Re: [Audyssey] MOTA Panning Issues

2010-10-07 Thread Willem Venter
Hi Thomas.

The panning thing is a secondary issue for me. The game is no less
playable for me and simply adding a distance to nearest monster key
would work fine. If you then fix it later on by using openAL, it would
be nice. Though if you leave it as is, no big deal.

On 10/7/10, shaun everiss sm.ever...@gmail.com wrote:
 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 

Re: [Audyssey] rpg question

2010-10-07 Thread Ben
Would you consider alter aeon rpg?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 06 October 2010 15:42
To: Gamers Discussion list
Subject: Re: [Audyssey] rpg question

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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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-07 Thread Ben
Well its not giving me any help.  i'm not angry with you and it isn't your
fault.  I'm going back to beta 13 myself until I find that this issue has
been fixed.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 October 2010 18:02
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

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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[Audyssey] Fwd: [nvda] Visual Studio 2010 Professional Edition

2010-10-07 Thread shaun everiss

Hi.
this is a little off topic but the site and service may be 
interesting for devs and the like.



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Date: Thu, 07 Oct 2010 09:10:22 +0100
From: chris hallsworth christopher...@googlemail.com
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Subject: [nvda] Visual Studio 2010 Professional Edition
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Hello all.
I have just signed up for Microsoft DreamSpark (www.dreamspark.com), 
a service for students and former students to access free Microsoft 
software, from server operating systems to development tools. I see 
they offer Visual Studio 2010 Professional Edition.
My question is how accessible is this to the major screen readers, 
particularly JAWS Window-Eyes and NVDA.

Many thanks in advance.

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Re: [Audyssey] WII Bowling

2010-10-07 Thread Jim Kitchen

Hi Lukáš,

The WII bowling that I am talking about is one of the games on the WII game 
system.  You know the WII is a game system like the X Box etc.  I am playing 
WII bowling in our community room with just a bit of help from my neighbors and 
friends.

However Ken posted the below message.

- Original Message -
I was playing Guitar Hero 3 on my HTC Ozone the other day when I decided to see 
if I could find some walkthroughs, cheats, anything like that.  Well, I didn't, 
but I found a company called VI fit.  Their first production, blind hero, was a 
success, though you had to wear special gloves with mini rumble pads in the 
fingers, so you'd know which buttons to press and when.   Now, they have out 
three free, that's right free, games for the PC.  They are expansions of the 
Wii sports games of Tennis, Bowling, and Boxing.  All you need is one or two 
Wiimotes, a Bluetooth dongle or built-in Bluetooth support, and a PC, and 
you're off and running.  I don't have the afore mentioned Bluetooth so I 
haven't tried the games yet, but they look promising and are even open-source, 
so you can expand on or learn from the games, how they are coded and so on.  
You can find the games, as well as more info about the company, at
www.vifit.org/

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
---

Jim

Check my web site for my free blind accessible pc dos and windows games.

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

2010-10-07 Thread Jim Kitchen


Bowling Scores  10-07-2010  By Jim Kitchen 


Today's average = 169.5
total points in the 4 games = 678

Your bowling average now = 167.63
total points in the 93 games = 15590

Today's low game  = 153
Today's high game = 179

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

70 wins
22 losses
1 tie
93 total games
Jim

Bowlers have heavy balls.

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

2010-10-07 Thread James Howard
No, that follows under the category of hack and slash, not RPG.

On 10/7/10, Ben gamehead...@aol.co.uk wrote:
 Would you consider alter aeon rpg?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Bryan Peterson
 Sent: 06 October 2010 15:42
 To: Gamers Discussion list
 Subject: Re: [Audyssey] rpg question

 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] trouble with troopanum

2010-10-07 Thread Sabrina Markel
I'm having trouble with troopanum 2.0.
When I try to register the game or play it it brings up this message.
Error 1550, license file not valid for this computer.
I've uninstalled the game and reinstalled it but the same message comes up.
I'm able to play both blast chamber and hunter with no problems.
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Re: [Audyssey] rpg question

2010-10-07 Thread Thomas Ward
Hi Ben,
No, its not. Alter Aeon is considered a mud.

On 10/7/10, Ben gamehead...@aol.co.uk wrote:
 Would you consider alter aeon rpg?

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Re: [Audyssey] MOTA Panning Issues

2010-10-07 Thread Thomas Ward
Hi Shaun,
Which was my entire point. OpenAL is for me, a way forward, because it
will help me make 3D FPS games because it already has the ability to
render sounds in a full 3d environment and OpenAL Soft supports modern
5.1 and 7.1 sound cards used by hard core gamers.
In fact, although Sony has a proprietary SDK for the Play Station III
it is largely based on Linux open source APIs such as OpenGL for 3d
graphics and OpenAL for 3d audio. OpenGL has long been considered a
serious rival for Microsoft's Direct3D technology for Windows, and
OpenAL is seriously becoming the open source alternative for
DirectSound or XAudio for the Mac and Linux platforms. The fact that
Sony has chosen to use the Linux platform for their Play Station III
console and have incorperated OpenGL and OpenAL into their development
kit speaks for itself what a powerful gaming platform Linux can be
when well known gaming companies like Sony properly use Linux as an
alternative to more expensive gaming platforms such as Windows.  So
Linux is a very viable alternative for blind gamers too, and the
DirectX-like APIs are already there for Linux.
As I see it going back to DirectSound is a step backwards in the wrong
direction for multiple reasons. For one thing DirectSound was
originally developed and released for Windows 95 when something like
the Soundblaster 16 was considered to be the top of the line sound
cards of the day. Although, DirectSound was updated to meet new
changes such as when the Creative Labs Soundblaster Live came out in
98 it quickly became apparent that DirectSound was hopelessly falling
behind the hardware technology it was suppose to support. according to
Microsoft's article on DirectSound vs XAudio2 in order to support the
5.1 and 7.1 sound cards of today like the Soundblaster X-Fi  they
would have had to do a major rewrite of DirectSound  to meet the
demands of the emerging hardware technology. Instead of rewriting
DirectSound the decided to create a new library, XAudio2, that met all
the demands of the emerging hardware and would provide game developers
the means to take advantage of the new audio hardware out there for
the PC and XBox 360. I certainly can't fault them for their decision
as it makes perfect sense to me. Even the cheapo sound card that came
with my desktop computer is 5.1 compatible.
Bottom line, if we went back to DirectSound just to create
side-scrollers we are ignoring the new emerging software and hardware
trends of tomorrow. Side-Scrollers, as some might say, are so
twentieth century. The demand for games with killer 3d graphics and
stunning 3d audio are all the rave today.  That's driving the computer
hardware and software ever upwards and by clinging to simple 2d games
we are going to get left in the dust weather we like it or not. I'm
one of the game developers willing to meet those changes head on and
design a game engine that makes full use of a 3d audio environment in
my future titles. If people don't have the kind of hardware it takes
that's not my problem. It is time we roll with the change so to speak.
I understand some might view this as very negative etc, but the fact
remains the same. We have limited ourselves to 2d shoot-m-ups like
Troopenum, Aliens in the Outback, and Dark Destroyer for far too long.
 We are only just beginning to look into side-scrollers like Q9, Super
Liam, and MOTA.  However, compared to the mainstream 2d games of that
sort have long passed from the mainstream view, or so it seams. We are
in a word behind the times.

Cheers!

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

2010-10-07 Thread Thomas Ward
Hi Shaun,
Lol! No, there is no such thing as a 3d side-scroller. You can include
3d graphics and animation, render sounds in 3d, but that in itself
doesn't make it 3d. Side-scrollers are by definition a 2d game where
you start from the leftside of the screen and work your way right to
the rightside of the screen. Ocationally you might have to climb up or
down the y axis, but there is only an x and y axis to the game. If we
added a third axis, z, suddenly you are probably talking about a
third-person game with an x, y, and z axis of movement.

Cheers!


On 10/7/10, shaun everiss sm.ever...@gmail.com wrote:
 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

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

2010-10-07 Thread Muhammed Deniz

Hi Thomas,
How much skill does it take to program a game?
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 07, 2010 6:29 PM
Subject: Re: [Audyssey] MOTA Beta 14 for Linux: Initial impressions



Hi Shaun,
Lol! No, there is no such thing as a 3d side-scroller. You can include
3d graphics and animation, render sounds in 3d, but that in itself
doesn't make it 3d. Side-scrollers are by definition a 2d game where
you start from the leftside of the screen and work your way right to
the rightside of the screen. Ocationally you might have to climb up or
down the y axis, but there is only an x and y axis to the game. If we
added a third axis, z, suddenly you are probably talking about a
third-person game with an x, y, and z axis of movement.

Cheers!


On 10/7/10, shaun everiss sm.ever...@gmail.com wrote:

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


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-07 Thread Petr Bláha

Hm, situation seems to be quite bat.
Maybee only hope for us is, that wine will be better sometimes later, 
and it won't be run windows accessible games under it.
Cause when i would know it will work, i won't regred to install all the 
things you mentionet, even i had to ask someone not blind for help.


Dne 6.10.2010 05:40, Thomas Ward napsal(a):

Hi Petr,
Well, emulating Windows games under Linux is pretty much a hit or miss
thing. There is an awesome commercial game emulator for Linux created
by Transgaming called Cedega which supports a number of the leading
games for Windows. They have a sistercommercial emulator for Mac
called Cider. While Cedega and Cider are highly recommended products
for serious Linux and Mac gamers they can't run everything. As it so
happens most accessible games fall into that catagory.
You see the problem is that a game emulator like Cedega attempts to
emulate the Win32 API and DirectX, but it has no emulation for the
Visual Basic 6 runtime environment or Sapi 5. So You couldn't just
take one of Jim Kitchens Sapi text to speech games and run it because
there is no emulation for Visual Basic programs let alone Sapi itself.
So we definitely couldn't use Cedega for emulation.
Well, that leaves us with wine. It is possibl to get Visual Basic 6
programs to run using Wine, but it is a major undertaking to get
working. In order to get a game like Jim's games to work under Linux
you have to install the official Microsoft Win32 API libraries by
copying them from
c:\Windows\System32
and installing them in the Wine System 32 directory and registering them.
Next you have to install the Visual Basic 6 runtime which Orca can't
read the setup for because it doesn't support ATK and the various
other Linux accessibility libraries.
After that you need to install Microsoft DirectX 9 which again will
require sighted asistance because Orca can't read the setup under
Wine.
After that you would want to head over to Jim Kitchen's website and
download and install Sapi 5.1 full install for Windows 2000/XP which
again needs more sighted asistance.
Assuming all that went well and all of it works you could now install
Jim Kitchen's games and hopefully they will work under Wine.
Unfortunately running Windows applications under Wine usually isn't
that great. I did get one game running under Wine a while back, but
after doing all the grunt work of getting everything installed and
working the games ran really slow and crashed a lot. So Wine is still
not a perfect solution for Linux gamers wanting to play Shades of
Doom, Tank Commander, or anything else like that.
Finally, as for recompiling Visual Basic software on Linux you can
forget it. Visual Basic is 100% a Microsoft only language and
technology. Proprietary to the max. The Mono Project has cloned their
C# .Net language, and Microsoft has been fighting the open source
community ever since all the while screaming that creating a
cross-platform .Net Framework and IDE somehow violates their
copyrights.  So its no wonder nobody wants to come up with an open
source Visual Basic compiler and runtime environment for Linux and
Mac. Besides there are plenty of better solutions such as Java,
Python, Ruby, etc that don't require fighting Microsoft over. Most
people serious about writing Linux and Mac software tell Microsoft to
take their proprietary software, programming languages, and stick it
where the sun don't shine.


Cheers!


On 10/5/10, Petr Bláhahammet...@seznam.cz  wrote:
   

Hi Thomas, yeah, thats fact which i forgot -that lot of games for the
blind are based on VB6. What about any possibility of compiling them? If
you have source code you can compile your game as you wish - can't you.
To be honest i have to say that im not a programmer, i have quite good
knowledge of hardware, but programming etc, it is area i am not too
familiar with.
Or maybee another solution except compiling could be possible - maybee,
what about to create some kind of emulator - like the vine is?
My idea is based on theory that when there are mostly no graphics in the
games for the blind, it would be much more easy to develop the emulator
for them, or maybee create some scripts for existing emulator - i mean
wine off course.
Yesterday i was talking with the friend of mine, and he told me that his
coleague run most of windows games (not games for the blind), cause he
wrote a bunch of script where he told which libraries may or may not be
used and it worked.
Sorry for this, but i just want to find any solution, that's the reason
why i am still thinking about it.
 

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[Audyssey] how to install sfml libraries

2010-10-07 Thread Petr Bláha
Hi, i have just downloaded sfml sdk from official site, but off course, 
there is no deb package, just folders like lips, etc, so i don't know 
how to compile and install it. Can someone help me, or is there a deb 
package made by tomas awaylable?
Sorry for such a trivial questions, but i am a linux beginner, so that's 
the reason. smiles.


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[Audyssey] finally mota in linux

2010-10-07 Thread Petr Bláha
Hello, i adder Ubuntu Mawerick repositories where i have found sfml 
components, so now i am able to play mota under the linux - great.
Only thing i have noticed which seems to be bug, is, that mota is quite 
slow. When i run by pressing right arrow, it is really slow movement, 
not running at all.
I thing it is not caused by my hardware cause i have Dell latitude 
laptot which is equippet with core 2 duo t9600 processor running on 2,8 
Ghz and 4 gigs of ram DDR II on 800 Mhz FSB.

So what could be the problem?


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Re: [Audyssey] finally mota in linux

2010-10-07 Thread Thomas Ward
Hi Petr,
No, it is not your hardware. It is do to the fact I wrote the SFML
keyboard input system using an event driven system using
sf::Window::Event. I'm in the process of rewriting keyboard input
using sf::Window::Input which hopefully will resolve the problem. If
not I don't know what to tell people.


On 10/7/10, Petr Bláha hammet...@seznam.cz wrote:
 Hello, i adder Ubuntu Mawerick repositories where i have found sfml
 components, so now i am able to play mota under the linux - great.
 Only thing i have noticed which seems to be bug, is, that mota is quite
 slow. When i run by pressing right arrow, it is really slow movement,
 not running at all.
 I thing it is not caused by my hardware cause i have Dell latitude
 laptot which is equippet with core 2 duo t9600 processor running on 2,8
 Ghz and 4 gigs of ram DDR II on 800 Mhz FSB.
 So what could be the problem?


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Re: [Audyssey] how to install sfml libraries

2010-10-07 Thread Thomas Ward
Hi Petr,
My apologies but I've been so busy the *.deb packages for Ubuntu never
got uploaded to the server. They are uploading to the USA Games
website as we speak. They should be in the requirements directory
http://www.usagamesinteractive.com/downloads/requirements/
in about 25 minutes or so.


On 10/7/10, Petr Bláha hammet...@seznam.cz wrote:
 Hi, i have just downloaded sfml sdk from official site, but off course,
 there is no deb package, just folders like lips, etc, so i don't know
 how to compile and install it. Can someone help me, or is there a deb
 package made by tomas awaylable?
 Sorry for such a trivial questions, but i am a linux beginner, so that's
 the reason. smiles.

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[Audyssey] SFML 1.6 Packagees for Ubuntu

2010-10-07 Thread Thomas Ward
Hi everyone,
Ok, as promised here are the SFML packages for Ubuntu 10.04 and
higher. I have both i386 and amd64 packages. You can find them at
http://www.usagamesinteractive.com/downloads/requirements/
Basically, libsfml-1.6-i386.tar.gz contains the deb packages for any
x86 Ubuntu release and libsfml-1.6-amd64.tar.gz is for amd64 releases
of Linux.

HTH

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[Audyssey] mota beta14 absolutely rocks!

2010-10-07 Thread NIcol
HI Tom
I absolutely love mota beta14!
I am blown away!
The panning is not an issue for me at all.
Here is what I do:
Spoiler
space
If I get near to an item such as a rope, leather, ammo, torch, etc.
I slowly  press my right arrow several times  instead of holding it down.
Then I move slowly to where the item is.
And then the item gets easily into the middle of the sound field.
And I can easily   press enter on an item  or jump up to get the rope.
I do not need 75 percent panning.
I can easily centre an item.
I do not have a 5.1 system, I only use headphones.
I am supporting you 100  percent.
I say go forward with this new audio technology.
Sorry I can't remember what its called.
Open al I think.
The panning is definitely not a problem for me.
 I agree with you completely, direct sound is something of the past.
The new audio technology is now at the order of the day. 
And I like it that health and strength is announced as good, fair, poor
instead of percentages.
And mota beta14 is a nice challenge.
I played it many times and  I did not manage to finish the 1 or 2  levels
of the beta yet.
And this is what I absolutely love,  a game must not be so easy that one can
complete it straight away.
If people battle with the new panning, I say its not that hard to adapt to
the new audio  technology
I got use to it straight away!
Keep up the brilliant job.  


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[Audyssey] Programming Games was MOTA Beta 14

2010-10-07 Thread Thomas Ward
Hi Muhammed,
Well, to answer your question, I'd have to say it takes a lot of skill
to program and produce games. Especially if we are talking about
programming them from scratch as I do. If you have ever tried Philip
Bennefall's BGT Toolkit that's getting off pretty easy to put it
mildly.
First you have to know a programming language like C++, and know it
fairly well before even thinking about games. Then, you have to learn
how to use any number of APIs such as OpenAL or DirectX to include
them in your game. That takes quite a while to learn in of itself.
Depending on the type of game you will most likely have to have some
skill in geometry, trig, and calculous. Basic algebra is essential for
any programming as you will be doing very common Algebra type
calculations like
z = x+y
when programming. If you aren't exactly great at math then programming
games isn't necessarily for you, and that's just the basics.
There is a whole world of programming theory and techniques a person
can learn. I by no means know it all, but if you want to delve into
something like artificial intelligence that is an unbelievably indepth
programming subject in of itself. There have been dozens of volumes
written on that very topic alone. So you tell me if programming games
takes skill. Grin.


On 10/7/10, Muhammed Deniz muhamme...@googlemail.com wrote:
 Hi Thomas,
 How much skill does it take to program a game?
 My audio games for the blind group.
 Discussions off topic are welcome in the holidays. Talking about games is
 welcome, talking about computer problems is welcome when their are know
 holidays but that's only in easter holidays or know holidays. If you want to
 joyn, just send a blank email to.
 audiogamesfortheblind+subscr...@googlegroups.com
 With the subject subscribe in the subject line.
 Contact infermation.
 email:
 muhamme...@googlemail.com
 msn:
 muhammed123...@hotmail.co.uk
 Skype:
 muhammed.deniz
 Klango username.
 muhammed

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Re: [Audyssey] finally mota in linux

2010-10-07 Thread Petr Bláha

 Oops, strange problem.
But it is not your mystake. You couldn't know that it happens.
Do you thing that there will be any solution of this, maybee some months 
later? Or any other keyboard driver?


Dne 8.10.2010 0:24, Thomas Ward napsal(a):

Hi Petr,
No, it is not your hardware. It is do to the fact I wrote the SFML
keyboard input system using an event driven system using
sf::Window::Event. I'm in the process of rewriting keyboard input
using sf::Window::Input which hopefully will resolve the problem. If
not I don't know what to tell people.


On 10/7/10, Petr Bláhahammet...@seznam.cz  wrote:

Hello, i adder Ubuntu Mawerick repositories where i have found sfml
components, so now i am able to play mota under the linux - great.
Only thing i have noticed which seems to be bug, is, that mota is quite
slow. When i run by pressing right arrow, it is really slow movement,
not running at all.
I thing it is not caused by my hardware cause i have Dell latitude
laptot which is equippet with core 2 duo t9600 processor running on 2,8
Ghz and 4 gigs of ram DDR II on 800 Mhz FSB.
So what could be the problem?


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Re: [Audyssey] mota beta14 absolutely rocks!

2010-10-07 Thread Thomas Ward
Hi Nicol,
I'm glad to hear you like it. As it happens I am already fixing
several bugs/issues/problems reported in beta 14 so I expect beta 15
will be even better than beta 14 as far as the stability department
goes. I'm still kind of new to the new APIs myself so might take me a
little while to smooth everything out, and get everything working
really good. However, I think everything is now well in hand now that
we have decided to leave the panning issue be.

Smile.

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Re: [Audyssey] trouble with troopanum

2010-10-07 Thread Charles Rivard

What was the response from the tech department of BSC Games?

---
Shepherds are the best beasts!
- Original Message - 
From: Sabrina Markel refuge...@gmail.com

To: Gamers@audyssey.org
Sent: Thursday, October 07, 2010 10:45 AM
Subject: [Audyssey] trouble with troopanum



I'm having trouble with troopanum 2.0.
When I try to register the game or play it it brings up this message.
Error 1550, license file not valid for this computer.
I've uninstalled the game and reinstalled it but the same message comes 
up.

I'm able to play both blast chamber and hunter with no problems.
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Re: [Audyssey] trouble with troopanum

2010-10-07 Thread Bryan Peterson

And did you even send one?
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, October 07, 2010 6:52 PM
Subject: Re: [Audyssey] trouble with troopanum



What was the response from the tech department of BSC Games?

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Shepherds are the best beasts!
- Original Message - 
From: Sabrina Markel refuge...@gmail.com

To: Gamers@audyssey.org
Sent: Thursday, October 07, 2010 10:45 AM
Subject: [Audyssey] trouble with troopanum



I'm having trouble with troopanum 2.0.
When I try to register the game or play it it brings up this message.
Error 1550, license file not valid for this computer.
I've uninstalled the game and reinstalled it but the same message comes 
up.

I'm able to play both blast chamber and hunter with no problems.
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Re: [Audyssey] night of parasite and entombed questions

2010-10-07 Thread Hayden Presley
Hi Nicol,
One thng I will say, it is impossible to actually dodge attacks in Night of
Parasite. As for most of the features you've mentioned, none of those exist
in NOP as of now. Also, there is not BETA of Entomebd in which one fought
like that. The combat is still turn-based, however, which makes sense since
some attacks/spells would be hard to do on the fly.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of NIcol
Sent: Tuesday, October 05, 2010 4:33 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] night of parasite and entombed questions

Hi all
I feel like sharing my impressions of night of parasite with you all and
then I have some entombed questions.
1.   IN night of parasite,  the documentation does not mention a pause
feature.
Say for instance I am in the middle of a fight and I want to go to the
bathroom, or I get a phone call etc?
Is there a pause feature?
2.  I could not find a feature in the documentation to lower the volume of
the music.
I prefer the music on, but it's a bit too loud for me.
3.  I could not find a have I been here before feature.
It would be nice if one could have a feature simular to shades of doom and
sarah where one can check if a place have been visited before. 
4.  Next, I experience a problem with the announcing of my health   [key A]
and coordinates [ key z]
Immediately after I have been injured, if I press A, jaws reads my health
and experience .
But if I press A again, I just hear a bleeping sound, jaws does not give me
my stats again.
Say for instance I am walking in a long corridor and I often forget what my
health stats are.
I experience many times that if I press A, jaws does not say my stats.
This also happens if I press z to check the coordinates.
Sometimes jaws does not announce my coordinates, I only hear a bleep.
Is this a jaws problem or is it a bug in the game?
I am using jfw10.
5.  I read on audiogames.net that this is a role playing game.
Is this game similar to entombed?
Or is there more content in entombed?
6.  Long ago  I played a very early beta of entombed and  in that beta, I
can't remember the version  number, fighting worked similar to the  last
crusade where the gamer press only a single key  and  then  a randomizer
determines whether the gamer or the enemy miss or manage a hit and how much
damage is done to gamer or enemy..
Is this the case with the latest version of entombed?
AS with night of parasite, I prefer walking to where the enemy is and fight;
rather than to fight an enemy like in last crusade.
The last crusade makes use of a passive method of fighting.
In night of parasite fighting is almost like in shades of doom. 
I haven't advanced far in night of parasite yet.
I am only in the first chapter now.
I need to get used to dodging enemy attacks and fighting.
This is more tricky than in shades of doom as there is no nightscope as  in
shades of doom.
But I enjoy night of parasite thus far.


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Re: [Audyssey] trouble with troopanum

2010-10-07 Thread Sarah Haake

Hi,
I would not put so much hope into the tech support of bsc. I sent an email 
to their sales department about five times during the last 6 months now 
requesting new game keys for my new laptop and never got an answer at all.

I'm quite cross with them right now to be honest.
Just my two cents regarding writing to bsc.

Best regards
Sarah 



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Re: [Audyssey] finally mota in linux

2010-10-07 Thread Thomas Ward
Hi Petr,
As I said it isn't your hardware or your keyboard driver but my first
attempt at a cross-platform input system at fault here. I'm working on
a fix, and I believe running should not only be faster but a bit
smoother in beta 15.
The other issue I'm trying to fix is besides input there are some
other processes running on the main thread that is causing some
conflicts with keyboard input. I'm attempting to move those to
separate threads, but thus far attempting to do so has resulted in the
game locking up altogether. As I am still quite new to SFML etc it is
going to take me a while to figure out how to do things properly and
make the game run as smooth and as well as the Windows release which
was mostly debugged and stable by beta 13. Now, we are set back a few
steps debugging the engine again.

Smile.


On 10/7/10, Petr Bláha hammet...@seznam.cz wrote:
   Oops, strange problem.
 But it is not your mystake. You couldn't know that it happens.
 Do you thing that there will be any solution of this, maybee some months
 later? Or any other keyboard driver?

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Re: [Audyssey] finally mota in linux

2010-10-07 Thread Petr Bláha
 Okay, now i understand, so Beta 14 seems to be a good beginning in 
Linux for mota and all the versions which will follow will be better and 
better


Dne 8.10.2010 6:19, Thomas Ward napsal(a):

Hi Petr,
As I said it isn't your hardware or your keyboard driver but my first
attempt at a cross-platform input system at fault here. I'm working on
a fix, and I believe running should not only be faster but a bit
smoother in beta 15.
The other issue I'm trying to fix is besides input there are some
other processes running on the main thread that is causing some
conflicts with keyboard input. I'm attempting to move those to
separate threads, but thus far attempting to do so has resulted in the
game locking up altogether. As I am still quite new to SFML etc it is
going to take me a while to figure out how to do things properly and
make the game run as smooth and as well as the Windows release which
was mostly debugged and stable by beta 13. Now, we are set back a few
steps debugging the engine again.

Smile.


On 10/7/10, Petr Bláhahammet...@seznam.cz  wrote:

   Oops, strange problem.
But it is not your mystake. You couldn't know that it happens.
Do you thing that there will be any solution of this, maybee some months
later? Or any other keyboard driver?

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