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
I managed to get someone to read me the message I got when the game
crashed.
there is supposed to be a dump, and there is supposed to be some
error log but nothing as yet.
The error is a critical stop error.
here is the info I got from the error message

stop: 0x008e (0xc005,0xbf008459,0x9d63197c,0x)
dxg.sys /address bf008459 base at bf00, date stamp  48025323

   this happens when I try to exit the game.
right now I can't play it properly.

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Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread Hayden Presley
Hi,
INw I've tried it I feel it has come time for my opinions. I like the volume
increase of the sounds, and something definitely sounds better with the wav
sounds. Although, the echo is...a bit strange. Also I noticed the panning
issue, it is very disorienting to have something stay at the right, then
jump to the center. Also I did notice the enter key problem, and how
sometimes the arrow won't take. Not bad, Thomas, but for those little bugs.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 5:23 PM
To: Lori Duncan; Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

I like the current system I am used to it.
At 02:53 a.m. 6/10/2010, you wrote:
Hi Tom, this is just a small suggestion, but I personally feel the 
health stats should be change, by that I mean set them back to 
numbers like 100% rather than good, poor etc.  Also I think running 
should be set to the shift key.  I feel it makes controling Angela 
easier.  Many thanks from Lori.
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 05, 2010 2:24 PM
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions


Hi Shaun,
Unfortunately, that error message isn't very helpful. Although, I am
suspecting some threads aren't getting terminated properly. I'll take
another look at the exit code and see if I can perhaps find out what
is causing the crash.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
I managed to get someone to read me the message I got when the game
crashed.
there is supposed to be a dump, and there is supposed to be some
error log but nothing as yet.
The error is a critical stop error.
here is the info I got from the error message

stop: 0x008e (0xc005,0xbf008459,0x9d63197c,0x)
dxg.sys /address bf008459 base at bf00, date stamp  48025323

   this happens when I try to exit the game.
right now I can't play it properly.

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Re: [Audyssey] MOTA beta 14 confusion

2010-10-06 Thread Hayden Presley
Hi,
My main concern is the obstacles. It will be impossible to tell how far away
we are away from the obstccle without the view command.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Wednesday, October 06, 2010 5:23 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA beta 14 confusion

As you say, it does sound weird, and it is probably because we're used to 
hearing the sounds change to reflect our movement through the game.  If the 
sounds don't move as we have gotten used to, how can we accurately judge 
whether we're within range for our weapons to take effect?

---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 12:24 PM
Subject: Re: [Audyssey] MOTA beta 14 confusion


 hi Charles,
 I don't think so. I just listened to Shaun's MOTA recording and it
 sounds just fine to me. I think the problem is I'm use to the way
 OpenAL positions sounds, so it doesn't sound weird to me, but for you
 guys hearing it fir the first time it comes as a bit of a shock. I'm
 going to try a couple of Phil's suggestions, but honestly I don't know
 that it will sound exactly the same as DirectX.
 So before we begin discussing new hardware and that sort of thing
 let's tinker some more with the beta and see what's what.  It may be
 you guys will just have to accept the way sounds are positioned and
 live with the way it is. I don't plan to go back to DirectX for any
 amount of money so let's try and make do with what we have.

 On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Tom:  I have been playing the beta using speakers instead of a headset.
 Now, using a headset, I hear what everyone is talking about as far as 
 where
 the sound is indicating that monsters, statues, ropes, and other stuff 
 is.
 They stay right or left, don't move, and then jump to the center with one
 more step.  I'm confused on something.  Is this due to our sound cards 
 and
 speaker configurations being old technology?  If so, what do we need and
 what is the approximate cost of getting it?  And, what about our 
 operating
 systems and processors?  I know that I am using old stuff.  Windows XP 
 home,
 a 1.9 gig Pentium 4 processor on a machine that was built in 2002 that 
 still
 works fine for my needs.  I haven't tried the beta on my laptop PC as of
 yet, and really don't want to, because it is a work related machine.  If
 something messes it up, that would be the pits, and not the fire pits of
 MOTA, either!

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Re: [Audyssey] Completely accessible browsergame found!

2010-10-06 Thread Hayden Presley
Hi Sarah, Thanks for pisting that,I'm always looking for a good browser
game.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sarah Haake
Sent: Wednesday, October 06, 2010 7:21 AM
To: Gamers Discussion list
Subject: [Audyssey] Completely accessible browsergame found!

Hi,

I just stumbled upon a relatively new browsergame today when searching the 
net, Blades of Eternity. The game just came out of the public beta and is 
now fully operational and running.
And the best thing is, it's absolutely completely accessible! No grafics, no

maps, no grafical links without labeling, it's just perfect and stricktly 
text based.

It's a fantasy rpg game in which you train a new character to bekome one of 
the available professions later. Since I just started playing today, I don't

know what these professions are, it's not revealed beforehand.
But there is much to do in the game and you literally can play for days 
without pause, because there always is a game action you can do.
There are different types of stats for different things. For example, you 
can do crimes in the game. To do this, you need a stat called brave. When 
you commit a crime, your brave decreases, but it regenerates over time. And 
in the meantime, you can do quests for which you need another stat, called 
willpower.
And that's the great thing. Since you don't need the same form of energy for

each action, you can different things and let the stat which just decreased 
fill up again while you do something else.
As an added bonus, new players get donaters status for two days when signing

up, which has some advantages such as faster regeneration rates.
But as far as I can tell, you don't need to donate to play, you just level 
faster when you donate cause of the regen rates and a few other things.

Here is a list of features of the game from the website:
a.. 3 unique character paths
a.. 4 distinct professions and weapon classes
a.. A large database of items, skills, crafts and quests
a.. Diverse community features
a.. PVP Statistics and Ratings
a.. Mini-games
a.. Clans and clan wars
a.. And much more...
The new player intruduction is very well made and gets you straight into 
playing, and you even get a reward for reading the documentation and the 
rules. *grins*

There is just too much to it to describe it all here, I'd suggest you try it

if you are into fantasy rpgs.
The full accessibility is the main thing about the game that catched my 
interest, since most browsergames these days rely on grafical maps or 
animations or sommething like that.
So, this is a really great exeption. *smiles*

And here is the link:
www.bladeofeternity.com

This also could be something for the audiogames and pcsgames databases, so 
Phil and Dark, please feel free to add it there if you like.

Best regards and have fun playing if you try it.
Sarah


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Hayden Presley
Hi Shaun,
Well...if we haven't mastered the card/puzzle/board games by now, we never
will. Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 11:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

true.
in which case I wander if there are any 2 d libs, we are behind in 
our games but we are progressing slowly but surely.
Its not all even either.
for instance though we are only just doing side scrolers we have 
small scale multiplayer support, and we have mastered the 
puzzle/card/board game types.
we also have some almost up with the play 3d titles fps's and a 
couple basic sims to some degree.
The only advantages with sighted games are the large multiplayer 
systems and tourniments.
loads of graphics and a few other things but for what we need we have it
all.
At 04:54 p.m. 6/10/2010, you wrote:
Hi,
I don't know about that. I'm sure there are privately developed
side-scrollers at places like the retro remakes websites, but in the
whole the mainstream game industry has seamed to focus on games that
require 3d rendering of sound effects.
You have to remember back when side-scrollers were really popular were
in the late 80's and early 90's with games like Castlevania, Megaman,
Double Dragon, Prince of Persia, and that sort of thing. For the
mainstream game industry it is kind of like been there and done that.
We haven't been around that long and are just beginning to explore the
side-scroller format a good 20 years after the mainstream industry did
all their major titles.

Cheers!

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
  I guess I can get used to the audio, though we will need some sort of
  beep to tell us when a monster is in range like in gtc or sod.
  I know this is not realistic but since no one wants to use pan
  anymore thats about all we will need.
  I guess no one does side scrolers anymore.

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Re: [Audyssey] mota and sounds and windows

2010-10-06 Thread Hayden Presley
Hi Shaun,
Just curious but why exactly did you post a link for the self-distruct
keygen?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 10:42 PM
To: gamers@audyssey.org
Subject: [Audyssey] mota and sounds and windows

Hi.
tom, I just did a recording for the game.
The sounds do pan but not like they used to, vary slightly, I think I 
can get used to it but view does help a lot.
Some games there are not to many weapons or amo packs though though 
the monsters are distributed evenly now.
I will be shoving my recording up to the list soon.
the link for when its up will be
http://dl.dropbox.com/u/1407689/mota.mp3
it will be up in about 10-15 minutes.
on that note I am posting my entire links for everything i have just 
in case anyone wants them.
if not I am planning to clean out the folder tomorrow.

shades of doom with fists
http://dl.dropbox.com/u/1407689/sod%20with%20fists.mp3
shades of doom playthrough
http://dl.dropbox.com/u/1407689/sod120playthrough.mp3
self destruct keygen
http://dl.dropbox.com/u/1407689/sfkeygen.exe
science invasion tutorial
http://dl.dropbox.com/u/1407689/science%20invasion%20tutorial.zip
night of parasite
http://dl.dropbox.com/u/1407689/nop31.exe
if people want those so be it.
its not a major issue but I do clear it out every so often.


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Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread Hayden Presley
Hi Thomas,
Which crash are you talking about? I recently had a problem where my
computer was shut down and restarted upon exit, though I don't know if this
is simply a computer issue or something relatedto MOTA itself.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, October 05, 2010 10:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

Hi,
Umm...No offense but aren't we getting a bit petty now?
The menu system has been that way, well, since the very beginning and
no one really has any serious complaints about it. Believe me there
are far more pressing bugs like the crash on exit that concern me more
than if the main menu lands on the new game option as soon as you open
that menu. Besides that would require a huge amount of work rewriting
the menu system for a feature that isn't all that necessary in the
grand scheme of things.
Same goes for adding an option to select alternative keyboard
asignments.I don't mind having options to enable/disable joysticks,
turn ambience on/off, and other settings that configure the engine
itself, but I have no plans, nor ever will, adds custom settings on a
per game basis. That would require me to upgrade the engine just to
add a setting that I may or may not ever use again in another game.
That's why the settings I do have apply to every game built with the
engine rather than any specific game.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 so do I.
 I did notice when the game starts that the menu is not on anything
 till I push a key it probably should be on new or whatever is at the top.
 also you could always put in prefs to have shift right run or not and
 have the switch if you can do it that way and then those that want
 can select an option, etc.

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Re: [Audyssey] rpg question

2010-10-06 Thread clement chou

You're out of luck there. Sorry.
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, October 06, 2010 6:15 AM
Subject: [Audyssey] rpg question


Does anyone know of any fully accessible role playing games for the blind 
online that have audio?

What I mean is a web browsing game.
Thanks, I looked on audio game didn't see anything over there.

--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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[Audyssey] MOTA Panning Issues

2010-10-06 Thread Thomas Ward
Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other
games like Raceway and STFC won't have this issue. So I'm personally
in favor of just accepting OpenAL, such as it is, and moving on to
other issues.
However, as some of you have paid for this game I'd like to hear your
thoughts. I'm not really certain what I should do, and I'm frankly
tired of hearing about complaints over the audio panning issue. I
can't fix it without going back to DirectX, and that is only ashort
term solution anyway. So I really 

Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread clement chou

Hi Tom.
Personally I'm
willing just to stick with what we have and move ahead. Afterall, isn't the 
eventual goal to catch up to mainstream gaming? If we use old hardware that 
is no longer officially recognize, seems that can't happen, and of course, 
there are the cross-platform issues as well. But I was wondering if you 
could have a quick view comand to let you know how far something was? The v 
key is helpful, but a command like what Shades of Dom or say treasure Hunt 
has where you can hit a key and gage the distance in a certain direction 
between yu and an object would be helpful in resolving the problem. Just my 
two-sense. I like the v key except for the fact that it has to list 
everythingg that's currently visible.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 7:30 PM
Subject: [Audyssey] MOTA Panning Issues



Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about 

Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread Thomas Ward
Hi Hayden,
Well, as for the keyboard input issue you are talking about I got an
answer back from the developer on that. Appparently rather than using
sf::Window::Event class for handling keyboard input using
sf::Window::Input instead will give me a more DirectInput style
keyboard input system for Mac, Linux, and Windows games. So I'm in the
process of upgrading that now.
As for the extra echo when Angela speaks I've already attended to that
issue. I edited those files and now the echo isn't quite as bad. Now
the echo sounds more normal. Normal as being in an empty tomb or
something with a little echo, but not as much as beta 14.
As for the panning issue see my post on the subject. I don't see any
real solution to the problem, and to fix the problem that would mean
going back to DirectX and basing my engine on old deprecated Windows
libraries which only serves us in the short term. Long term, though,
DirectSound is a thing of the past and we are going to have to accept
that.

Cheers!

On 10/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 INw I've tried it I feel it has come time for my opinions. I like the volume
 increase of the sounds, and something definitely sounds better with the wav
 sounds. Although, the echo is...a bit strange. Also I noticed the panning
 issue, it is very disorienting to have something stay at the right, then
 jump to the center. Also I did notice the enter key problem, and how
 sometimes the arrow won't take. Not bad, Thomas, but for those little bugs.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread Thomas Ward
Hi Hayden,
The crash I'm talking about is exactly that.  Some people are
experiencing a problem when MOTA exits it crashes the entire system or
forces it to shutdown. I'm currently investigating the issue and hope
to fix it asap.

On 10/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Which crash are you talking about? I recently had a problem where my
 computer was shut down and restarted upon exit, though I don't know if this
 is simply a computer issue or something relatedto MOTA itself.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Mike Reiser
Let's move forward and stick with what we have.  I'm sure you want to get 
this finished and I personally want the full game so I can play all the 
levels smiles.  I'm not having too much trouble right now with this version. 
There's no point delaying it even further over this issue.


Mike

-Original Message- 
From: Thomas Ward

Sent: Wednesday, October 06, 2010 10:30 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Panning Issues

Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other

Re: [Audyssey] rpg question

2010-10-06 Thread Thomas Ward
Hi Michael,
Not any I personally know of. Generally the RPG games online that have
sound are also very graphical and therefore absolutely inaccessible to
a screen reader. Anything text based that is accessible like Sryth is
just a simple text based game with no sounds or graphics.

On 10/6/10, michael barnes c...@samobile.net wrote:
 Does anyone know of any fully accessible role playing games for the
 blind online that have audio?
 What I mean is a web browsing game.
 Thanks, I looked on audio game didn't see anything over there.

 --
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Thomas Ward
Hi Mike,
That's exactly my opinion as well. As my step mother always says, its
time to roll with the change.
Besides there are plenty of things I can be working on updating,
fixing, and this panning situation is just one of several. It just
happens it seams like this single issue has gotten more attention than
all the other bugs combind. I'd like to fix the ones I can, and just
get on with adding the rest of the levels.
Smile.

On 10/6/10, Mike Reiser blindgu...@gmail.com wrote:
 Let's move forward and stick with what we have.  I'm sure you want to get
 this finished and I personally want the full game so I can play all the
 levels smiles.  I'm not having too much trouble right now with this version.
 There's no point delaying it even further over this issue.

 Mike

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Thomas Ward
Hi,
I think that is a very reasonable solution to the problem. Having a
key like m to speak the nearest monster or o to announce the nearest
object would be very easy to add and very reasonable. Consider it
done.

Smile.

On 10/6/10, clement chou chou.clem...@gmail.com wrote:
 Hi Tom.
 Personally I'm
 willing just to stick with what we have and move ahead. Afterall, isn't the
 eventual goal to catch up to mainstream gaming? If we use old hardware that
 is no longer officially recognize, seems that can't happen, and of course,
 there are the cross-platform issues as well. But I was wondering if you
 could have a quick view comand to let you know how far something was? The v
 key is helpful, but a command like what Shades of Dom or say treasure Hunt
 has where you can hit a key and gage the distance in a certain direction
 between yu and an object would be helpful in resolving the problem. Just my
 two-sense. I like the v key except for the fact that it has to list
 everythingg that's currently visible.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Hayden,
That's definitely true. Unfortunately, the majority of said
card/puzzle/board games are for Windows. Grr
I'm tempted to spend some time after MOTA just to create a few simple
card/puzzle/board games for Linux since so few exist. Other than RS
Games client there really aren't any accessible Monopoly, Uno,
Solitaire, etc games that VI gamers can play. It would be nice to have
a few of those for rainy days. Fortunately, they are fairly easy to
create.

On 10/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Shaun,
 Well...if we haven't mastered the card/puzzle/board games by now, we never
 will. Grin

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Sky Taylor
and could you also increase the number of amo in you're weapons? There are 
times where I am using up a lot of them do to the fact that I have to shoot 
the monsters and it is very difficult to get amo on the level I am on.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 9:01 PM
Subject: Re: [Audyssey] MOTA Panning Issues



Hi,
I think that is a very reasonable solution to the problem. Having a
key like m to speak the nearest monster or o to announce the nearest
object would be very easy to add and very reasonable. Consider it
done.

Smile.

On 10/6/10, clement chou chou.clem...@gmail.com wrote:

Hi Tom.
Personally I'm
willing just to stick with what we have and move ahead. Afterall, isn't 
the
eventual goal to catch up to mainstream gaming? If we use old hardware 
that
is no longer officially recognize, seems that can't happen, and of 
course,

there are the cross-platform issues as well. But I was wondering if you
could have a quick view comand to let you know how far something was? The 
v
key is helpful, but a command like what Shades of Dom or say treasure 
Hunt

has where you can hit a key and gage the distance in a certain direction
between yu and an object would be helpful in resolving the problem. Just 
my

two-sense. I like the v key except for the fact that it has to list
everythingg that's currently visible.


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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread clement chou
Glad I was able to have some input. But I'm wondering... would it be 
possible to have the keeys gage at different distances instead of hitting o 
and say waiting for it to list every object in the vascinaty of the camera, 
so to speak... since there is no camera in this game. Like, say if you had a 
door to your left in 5 meters, a statue in front of you, and a door off to 
the right, I don't know, say another five meters, with a lever three meters 
to your right between you and the door. Could you have key combinations like 
hold it down with a modifier to have it describe the object from a certain 
distance away or in a certain direction? I just find having to wait for it 
to fnish listing things kind of interrupts the pace for me. This isn't 
something I'm going to go on and on about. lol. Justa suggestion.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 8:01 PM
Subject: Re: [Audyssey] MOTA Panning Issues



Hi,
I think that is a very reasonable solution to the problem. Having a
key like m to speak the nearest monster or o to announce the nearest
object would be very easy to add and very reasonable. Consider it
done.

Smile.

On 10/6/10, clement chou chou.clem...@gmail.com wrote:

Hi Tom.
Personally I'm
willing just to stick with what we have and move ahead. Afterall, isn't 
the
eventual goal to catch up to mainstream gaming? If we use old hardware 
that
is no longer officially recognize, seems that can't happen, and of 
course,

there are the cross-platform issues as well. But I was wondering if you
could have a quick view comand to let you know how far something was? The 
v
key is helpful, but a command like what Shades of Dom or say treasure 
Hunt

has where you can hit a key and gage the distance in a certain direction
between yu and an object would be helpful in resolving the problem. Just 
my

two-sense. I like the v key except for the fact that it has to list
everythingg that's currently visible.


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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Thomas Ward
Hi,
I suppose that would be possible. I'd have to give it some thought. my
plate is already pretty full for beta 15 and that would definitely
require quite a bit of extra work. However, I'll drop it in the
suggestions list to get too when and if I can get to it.

Smile.


On 10/7/10, clement chou chou.clem...@gmail.com wrote:
 Glad I was able to have some input. But I'm wondering... would it be
 possible to have the keeys gage at different distances instead of hitting o
 and say waiting for it to list every object in the vascinaty of the camera,
 so to speak... since there is no camera in this game. Like, say if you had a
 door to your left in 5 meters, a statue in front of you, and a door off to
 the right, I don't know, say another five meters, with a lever three meters
 to your right between you and the door. Could you have key combinations like
 hold it down with a modifier to have it describe the object from a certain
 distance away or in a certain direction? I just find having to wait for it
 to fnish listing things kind of interrupts the pace for me. This isn't
 something I'm going to go on and on about. lol. Justa suggestion.

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread clement chou
Well, the sugestion box is a good place for this one. I knew it would be 
more work. But I hope it can be done... because I like Mota when the pace is 
moving smothly at a fast pace. 



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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Thomas Ward
Hi Sky,
Not really if we want to keep the game remotely realistic. For
example, a Glock 19, which Angela's pistol was based off of, has a 15
round clip. That's why it only starts with 15 rounds in her gun when
you start the game.
Other weapons like the Uzi are realistic as well. Depending on the
particular model some Uzis cary 20, 30, or 40 rounds. In this case I
decided to pick a military grade model which caries 40 rounds. It so
happens I am using the same exact model of Uzi that Lara Croft uses in
the early Tomb Raider games.
So I don't really know of a realistic way to give you more rounds. I
could give you multiple ammo packs which would give you more ammo, but
then again that might make it too easy. Part of the way the game is
has a lot to do with my own enjoyment of challenging games. I don't
like games that are too easy or you can beat in 20 minutes and it is
over justlike that. I like building in some extra challenges.

Cheers!

On 10/7/10, Sky Taylor s...@shaw.ca wrote:
 and could you also increase the number of amo in you're weapons? There are
 times where I am using up a lot of them do to the fact that I have to shoot
 the monsters and it is very difficult to get amo on the level I am on.

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Re: [Audyssey] mota and sounds and windows

2010-10-06 Thread shaun everiss

because some people did not seem to have it, though they should have.
At 02:37 p.m. 7/10/2010, you wrote:

Hi Shaun,
Just curious but why exactly did you post a link for the self-distruct
keygen?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 10:42 PM
To: gamers@audyssey.org
Subject: [Audyssey] mota and sounds and windows

Hi.
tom, I just did a recording for the game.
The sounds do pan but not like they used to, vary slightly, I think I
can get used to it but view does help a lot.
Some games there are not to many weapons or amo packs though though
the monsters are distributed evenly now.
I will be shoving my recording up to the list soon.
the link for when its up will be
http://dl.dropbox.com/u/1407689/mota.mp3
it will be up in about 10-15 minutes.
on that note I am posting my entire links for everything i have just
in case anyone wants them.
if not I am planning to clean out the folder tomorrow.

shades of doom with fists
http://dl.dropbox.com/u/1407689/sod%20with%20fists.mp3
shades of doom playthrough
http://dl.dropbox.com/u/1407689/sod120playthrough.mp3
self destruct keygen
http://dl.dropbox.com/u/1407689/sfkeygen.exe
science invasion tutorial
http://dl.dropbox.com/u/1407689/science%20invasion%20tutorial.zip
night of parasite
http://dl.dropbox.com/u/1407689/nop31.exe
if people want those so be it.
its not a major issue but I do clear it out every so often.


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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread shaun everiss

this all depends if you are gona develop more side scrolers.
if so then I guess open al will have to do.
if not then I'd have no issue with you going back to direct sound 
then just not making any more side scrolers.

scrolers are cool but 3dfps is what I really like along with sim games.
At 04:30 p.m. 7/10/2010, you wrote:

Hi everyone,
Ok, I've basically just spent the better part of today as well as last
night looking into a solution for the panning issues for Mysteries of
the Ancients, and I'm sorry to say so far I'm not coming up with any
viable options or solutions to the problem. As it happpens it is not
just OpenAL that doesn't handle stereo panning well, but most of the
other audio mixing libraries I have tried don't do it either. At least
not the same way it worked in DirectSound. Let me explain the problem
further so we are all on the same page.
As I mentioned earlier on list OpenAL was mainly designed for games
using a 3d audio environment. Therefore sounds are to be renderd using
its 3d renderer. This, however, doesn't translate well into a 2d game
like MOTA because there is no 2d stereo pan control as such for me to
use. Despite a lot of good end user suggestions, e-mailing people, I
haven't found any realistic way to make OpenAL pan sounds the way
DirectSound does. Everyone I've asked pretty much told me to do it the
way I'm already doing it, but the pan effect, as you all know, sounds
nothing like the way it did in DirectSound.
With that in mind I decided to give SDL, the Simple Direct Media
Layer, another try. As it happens SDL Mixer has a stereo pan control,
but it doesn't render sounds the same way as DirectSound does. In
DirectSound you can set the position of the sound to the far left or
the far right and anywhere inbetween by giving it a value between
-1 and 1. With SDL Mixer a sound is either left, right, or
center with nothing in between. SDL Mixer allows you to control the
volume for each speaker individually, but you can't really position
the sound in that speaker. So obviously SDL Mixer really isn't a
solution here either.
In terms of cross-platform audio libraries that leaves us with FMOD by
Firelight Technologies. As some of you might remenber we tried this
already in a previous beta, perhaps beta 11 or beta 12, and while FMOD
does support panning it doesn't exactly sound like DirectSound either.
However, based on my personal experience FMOD is probably the closest
we can get to DirectSounds pan control.
However, FMOD is a commercial library and costs a fortune to license.
A single license for one platform is bad enough, but trying to license
it for Windows, Linux, and maybe eventually Mac is completely out of
my price range. We are talking thousands of dollars for a single game.
So that pretty much makes FMOD beyond a realistic solution here.
Some might say that going back to DirectSound is probably the best
solution, but that too is problematic. First of all by developing
games using DirectSound that would rule out any possability of
creating games for Mac and Linux. For some of us, who aren't Windows
users, this option is unacceptable. Second, even for Windows users
using DirectSound is less than a perfect solution in the long run.
As I mentioned before DirectSound hasn't been updated for ages, is now
deprecated by Microsoft, and is scheduled for removal from the
DirectSound API. It only comes with Windows 7 for backwards
compatibility with older games, but who knows how long that backwards
compatibility will last.  Using DirectSound is probably fine for now,
but what about down the road when XAudio2 eventually replaces
DirectSound on future Windows operating systems?
Actually, as of Windows 7 XAudio2 is now the recommended and prefered
audio mixer for game developers. The only problem is it doesn't have a
stereo pan option either. Like everything else you have to position
sounds through its 3d renderer. There may be a way to create a custom
pan option, but the way to do it is mostly hypathetical at this point.
I'd hate to spend days and even weeks working on trying to research
and create my own stereo pan control for XAudio2 when I'm not even
sure it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other
games like Raceway and STFC won't have this issue. So I'm personally
in favor of just accepting OpenAL, such as it is, and 

[Audyssey] MOTA Panning Issues

2010-10-06 Thread Zachary Kline
Hi Thomas,
My opinions on this issue should be obvious, given my Linux usage.
Nevertheless, I want to go on record as saying that OpenAL will work just
fine for me.  Sound playing issues aside, I have no quibble with the panning,
or lack thereof.
Let's go forward instead of stagnating here.
Best,
Zack.

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Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions

2010-10-06 Thread shaun everiss

well its good you have fixed the imput issue.
on that note is there such a thing as a 3d side scroler?
It looks like the only way to fix the panning issue is to quit the 2d 
system entirely.

A side scroler really needs some panning, or something to sound 2d.
I am not sure how a 3d side scroler would sound but.
on that note I still get a shock when I am between the pits and or 
spikes the 3d feel makes me feel like they are all coming at me so 
this part is quite cool

At 04:43 p.m. 7/10/2010, you wrote:

Hi Hayden,
Well, as for the keyboard input issue you are talking about I got an
answer back from the developer on that. Appparently rather than using
sf::Window::Event class for handling keyboard input using
sf::Window::Input instead will give me a more DirectInput style
keyboard input system for Mac, Linux, and Windows games. So I'm in the
process of upgrading that now.
As for the extra echo when Angela speaks I've already attended to that
issue. I edited those files and now the echo isn't quite as bad. Now
the echo sounds more normal. Normal as being in an empty tomb or
something with a little echo, but not as much as beta 14.
As for the panning issue see my post on the subject. I don't see any
real solution to the problem, and to fix the problem that would mean
going back to DirectX and basing my engine on old deprecated Windows
libraries which only serves us in the short term. Long term, though,
DirectSound is a thing of the past and we are going to have to accept
that.

Cheers!

On 10/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 INw I've tried it I feel it has come time for my opinions. I like 
the volume

 increase of the sounds, and something definitely sounds better with the wav
 sounds. Although, the echo is...a bit strange. Also I noticed the panning
 issue, it is very disorienting to have something stay at the right, then
 jump to the center. Also I did notice the enter key problem, and how
 sometimes the arrow won't take. Not bad, Thomas, but for those little bugs.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Zachary Kline
Hi Shaun,
I believe that you're a bit confused here.
OpenAL will make 3D FPS-style games easier to write.  DirectSound might make
side scrollers easier to write, but it also is being phased out by Microsoft, so
in the long term using it is mpractical.
I just wanted to clear that up, in case there was confusion.  My opinions
on this are already posted.  OpenAL is a way forward.
Best,
Zack.
shaun everiss writes:
  this all depends if you are gona develop more side scrolers.
  if so then I guess open al will have to do.
  if not then I'd have no issue with you going back to direct sound 
  then just not making any more side scrolers.
  scrolers are cool but 3dfps is what I really like along with sim games.

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Re: [Audyssey] MOTA Panning Issues

2010-10-06 Thread Jacob Kruger
 it will work, or that I can even get the desired results by
spending the time and effort.
So bottom line we have a fairly big choice to make. We can either
return to DirectSound for the short term, worry about finding a new
replacement for DirectSound later, or we can just go ahead and cut our
losses and go with OpenAL or something else to begin with. I agree
that panning sounds with OpenAL isn't quite the same, but I think it
is acceptable considering the fact that there really aren't any clear
cut alternatives. Plus since I'm mainly thinking about creating 3d
first-person games anyway, rather than lots of side-scrollers, the
problem we are talking about mainly applies to this single game. Other
games like Raceway and STFC won't have this issue. So I'm personally
in favor of just accepting OpenAL, such as it is, and moving on to
other issues.
However, as some of you have paid for this game I'd like to hear your
thoughts. I'm not really certain what I should do, and I'm frankly
tired of hearing about complaints over the audio panning issue. I
can't fix it without going back to DirectX, and that is only ashort
term solution anyway. So I really do need some advice what to do here.

Thanks.

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