Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Ben,

Yes, I know that, but if you look in the manual you'll see that a, s,
d, and w are alternate arrow keys for MOTS. Those were there for
lefthanded users as well as they were helpful in allowing you to use
the left hand for movement and the mouse for other stuff too.

Which brings up another point. As you pointed out the fire key was the
control key. Unfortunately, we need stuff like right to next 90 or
left to next 90 which requires an extra modifier with the arrow keys.
Therefore I moved the fire key to the spacebar where I personally
think it belongs in the first place.

Smile.


On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 Er, that isn't quit true.  Up, down, left and right, were controlled by the
 arrow keys, and the control keys were used as weapon activation/fire


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi William,

I absolutely have no idea. Obviously my main priority is to get MOTA
out the door and then tackle Raceway. If I squeeze a little time in
now and then for this game great, but right now I just did a little
experimentation with the G3D engine to see what needs to be done to
create a game like Mysteries of the Sith. As you can tell the engine
itself is up to the task. Unfortunately, I have two major releases to
finish before tackling this game head on.

Smile.


On 12/9/10, william lomas lomaswill...@googlemail.com wrote:
 when will this be out then lol
 mota
 raceway  Mysteries of the syth
 smile how many more games u tackling?

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[Audyssey] questions about world of legends

2010-12-09 Thread Darren Duff
HI.
 
I have some questions about this game.
How do you build up energy and how do you strengthen your defense? I am
wearing lots of armor but my defense is still at 1 while my attack and
strength are high.
 
Please help.
 
Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
http://www.theoverflowband.com/ 

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279

 
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Darren Duff
So were you deflecting the blaster bolts back at the trupers or were you
cutting them down? IF you were cutting them down with the saber you need a
awesome lightsaber slashing sound.  BTW I am a big time star wars fan and
have always dreamed of playing this kind of game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, December 08, 2010 7:44 PM
To: gamers@audyssey.org
Subject: [Audyssey] Short Mysteries of the Sith Preview

Hi everyone,

As some of you have asked to hear this I have created a short 1 minute
preview of me playing the early Alpha of Star Wars Mysteries of the Sith. So
far I have part of level 1 created, but it is light years from a finish game
of course. I just thought some of you might want to hear Mara Jade get into
a short battle with a couple of Imperial Sstorm troopers on Altyr 5.

You can download and listen to the preview here:
http://www.usagamesinteractive.com/downloads/trailers/MOTS-Preview.mp3

Cheers!

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Re: [Audyssey] questions about world of legends

2010-12-09 Thread dark

Train.

everytime you level, you'll be asked to train either attack, defense energy 
or magic. I usually went for going equal on all of them. If you just level 
and hit 1 the first option only your attack will go up.


I believe defense = how much damage vs the enemy's attack you take, and 
armour = how much damage is deflected, so having both high is probably a 
good idea.


Even if you run out, you can drink potions to restore energy and mana in 
battle anyway.


Beware the Grue!

Dark.
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 09, 2010 10:46 AM
Subject: [Audyssey] questions about world of legends



HI.

I have some questions about this game.
How do you build up energy and how do you strengthen your defense? I am
wearing lots of armor but my defense is still at 1 while my attack and
strength are high.

Please help.

Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
http://www.theoverflowband.com/

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

personal E-mail duff...@gmail.com

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


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Re: [Audyssey] questions about world of legends

2010-12-09 Thread Darren Duff
Thanks. That's what I wwas doing wrong just leveling up atack. Hahaha! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Thursday, December 09, 2010 6:39 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] questions about world of legends

Train.

everytime you level, you'll be asked to train either attack, defense energy
or magic. I usually went for going equal on all of them. If you just level
and hit 1 the first option only your attack will go up.

I believe defense = how much damage vs the enemy's attack you take, and
armour = how much damage is deflected, so having both high is probably a
good idea.

Even if you run out, you can drink potions to restore energy and mana in
battle anyway.

Beware the Grue!

Dark.
- Original Message -
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 09, 2010 10:46 AM
Subject: [Audyssey] questions about world of legends


 HI.

 I have some questions about this game.
 How do you build up energy and how do you strengthen your defense? I am
 wearing lots of armor but my defense is still at 1 while my attack and
 strength are high.

 Please help.

 Darren Duff.

 Drummer for The Overflow worship band!

 Band web site http://www.theoverflowband.com
 http://www.theoverflowband.com/

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 personal E-mail duff...@gmail.com

 windows live messenger *no mail please* darren...@hotmail.com

 skype contact duffman31279


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[Audyssey] nearing a wall in fps games

2010-12-09 Thread Phil Vlasak

Hi Thomas,
One thing to consider, the GMA engine does collision detection one step 
before hitting a wall. It then plays the near wall sound if available.
That is why you get a boarder sound in SOD and the different footstep sound 
in Sarah before hitting a wall.
In the automatic walking feature, it also detects when you are a foot or two 
from a wall and stops you before hitting it.
This leaves the player to decide when to hit a wall and when not to hit a 
wall.
In Sarah, I take the stereo step sound with echo and reduce the echo and 
make it into mono to give you the feeling you are up against a wall.


Phil 



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[Audyssey] Off Topic - RE: Iphone's Used on List

2010-12-09 Thread Harmony Neil
Depends on the version of the iPhone. If you're using the 3gs, you can
either double tap the letter or put a finger on the letter and tap somewhere
else on the screen, but if you're using the 4, there is a touch typing
setting that you can turn on where you can just find the letter and let go
of it.
By the way, this is not the iPhone list, but there are 2 of them. 
Viphone+subscribe @googlegroups.com and can't remember the other one. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: 08 December 2010 20:08
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

How can you guys with iphones even begin to text?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: 07 December 2010 15:30
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I
saw the email chain of people disappointed with papa sangre being
locked to iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I
would have thought that most people on the list would be using these
versions since they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] Off Topic - RE: Iphone's Used on List

2010-12-09 Thread Darren Duff
No... To clarify here It's not the version of the phone that matters, but
the version of the iOS. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Harmony Neil
Sent: Thursday, December 09, 2010 8:35 AM
To: 'Gamers Discussion list'
Subject: [Audyssey] Off Topic - RE: Iphone's Used on List

Depends on the version of the iPhone. If you're using the 3gs, you can
either double tap the letter or put a finger on the letter and tap somewhere
else on the screen, but if you're using the 4, there is a touch typing
setting that you can turn on where you can just find the letter and let go
of it.
By the way, this is not the iPhone list, but there are 2 of them. 
Viphone+subscribe @googlegroups.com and can't remember the other one. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: 08 December 2010 20:08
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

How can you guys with iphones even begin to text?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: 07 December 2010 15:30
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I saw
the email chain of people disappointed with papa sangre being locked to
iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I would have
thought that most people on the list would be using these versions since
they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] re-placing Chastity on moderated status, from Chastity

2010-12-09 Thread Alfredo

On 12/5/2010 4:04 PM, Thomas Ward wrote:

Hi,

Why am I not surprised? Ever notice everything Microsoft touches,
creates, or sells breaks easily?

I mean if they have a virus on their system they need to take care of
it. If that means purging their servers and backups to kill it then
that's what they have to do. There is no excuse letting a virus have
free reign for a year.

On 12/5/10, Troubletroub...@columbus.rr.com  wrote:

Ok, I can say with known fact that those messages are not coming from
you. Also they are not coming from your computer and you don't have a
virus or spyware.
The problem is MSN. they have a virus on the email servers and are
not willing to remove it.
The bug has ben moving from account to account for the past year.
A friend of mine has a msn account and we found that it is MSN. We
went through the whole virus on the computer bit and narrowed it to
MSN email servers.
Both of us have ben sending emails to MSN to investigate this, but no
reply from them.
I have went as far as getting a internal number we use at work to
report this, and they say they know of the problem, that is all.
So take it from some one that has ben watching this bug for a year.
Its not you or your computer.


Tim
trouble
Verizon FIOS support tech
Never offend people with style when you can offend them with substance.
--Sam Brown

Blindeudora list owner.
To subscribe or info: http://www.freelists.org/webpage/blindeudora


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Hello, I have a hotmail account, and i have not been one of the ones to 
have the virus on the server. Is this a part of what this is about? I 
mean, hotmail is part of windows Live.


--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] (no subject)

2010-12-09 Thread Alfredo

On 12/5/2010 11:47 AM, Shiny protector wrote:
Harmony, she isn't sending them. For your information, we didn't send 
spoof emails and the hackers just did it. So, in other words, their is 
know need to take out your temper on her just because of a spambot.


How ever Chastity, I know it isn't your fault, but if you want to stop 
these, I suggest you download AVG. It is just marvellous. Go to.

www.avg.com
- Original Message - From: Harmony Neil 
harmon...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 05, 2010 7:40 PM
Subject: Re: [Audyssey] (no subject)



Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com; 
icemager...@live.com;

connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php

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please send E-mail to gamers-ow...@audyssey.org.


How does these spam exists? We have captchas. Or are they human 
spammers/ if so, Just change your password to a strong. one I never have 
had mine hacked due to the fact that I have a very strong password which 
I change about a month.


--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] (no subject)

2010-12-09 Thread Alfredo

On 12/5/2010 11:47 AM, Shiny protector wrote:
Harmony, she isn't sending them. For your information, we didn't send 
spoof emails and the hackers just did it. So, in other words, their is 
know need to take out your temper on her just because of a spambot.


How ever Chastity, I know it isn't your fault, but if you want to stop 
these, I suggest you download AVG. It is just marvellous. Go to.

www.avg.com
- Original Message - From: Harmony Neil 
harmon...@googlemail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 05, 2010 7:40 PM
Subject: Re: [Audyssey] (no subject)



Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com; 
icemager...@live.com;

connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php

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How does these spam exists? We have captchas. Or are they human 
spammers/ if so, Just change your password to a strong. one I never have 
had mine hacked due to the fact that I have a very strong password which 
I change about a month.


--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] re-placing Chastity on moderated status, from Chastity

2010-12-09 Thread Alfredo

On 12/2/2010 7:41 PM, Chastity MORSE wrote:

Hey, guys, I'm sorry about the confussion. If anyone has any idea how to fix this, please 
let me know cause it seems to be happening with lots of my emails, not just on this list 
thing. I kept getting emails back saying postmaster delivery status can not send 
to...some address I've never even heard of. Then, there are emails that look 
like I've sent them with no subject in them and I never sent those, so I don't know if 
someone got's my email address and is playing games or what, but I've been trying to find 
out what's happening. Just started recently and I've been just deleting them without 
oppening them. Then, some of my friends are getting stuff like this too! Hey, really 
sorry and I didn't mean to mess up thing for  everyone here and I'm still trying to find 
out what the problem is, but if there's any ideas on how I can fix it, please, let me 
know! As for responding to posts for this list, I just hit the link at the bottom of the 
emails that says to send to this list and it brings up an open email window to write my 
message in, nothing else wrong there I can find.
Chastity
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You should change to a stronger password. That is my suggestion.

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer



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[Audyssey] WII Bowling

2010-12-09 Thread Jim Kitchen


Bowling Scores  12-09-2010  By Jim Kitchen 


Today's average = 180
total points in the 3 games = 540

Your bowling average now = 169.31
total points in the 141 games = 23873

Today's low game  = 150
Today's high game = 215

All time low game  = 124
All time high game = 230

99 wins
40 losses
2 ties
141 total games

Jim

Being 'over the hill' is much better than being under it!

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

2010-12-09 Thread Jim Kitchen


Bowling Scores  12-07-2010  By Jim Kitchen 


Today's average = 167
total points in the 2 games = 334

Your bowling average now = 169.08
total points in the 138 games = 2

Today's low game  = 167
Today's high game = 167

All time low game  = 124
All time high game = 230

96 wins
40 losses
2 ties
138 total games
Jim

We can't solve problems by using the same kind of thinking we used when we 
created them - Albert Einstein

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

2010-12-09 Thread Phil Vlasak

Hi Folks,
Rairly has a book about video games been available.
Here is one that just showed up on BookShare.
   Masters of Doom
How Two Guys Created an Empire and Transformed Pop Culture
by David Kushner

To my taste, the greatest American myth of cosmogenesis features the 
maladjusted, antisocial, genius teenage boy who, in the insular laboratory 
of his own bedroom, invents the universe from scratch. Mastersof Doomis a 
particularly inspired rendition. Dave Kushner chronicles the saga of video 
game virtuosi Carmack and Romero with terrific brio. This is a page-turning, 
mythopoeic cyber-soap opera about two glamorous geek geniuses--and it should 
be read while scarfing down pepperoni pizza and swilling Diet Coke, with 
Queens of the Stone Age cranked up all the way.  --MarkLeyner, author ofI 
Smell Esther Williams Masters of Doomis the amazing true story of the Lennon 
and McCartney of video games: John Carmack and John Romero. Together, they 
ruled big business. They transformed popular culture. And they provoked a 
national controversy. More than anything, they lived a unique and rollicking 
American Dream, escaping the broken homes of their youth to co-create the 
most notoriously successful game franchises in history--Doom and 
Quake--until the games they made tore them apart. Americans spend more money 
on video games than on movie tickets. Masters of Doomis the first book to 
chronicle this industry's greatest story, written by one of the medium's 
leading observers. David Kushner takes readers inside the rags-to-riches 
adventure of two rebellious entrepreneurs who came of age to shape a 
generation. The vivid portrait reveals why their games are so violent and 
why their immersion in their brilliantly designed fantasy worlds offered 
them solace. And it shows how they channeled their fury and imagination into 
products that are a formative influence on our culture, from MTV to the 
Internet to Columbine. This is a story of friendship and betrayal, commerce 
and artistry--a powerful and compassionate account of what it's like to be 
young, driven, and wildly creative.


http://www.bookshare.org/browse/book/272703?returnPath=L2Jyb3dzZS9sYXRlc3Q%2F


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Shiny protector
I thought so. I wasn't going to say anything, because I didn't want to 
offend or upset Thomas. Though, apart from the quality, they were excellent.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 09, 2010 3:14 AM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Hayden,

That's why I'm busy replacing the original Mysteries of the Sith
sounds with 44100 KHZ sounds I have found from other sources. I want
this to sound like a movie with cd quality effects and not some game
from the mid 90's.  So in that respect MOTS is getting a huge sound
upgrade from the original, and be a high quality product. So far the
work hunting for SW sounds is paying off.

On 12/8/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
Gasp. yYou're right...some of those sounds are pretty bad qualitywise.
Still, it's most dfinitely something for me (and everyone else, I think) 
to

look forward for.

Best Regards,
Hayden


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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
HI Thomas since you said that Mara passes through walls sometimes when you're 
at just the right angle, I'm betting that:

1. your walls are very close to the same thickness to Mara's move rate. (the 
distance she usually moves in a frame)

2. that it's easier or more likely that she will walk through a wall the closer 
you get to walking at a 45 degree angle in regard to your X and Y axes.

If the above is true, then I think I know the solution, as in my last note 
about normalizing and magnifying.

If you want to post your code, I'd sure be up for taking a look at it, and I 
can post mine here as well, if you'd like. -Perhaps peeps might like to see 
this in practice so to speak?…

-Just as a quick explanation in 2D, if you have a vector that's 5 units long 
and goes straight along the X axis as in 5.0, 0.0 and you try to create a 
vector five units long on a forty five degree angle simply by defining it as 
5.0, 5.0 you're actually making a vector which is longer than five units.

I.E. since you're essentially mapping curves with a square coordinate system, 
you're actually covering more distance on a diagonal then on one of the axes. 
If you could turn your 5.0, 5.0 vector so it traveled straight along your X 
axis, you'd find that it actually went well beyond 5.0, 0.0.

If you think of squares on a piece of graph paper; if you draw a line along the 
edge of a square, and then draw a line from one corner of the square to the 
other, and then measure the line, you'd see that the corner to corner line is 
longer than the other one.

This is what's happening inside the computer. We're just working with graph 
paper on a very large scale! :) so there are a couple of processes we can do to 
properly measure the vector so that it's always the same length regardless of 
which direction it's traveling in. Does this make sense?

There's no need to calculate in advance of where any entity will be at any 
given time. This is the work of the detection routine to let you know what gets 
touched where, rather than you needing to try to guess it ahead of time. Use 
small game units, and real rates of travel, realistically sized entities and 
features, and the detection routines should work fine.

Smiles,

Cara :)


On Dec 8, 2010, at 7:01 PM, Thomas Ward wrote:

Hi Cara,

I'm just basically using a trig based formula for calculating the next
possible x/y/z vectors. As far as I know the formula is correct, and
it does work fine with the array based collision detection I have now.
It is just when I try to calculate a 3d coordinate and see if items
touch where it breaks down.

On 12/8/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
  Ah, Thomas, just reread your note and something else springs to mind. HOw
 are you doing your calculations for your movement?
 
 Remember to use Pythagorus so you get the correct values when dealing with
 diagonal motion. I.E. Always normalize and then magnify your movement
 vectors so you always get the proper amount of motion in any direction you
 move.
 
 -Make sense?…
 
 HTH!
 
 Smiles,
 
 Cara :)

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Oh, and there was a 3, and I bet:

3. that your storm troopers don't actually move on diagonals! lol! this would 
explain why they don't happily skip right through the map. :)

Talk soon!…

Smiles,

Cara :)
On Dec 9, 2010, at 10:08 AM, Cara Quinn wrote:

HI Thomas since you said that Mara passes through walls sometimes when you're 
at just the right angle, I'm betting that:

1. your walls are very close to the same thickness to Mara's move rate. (the 
distance she usually moves in a frame)

2. that it's easier or more likely that she will walk through a wall the closer 
you get to walking at a 45 degree angle in regard to your X and Y axes.

If the above is true, then I think I know the solution, as in my last note 
about normalizing and magnifying.

If you want to post your code, I'd sure be up for taking a look at it, and I 
can post mine here as well, if you'd like. -Perhaps peeps might like to see 
this in practice so to speak?…

-Just as a quick explanation in 2D, if you have a vector that's 5 units long 
and goes straight along the X axis as in 5.0, 0.0 and you try to create a 
vector five units long on a forty five degree angle simply by defining it as 
5.0, 5.0 you're actually making a vector which is longer than five units.

I.E. since you're essentially mapping curves with a square coordinate system, 
you're actually covering more distance on a diagonal then on one of the axes. 
If you could turn your 5.0, 5.0 vector so it traveled straight along your X 
axis, you'd find that it actually went well beyond 5.0, 0.0.

If you think of squares on a piece of graph paper; if you draw a line along the 
edge of a square, and then draw a line from one corner of the square to the 
other, and then measure the line, you'd see that the corner to corner line is 
longer than the other one.

This is what's happening inside the computer. We're just working with graph 
paper on a very large scale! :) so there are a couple of processes we can do to 
properly measure the vector so that it's always the same length regardless of 
which direction it's traveling in. Does this make sense?

There's no need to calculate in advance of where any entity will be at any 
given time. This is the work of the detection routine to let you know what gets 
touched where, rather than you needing to try to guess it ahead of time. Use 
small game units, and real rates of travel, realistically sized entities and 
features, and the detection routines should work fine.

Smiles,

Cara :)


On Dec 8, 2010, at 7:01 PM, Thomas Ward wrote:

Hi Cara,

I'm just basically using a trig based formula for calculating the next
possible x/y/z vectors. As far as I know the formula is correct, and
it does work fine with the array based collision detection I have now.
It is just when I try to calculate a 3d coordinate and see if items
touch where it breaks down.

On 12/8/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Ah, Thomas, just reread your note and something else springs to mind. HOw
 are you doing your calculations for your movement?
 
 Remember to use Pythagorus so you get the correct values when dealing with
 diagonal motion. I.E. Always normalize and then magnify your movement
 vectors so you always get the proper amount of motion in any direction you
 move.
 
 -Make sense?…
 
 HTH!
 
 Smiles,
 
 Cara :)

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Ben
Hi cara
Ever thought of updating jediquake?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 09 December 2010 18:24
To: Gamers Discussion list
Subject: Re: [Audyssey] game objects in memory

Oh, and there was a 3, and I bet:

3. that your storm troopers don't actually move on diagonals! lol! this
would explain why they don't happily skip right through the map. :)

Talk soon!.

Smiles,

Cara :)
On Dec 9, 2010, at 10:08 AM, Cara Quinn wrote:

HI Thomas since you said that Mara passes through walls sometimes when
you're at just the right angle, I'm betting that:

1. your walls are very close to the same thickness to Mara's move rate. (the
distance she usually moves in a frame)

2. that it's easier or more likely that she will walk through a wall the
closer you get to walking at a 45 degree angle in regard to your X and Y
axes.

If the above is true, then I think I know the solution, as in my last note
about normalizing and magnifying.

If you want to post your code, I'd sure be up for taking a look at it, and I
can post mine here as well, if you'd like. -Perhaps peeps might like to see
this in practice so to speak?.

-Just as a quick explanation in 2D, if you have a vector that's 5 units long
and goes straight along the X axis as in 5.0, 0.0 and you try to create a
vector five units long on a forty five degree angle simply by defining it as
5.0, 5.0 you're actually making a vector which is longer than five units.

I.E. since you're essentially mapping curves with a square coordinate
system, you're actually covering more distance on a diagonal then on one of
the axes. If you could turn your 5.0, 5.0 vector so it traveled straight
along your X axis, you'd find that it actually went well beyond 5.0, 0.0.

If you think of squares on a piece of graph paper; if you draw a line along
the edge of a square, and then draw a line from one corner of the square to
the other, and then measure the line, you'd see that the corner to corner
line is longer than the other one.

This is what's happening inside the computer. We're just working with graph
paper on a very large scale! :) so there are a couple of processes we can do
to properly measure the vector so that it's always the same length
regardless of which direction it's traveling in. Does this make sense?

There's no need to calculate in advance of where any entity will be at any
given time. This is the work of the detection routine to let you know what
gets touched where, rather than you needing to try to guess it ahead of
time. Use small game units, and real rates of travel, realistically sized
entities and features, and the detection routines should work fine.

Smiles,

Cara :)


On Dec 8, 2010, at 7:01 PM, Thomas Ward wrote:

Hi Cara,

I'm just basically using a trig based formula for calculating the next
possible x/y/z vectors. As far as I know the formula is correct, and
it does work fine with the array based collision detection I have now.
It is just when I try to calculate a 3d coordinate and see if items
touch where it breaks down.

On 12/8/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Ah, Thomas, just reread your note and something else springs to mind. HOw
 are you doing your calculations for your movement?
 
 Remember to use Pythagorus so you get the correct values when dealing with
 diagonal motion. I.E. Always normalize and then magnify your movement
 vectors so you always get the proper amount of motion in any direction you
 move.
 
 -Make sense?.
 
 HTH!
 
 Smiles,
 
 Cara :)

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Ben
What is that constant beep like the weapon sound from mota?  And why is that
sounding like jedi strike... I personally don't approve of that but so far
its sounds good

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 09 December 2010 08:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi William,

I absolutely have no idea. Obviously my main priority is to get MOTA
out the door and then tackle Raceway. If I squeeze a little time in
now and then for this game great, but right now I just did a little
experimentation with the G3D engine to see what needs to be done to
create a game like Mysteries of the Sith. As you can tell the engine
itself is up to the task. Unfortunately, I have two major releases to
finish before tackling this game head on.

Smile.


On 12/9/10, william lomas lomaswill...@googlemail.com wrote:
 when will this be out then lol
 mota
 raceway  Mysteries of the syth
 smile how many more games u tackling?

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Re: [Audyssey] Iphone's Used on List

2010-12-09 Thread Ben
i.e.  I tried several times to text, but the keypad, not being physical, is
a major put off in terms of texting.  In terms of everything else itse its
fine...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 08 December 2010 21:46
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

Hi Ben,
Could you please explain that?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Wednesday, December 08, 2010 2:08 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

How can you guys with iphones even begin to text?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: 07 December 2010 15:30
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I
saw the email chain of people disappointed with papa sangre being
locked to iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I
would have thought that most people on the list would be using these
versions since they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] Jedi Knight was GMA sound function

2010-12-09 Thread Ben
How do you repack them...


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 08 December 2010 21:29
To: Gamers Discussion list
Subject: Re: [Audyssey] Jedi Knight was GMA sound function

Hi Ben,

What do you mean where did I get the newer games? I baught them from
Amazon.com and other stores that carry Star Wars games. Isn't that
rather obvious?

As for opening gob files I use a program called Gob Explorer. Its a
free utility for creating and extracting *.gob files and *.goo files.
Its an essential tool if you wich to create custom mods for Jedi
Knight I and Jedi Knight II. You'll also need a mat to bmp converter
if you which to extract or create custom graphics for the Jedi Knight
games as well.

On 12/8/10, Ben gamehead...@aol.co.uk wrote:
 What tools though... and where'd you get the newer games...

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Ben, yes.

JQ is actually being updated now, but not by me. :) I made my code completely 
free and available so others can work with it howe ever they'd like. The code 
is Quake C which is a flavor of the C language and only works within the 
context of Quake. I.E. you can't develop in any other environment with it.

The Quake engine itself however, is written in straight C and is open-source so 
people are free to look at it or use it in their own contexts.

Many current games still use flavors of the Quake engines and I believe the 
game that Phil just posted about, Imperial Academy, actually uses the Quake 3 
engine.

So the quick answer is yes, and the not so quick answer is perhaps in the 
future. :)

Happy holidays to you and yours, and have a wonderful day!… Woohoo!

Smiles,

Cara :)
On Dec 9, 2010, at 10:31 AM, Ben wrote:

Hi cara
Ever thought of updating jediquake?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 09 December 2010 18:24
To: Gamers Discussion list
Subject: Re: [Audyssey] game objects in memory

Oh, and there was a 3, and I bet:

3. that your storm troopers don't actually move on diagonals! lol! this
would explain why they don't happily skip right through the map. :)

Talk soon!.

Smiles,

Cara :)
On Dec 9, 2010, at 10:08 AM, Cara Quinn wrote:

HI Thomas since you said that Mara passes through walls sometimes when
you're at just the right angle, I'm betting that:

1. your walls are very close to the same thickness to Mara's move rate. (the
distance she usually moves in a frame)

2. that it's easier or more likely that she will walk through a wall the
closer you get to walking at a 45 degree angle in regard to your X and Y
axes.

If the above is true, then I think I know the solution, as in my last note
about normalizing and magnifying.

If you want to post your code, I'd sure be up for taking a look at it, and I
can post mine here as well, if you'd like. -Perhaps peeps might like to see
this in practice so to speak?.

-Just as a quick explanation in 2D, if you have a vector that's 5 units long
and goes straight along the X axis as in 5.0, 0.0 and you try to create a
vector five units long on a forty five degree angle simply by defining it as
5.0, 5.0 you're actually making a vector which is longer than five units.

I.E. since you're essentially mapping curves with a square coordinate
system, you're actually covering more distance on a diagonal then on one of
the axes. If you could turn your 5.0, 5.0 vector so it traveled straight
along your X axis, you'd find that it actually went well beyond 5.0, 0.0.

If you think of squares on a piece of graph paper; if you draw a line along
the edge of a square, and then draw a line from one corner of the square to
the other, and then measure the line, you'd see that the corner to corner
line is longer than the other one.

This is what's happening inside the computer. We're just working with graph
paper on a very large scale! :) so there are a couple of processes we can do
to properly measure the vector so that it's always the same length
regardless of which direction it's traveling in. Does this make sense?

There's no need to calculate in advance of where any entity will be at any
given time. This is the work of the detection routine to let you know what
gets touched where, rather than you needing to try to guess it ahead of
time. Use small game units, and real rates of travel, realistically sized
entities and features, and the detection routines should work fine.

Smiles,

Cara :)


On Dec 8, 2010, at 7:01 PM, Thomas Ward wrote:

Hi Cara,

I'm just basically using a trig based formula for calculating the next
possible x/y/z vectors. As far as I know the formula is correct, and
it does work fine with the array based collision detection I have now.
It is just when I try to calculate a 3d coordinate and see if items
touch where it breaks down.

On 12/8/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Ah, Thomas, just reread your note and something else springs to mind. HOw
 are you doing your calculations for your movement?
 
 Remember to use Pythagorus so you get the correct values when dealing with
 diagonal motion. I.E. Always normalize and then magnify your movement
 vectors so you always get the proper amount of motion in any direction you
 move.
 
 -Make sense?.
 
 HTH!
 
 Smiles,
 
 Cara :)

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[Audyssey] Narnia games?

2010-12-09 Thread Shiny protector
Hi guys,
I was wondering if any of you could create any Narnia games? Basically what 
happens in the film well Narnia and her men fight to the death. I'll explain 
the stages and you could make your decision. Well, the first part of the film I 
watched is the king cuts the prince's hand off with this knife to reincarnate a 
witch. Then after that what happens is they go to battle.

So, when they're at battle, they start to fight each other with swords, bow's 
and other stuff that helps them. In the other part of the film, this young 
girl, about 17 or 18 goes to knock some people off a horse. So, she springs 
towards, I mean walking to them, and she starts to fire some arrows. So, then 
what happens after she has killed a few naughty little beests, some dude knocks 
her over. Fortunitly, this young man, I think comes to her rescue.

The young man gets rid of the enemy, and I think Narnia fancies him. Then, I 
thought this is the part we could play in. This young chap, about at 17 or 18 
has to fight this old man. Basically, I thought of some defence techniques. You 
could use either weapon in this battle, sword or sheeld. The reason I say 
sheeld is because the young dude whacks the sheeld and the fully grown man 
receives a smack in his face, wouldn't that be nice, lol!

Then what happens at the end of the battle, is the good dude wins. But I 
thought you guys could make  like a fight. Your up arrow, down left and right 
could be to swing your sheeld, and the b key to block attacks. Then also I 
forgot, maybe we could have a fight with the evil witch at the first part. 
Then, the goodys and the bad people go and fight. I'll tell you who's in the 
good gang. Centaurs, humans, dwarfs, and ratkins, rat like people.

So, they use the tortus technique and the balister technique in combat. Then, 
while the girl is on her horse, if I'm correct on that, one of the bad soldiers 
are on the back of the horse. This lyan comes charging at the soldier, and the 
soldier falls. Maybe this could be a cutscene. Then, I thought this could be 
the final part of the game. The bad people run away from the good people, as 
the good people are powerful, and nere the water, they come charging at the 
lyan. Then, this man made out of water comes out, and he teaches the fools a 
lesson, by killing them. Then, the young chap could fight the bad people with 
the others, and if he loses, well, he loses, but if he wins, the baddies 
scrender. But I've thought that you guys could make the game more challenging, 
by the young chap fighting the king. Any thoughts?
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Re: [Audyssey] Creating game levels to scale?

2010-12-09 Thread Ben
Indeed!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 December 2010 23:54
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Philip,

Well...That too is the classic catch 22. According to the License
Agreement that came with Mysteries of the Sith, I just reread it, it
says you can freely create mods for the game but under no
circomstances can you use the sounds, musick, or graphics from this
game. Question is what's the frickin' point of creating your own Star
Wars mod if you have to create your own blaster sounds, Star Wars
music, and draw your own graphics?

Once again, that's  the entire problem with the whole copyright issue
for me. Yeah, I could probably could come up with lame sounds for the
light sabers, blasters, stuff like that but if it doesn't sound like
the official Star Wars sounds I'm not going to bother creating the
game. It is not Star Wars unless a light saber sounds like a light
saber and a blaster sounds like a blaster. Although, I am a musician
I'm nowhere in John Williams class so I can't even begin to create
music as inspiring and grand as the Star Wars music. If I go through
all that work with new sounds, music, I might as well call it Space
Wars. Grin.

Cheers!


On 12/6/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Ah yes, that does sound like a nice idea though as you say, more than a
 little risky. I think the biggest issue for them may not be the fact that
 you use the Star Wars brand in a free product, but rather the fact that
 you're technically stealing sounds from an existing game. That may get
them
 a whole lot angrier than if you had, say, tried to make your own blaster
 sounds. Of course it wouldn't sound nearly as good, but still; this is my
 primary guess.

 All the same I shall be looking forward to giving it a try and attempt to
 offer some constructive critisism if I can.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Creating game levels to scale?

2010-12-09 Thread Ben
Hi.  Just a question... can you get me the sith lightsaber ignition like the
one featured in the movies (like the phantom menace)?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 December 2010 23:42
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Cara,

Okay? How exactly do I add a low-pass filter to the game. I'm not sure
how to implement one.

On 12/6/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Thomas, this is the low-pass filter idea I was mentioning. I got it from
 Quake, as sounds in other rooms are muffled, or sent through an EQ or
 low-pass filter to simulate being behind a wall or door.

 Smiles,

 Cara :)

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Re: [Audyssey] Creating game levels to scale?

2010-12-09 Thread Thomas Ward
Hi,

Hmmm...WellI have Sith light saber sounds, mostly Darth Vader's,
but I don't know that I can get Darth Maul's that easily. Darth Maul's
light saber is unique in that it was a duel bladed weapon and the
ignition was also a bit unique. I might be able to create one that
sounds similar, but for Darth Maul's actual saber effects I'd probably
have to get Star Wars Obi-Wan and wrip the sounds. I'll look and see
what I can do.

On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 Hi.  Just a question... can you get me the sith lightsaber ignition like the
 one featured in the movies (like the phantom menace)?

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara,

Actually, the storm troopers can move in any direction AKA 360
degrees. They have to in order to properly aim and stuff. I did some
testing and I figure the real reason they didn't pas through the wall
is because on beginner the speed was set to 0.25, but on expert when
they were set to 1 unit per frame they walked right through the walls.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Oh, and there was a 3, and I bet:

 3. that your storm troopers don't actually move on diagonals! lol! this
 would explain why they don't happily skip right through the map. :)

 Talk soon!…

 Smiles,

 Cara :)

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[Audyssey] phpAdventure

2010-12-09 Thread Travis Siegel
Well, hello folks.
I found an interesting project on sourceforge, and since it was no longer being 
developed, I asked the developer if I could take over development.
He agreeed, and so now, if you go to:
http://phpadventure.sourceforge.net
You'll find php adventure, in it's current form.
What I'm wondering is:
What kinds of things would folks want added to this engine, and would anyone be 
interested in building any web-based text-games using such a system?
It's of course opensource, so anyone may download it and work on it/use it for 
their own purposes (provided those don't include commercial gain), so 
it's open to just about anything being done with it, so if folks (particularly 
those with php knowledge) would grab a copy and take a look, I'd certainly 
appreciate any feedbak.
Everyone can see a sample of how it works at
http://www.thesiegelsnest.us/phpadventure/
That will have the sample golden skull demo game just as soon as I get it 
uploaded
Hope this helps, and please folks, even if you don't know php, drop by the demo 
and let me know what you think could make it better.

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas, how thick are your walls?… -Just curious…

-Hey, -sounds like a bad pick-up line! lol!

Smiles,

CQ :)
On Dec 9, 2010, at 2:36 PM, Thomas Ward wrote:

Hi Cara,

Actually, the storm troopers can move in any direction AKA 360
degrees. They have to in order to properly aim and stuff. I did some
testing and I figure the real reason they didn't pas through the wall
is because on beginner the speed was set to 0.25, but on expert when
they were set to 1 unit per frame they walked right through the walls.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Oh, and there was a 3, and I bet:
 
 3. that your storm troopers don't actually move on diagonals! lol! this
 would explain why they don't happily skip right through the map. :)
 
 Talk soon!…
 
 Smiles,
 
 Cara :)

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi,

Yeah, the Quake 3 engine is still extensively being used. I know
several games from Activision depend on the Quake 3 engine. Right off
the top of my head I know Star Trek Elite Force and Star Trek Elite
Force II both use a Quake engine.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Ben, yes.

 JQ is actually being updated now, but not by me. :) I made my code
 completely free and available so others can work with it howe ever they'd
 like. The code is Quake C which is a flavor of the C language and only works
 within the context of Quake. I.E. you can't develop in any other environment
 with it.

 The Quake engine itself however, is written in straight C and is open-source
 so people are free to look at it or use it in their own contexts.

 Many current games still use flavors of the Quake engines and I believe the
 game that Phil just posted about, Imperial Academy, actually uses the Quake
 3 engine.

 So the quick answer is yes, and the not so quick answer is perhaps in the
 future. :)

 Happy holidays to you and yours, and have a wonderful day!… Woohoo!

 Smiles,

 Cara :)

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi,

Well, thin enough the neighbors can hear a pin drop. Grin.

No, seriously I set the walls on the level to 1 unit. I think this
might be the source of the problem.Normally this isn't a problem with
the current array based system, but when I created a sample level
using the 3d coordinates Mara just walks through them. It could be
that the thickness of the walls are too thin there fore she steps
right over the barrier before the collision detection can check if the
two are in contact with each other.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Thomas, how thick are your walls?… -Just curious…

 -Hey, -sounds like a bad pick-up line! lol!

 Smiles,

 CQ :)

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Re: [Audyssey] Narnia games?

2010-12-09 Thread Hayden Presley
Hi Muhammed,
Um... You'd have ot actually either read the books or watch the movies
before  you could even think of that kind of thing; and you should really
start with the Magician's Nephew.  Interesting idea, though.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Thursday, December 09, 2010 2:10 PM
To: Gamers Discussion list
Subject: [Audyssey] Narnia games?

Hi guys,
I was wondering if any of you could create any Narnia games? Basically what
happens in the film well Narnia and her men fight to the death. I'll explain
the stages and you could make your decision. Well, the first part of the
film I watched is the king cuts the prince's hand off with this knife to
reincarnate a witch. Then after that what happens is they go to battle.

So, when they're at battle, they start to fight each other with swords,
bow's and other stuff that helps them. In the other part of the film, this
young girl, about 17 or 18 goes to knock some people off a horse. So, she
springs towards, I mean walking to them, and she starts to fire some arrows.
So, then what happens after she has killed a few naughty little beests, some
dude knocks her over. Fortunitly, this young man, I think comes to her
rescue.

The young man gets rid of the enemy, and I think Narnia fancies him. Then, I
thought this is the part we could play in. This young chap, about at 17 or
18 has to fight this old man. Basically, I thought of some defence
techniques. You could use either weapon in this battle, sword or sheeld. The
reason I say sheeld is because the young dude whacks the sheeld and the
fully grown man receives a smack in his face, wouldn't that be nice, lol!

Then what happens at the end of the battle, is the good dude wins. But I
thought you guys could make  like a fight. Your up arrow, down left and
right could be to swing your sheeld, and the b key to block attacks. Then
also I forgot, maybe we could have a fight with the evil witch at the first
part. Then, the goodys and the bad people go and fight. I'll tell you who's
in the good gang. Centaurs, humans, dwarfs, and ratkins, rat like people.

So, they use the tortus technique and the balister technique in combat.
Then, while the girl is on her horse, if I'm correct on that, one of the bad
soldiers are on the back of the horse. This lyan comes charging at the
soldier, and the soldier falls. Maybe this could be a cutscene. Then, I
thought this could be the final part of the game. The bad people run away
from the good people, as the good people are powerful, and nere the water,
they come charging at the lyan. Then, this man made out of water comes out,
and he teaches the fools a lesson, by killing them. Then, the young chap
could fight the bad people with the others, and if he loses, well, he loses,
but if he wins, the baddies scrender. But I've thought that you guys could
make the game more challenging, by the young chap fighting the king. Any
thoughts?
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Re: [Audyssey] Iphone's Used on List

2010-12-09 Thread Hayden Presley
Hi Ben,
Hmmm...I may not be a moderator but I'd recommend you take this to the
iPhone list.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Thursday, December 09, 2010 12:46 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

i.e.  I tried several times to text, but the keypad, not being physical, is
a major put off in terms of texting.  In terms of everything else itse its
fine...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 08 December 2010 21:46
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

Hi Ben,
Could you please explain that?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Wednesday, December 08, 2010 2:08 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Iphone's Used on List

How can you guys with iphones even begin to text?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kwasi Mensah
Sent: 07 December 2010 15:30
To: gamers@audyssey.org
Subject: [Audyssey] Iphone's Used on List

Hey guys,

What version of iPhones/iPod Touches are people on this list using? I
saw the email chain of people disappointed with papa sangre being
locked to iPhone 3GS, iPhone 4, iPod touch (4th generation) or iPad. I
would have thought that most people on the list would be using these
versions since they support VoiceOver, Zoom and Color Contrast.

Thanks
-kwasi

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Re: [Audyssey] (no subject)

2010-12-09 Thread Hayden Presley
Hi Alfredo,
I do not mean to complain but is it possible for you to put your messages at
the top?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Thursday, December 09, 2010 8:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] (no subject)

On 12/5/2010 11:47 AM, Shiny protector wrote:
 Harmony, she isn't sending them. For your information, we didn't send 
 spoof emails and the hackers just did it. So, in other words, their is 
 know need to take out your temper on her just because of a spambot.

 How ever Chastity, I know it isn't your fault, but if you want to stop 
 these, I suggest you download AVG. It is just marvellous. Go to.
 www.avg.com
 - Original Message - From: Harmony Neil 
 harmon...@googlemail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, December 05, 2010 7:40 PM
 Subject: Re: [Audyssey] (no subject)


 Look, stop! Sending! Spam! Links! Get it?
 In other words, update or get a better antivirus software.

 -Original Message-
 From: gamers-boun...@audyssey.org 
 [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Chastity MORSE
 Sent: 05 December 2010 19:20
 To: emilym...@hotmail.com; scholar1...@hotmail.com; 
 icemager...@live.com;
 connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
 eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
 Subject: [Audyssey] (no subject)

 http://hosting.ws/index0005.php

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How does these spam exists? We have captchas. Or are they human 
spammers/ if so, Just change your password to a strong. one I never have 
had mine hacked due to the fact that I have a very strong password which 
I change about a month.

-- 
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Hayden Presley
Hi,
Oh, I'm sure he's just tackling five more at the moment. Grin Seriously,
though, that's quite the full agenda; three large games like that, plus the
Python tutorials?

Best Regards,
Hayden


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

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

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

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

Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara,

Hmmm...That makes sense. That also seams to be the problem. Mara's
rate is 1 unit per frame and the walls are 1 unit thick. Now, if I
walk at them head on I'll smack face first into the wall, door,
whatever. If I take them at an angle say 15 degrees I'll walk right
through them.


On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 HI Thomas since you said that Mara passes through walls sometimes when
 you're at just the right angle, I'm betting that:

 1. your walls are very close to the same thickness to Mara's move rate. (the
 distance she usually moves in a frame)

 2. that it's easier or more likely that she will walk through a wall the
 closer you get to walking at a 45 degree angle in regard to your X and Y
 axes.

 If the above is true, then I think I know the solution, as in my last note
 about normalizing and magnifying.

 If you want to post your code, I'd sure be up for taking a look at it, and I
 can post mine here as well, if you'd like. -Perhaps peeps might like to see
 this in practice so to speak?…

 -Just as a quick explanation in 2D, if you have a vector that's 5 units long
 and goes straight along the X axis as in 5.0, 0.0 and you try to create a
 vector five units long on a forty five degree angle simply by defining it as
 5.0, 5.0 you're actually making a vector which is longer than five units.

 I.E. since you're essentially mapping curves with a square coordinate
 system, you're actually covering more distance on a diagonal then on one of
 the axes. If you could turn your 5.0, 5.0 vector so it traveled straight
 along your X axis, you'd find that it actually went well beyond 5.0, 0.0.

 If you think of squares on a piece of graph paper; if you draw a line along
 the edge of a square, and then draw a line from one corner of the square to
 the other, and then measure the line, you'd see that the corner to corner
 line is longer than the other one.

 This is what's happening inside the computer. We're just working with graph
 paper on a very large scale! :) so there are a couple of processes we can do
 to properly measure the vector so that it's always the same length
 regardless of which direction it's traveling in. Does this make sense?

 There's no need to calculate in advance of where any entity will be at any
 given time. This is the work of the detection routine to let you know what
 gets touched where, rather than you needing to try to guess it ahead of
 time. Use small game units, and real rates of travel, realistically sized
 entities and features, and the detection routines should work fine.

 Smiles,

 Cara :)

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi all,

The trailer I posted did use 44100 KHZ sounds. What do you mean by the
quality of the sounds in the trailer were poor?

I keep hearing people say the quality of the sounds in the MOTS
preview were poor but I found the best sounds i could so far and I'm
still getting that complaint. If I knew what people were specifically
refering too perhaps I could correct just that sound or sounds.
Believe me teling me what you liked and didn't like won't offend me. I
just need proper feed back so I can attempt to correct it early on.

Thanks.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Ben,

Ah, that would be the door locator signal. That helps you find the
doors. If I take it out the only way you could find the doors is to
use the view menu. If you want me to take the locator sound out I
will, but I don't think you would like that very much.

On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 What is that constant beep like the weapon sound from mota?  And why is that
 sounding like jedi strike... I personally don't approve of that but so far
 its sounds good

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Darren,

Mostly I was deflecting blaster shots while I was moving into saber
range to cut them down. You definitely know when I cut them down as
the troopers screamed when Mara scored a direct hit. As for saber
cut/hit sounds I have them, but just haven't added them in yet.
Remember that is only after two/three days of work. Its far far far
from anything like a finished product. I just created a sample level
to test out some game mechanics so far, and when I mentioned it Ben
and a couple of other people wanted to hear me walking around
slottering troopers. So I posted a preview of the Alpha. Actually,
technically it is in pre-alpha stage since its not really a game yet.
Just some code using the G3D engine to move around fire a few weapons,
and some generic bad guys in rooms walking around waiting to get
slottered.

On 12/9/10, Darren Duff duff...@gmail.com wrote:
 So were you deflecting the blaster bolts back at the trupers or were you
 cutting them down? IF you were cutting them down with the saber you need a
 awesome lightsaber slashing sound.  BTW I am a big time star wars fan and
 have always dreamed of playing this kind of game.

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[Audyssey] Important Moderator Announcement

2010-12-09 Thread Thomas Ward
Hello everyone,

Please, stop responding to the messages with no subject line. We all
know they are spam. We were attempting to give Chastity some time to
fix/resolve the issue before putting her on moderated status, but as
the issue has not been resolved Raul and myself will have to begin
filtering her mail personally by moderating her messages. So please
leave this issue up to us from now on.

Thanks.

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Re: [Audyssey] Jedi Knight was GMA sound function

2010-12-09 Thread Thomas Ward
Hi,

With the Gob Explorer tool I already told you about a couple of days
ago. You should really head over to the Messassi Temple website where
all the JK stuff is happening as they have game mods, guides, and
tools for creating custom mods for Jedi Knight, Mysteries of the Sith,
and Jedi Knight II.

On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 How do you repack them...


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Re: [Audyssey] (no subject)

2010-12-09 Thread Alfredo C
Hey, I use mozilla thunderbird. I think that is a problem I am not sure how 
to fix.


-Original Message- 
From: Hayden Presley

Sent: Thursday, December 09, 2010 2:56 PM
To: calfr...@aol.com ; 'Gamers Discussion list'
Subject: Re: [Audyssey] (no subject)

Hi Alfredo,
I do not mean to complain but is it possible for you to put your messages at
the top?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Thursday, December 09, 2010 8:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] (no subject)

On 12/5/2010 11:47 AM, Shiny protector wrote:

Harmony, she isn't sending them. For your information, we didn't send
spoof emails and the hackers just did it. So, in other words, their is
know need to take out your temper on her just because of a spambot.

How ever Chastity, I know it isn't your fault, but if you want to stop
these, I suggest you download AVG. It is just marvellous. Go to.
www.avg.com
- Original Message - From: Harmony Neil
harmon...@googlemail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 05, 2010 7:40 PM
Subject: Re: [Audyssey] (no subject)



Look, stop! Sending! Spam! Links! Get it?
In other words, update or get a better antivirus software.

-Original Message-
From: gamers-boun...@audyssey.org
[mailto:gamers-boun...@audyssey.org] On
Behalf Of Chastity MORSE
Sent: 05 December 2010 19:20
To: emilym...@hotmail.com; scholar1...@hotmail.com;
icemager...@live.com;
connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
Subject: [Audyssey] (no subject)

http://hosting.ws/index0005.php

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How does these spam exists? We have captchas. Or are they human
spammers/ if so, Just change your password to a strong. one I never have
had mine hacked due to the fact that I have a very strong password which
I change about a month.

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas;

-Just a quickie for now;

How are you working out which direction you'd like to have Mara travel in? I'm 
assuming you're deciding based on a degree and then working out a vector from 
that? How are you creating your vector from your angle? (this might be the 
issue)

I.E. if you're supposed to be moving at 1 unit, then the proper vector length 
if you're moving at a 45 degree angle, should be something like 0.7174, 0.7174 
or some such. :) It shouldn't be 1.0, 1.0.

If it's not less than 1 on each axis, then you'll need to normalize your vector 
using the Pythagorus Theorem to get it to a length of 1 unit.

Hope this makes sense and talk soon!…

Smiles,

Cara :)
On Dec 9, 2010, at 3:00 PM, Thomas Ward wrote:

Hi Cara,

Hmmm...That makes sense. That also seams to be the problem. Mara's
rate is 1 unit per frame and the walls are 1 unit thick. Now, if I
walk at them head on I'll smack face first into the wall, door,
whatever. If I take them at an angle say 15 degrees I'll walk right
through them.


On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 HI Thomas since you said that Mara passes through walls sometimes when
 you're at just the right angle, I'm betting that:
 
 1. your walls are very close to the same thickness to Mara's move rate. (the
 distance she usually moves in a frame)
 
 2. that it's easier or more likely that she will walk through a wall the
 closer you get to walking at a 45 degree angle in regard to your X and Y
 axes.
 
 If the above is true, then I think I know the solution, as in my last note
 about normalizing and magnifying.
 
 If you want to post your code, I'd sure be up for taking a look at it, and I
 can post mine here as well, if you'd like. -Perhaps peeps might like to see
 this in practice so to speak?…
 
 -Just as a quick explanation in 2D, if you have a vector that's 5 units long
 and goes straight along the X axis as in 5.0, 0.0 and you try to create a
 vector five units long on a forty five degree angle simply by defining it as
 5.0, 5.0 you're actually making a vector which is longer than five units.
 
 I.E. since you're essentially mapping curves with a square coordinate
 system, you're actually covering more distance on a diagonal then on one of
 the axes. If you could turn your 5.0, 5.0 vector so it traveled straight
 along your X axis, you'd find that it actually went well beyond 5.0, 0.0.
 
 If you think of squares on a piece of graph paper; if you draw a line along
 the edge of a square, and then draw a line from one corner of the square to
 the other, and then measure the line, you'd see that the corner to corner
 line is longer than the other one.
 
 This is what's happening inside the computer. We're just working with graph
 paper on a very large scale! :) so there are a couple of processes we can do
 to properly measure the vector so that it's always the same length
 regardless of which direction it's traveling in. Does this make sense?
 
 There's no need to calculate in advance of where any entity will be at any
 given time. This is the work of the detection routine to let you know what
 gets touched where, rather than you needing to try to guess it ahead of
 time. Use small game units, and real rates of travel, realistically sized
 entities and features, and the detection routines should work fine.
 
 Smiles,
 
 Cara :)

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Greg Steel
Hi Tom I thought their wasn't anything wrong with the sounds.  I thought 
they were great.  Why are people complaining about them?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 09, 2010 3:06 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi all,

The trailer I posted did use 44100 KHZ sounds. What do you mean by the
quality of the sounds in the trailer were poor?

I keep hearing people say the quality of the sounds in the MOTS
preview were poor but I found the best sounds i could so far and I'm
still getting that complaint. If I knew what people were specifically
refering too perhaps I could correct just that sound or sounds.
Believe me teling me what you liked and didn't like won't offend me. I
just need proper feed back so I can attempt to correct it early on.

Thanks.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Greg,

I don't know. That's exactly what I'm trying to find out. Some people
said the sounds were poor and I'm trying to find out what they are
talking about. If there are some they felt were not so hot I'd like
them to at least point it out so I could look for something perhaps
better.

Smile.


On 12/9/10, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I thought their wasn't anything wrong with the sounds.  I thought
 they were great.  Why are people complaining about them?

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Re: [Audyssey] game objects in memory

2010-12-09 Thread Thomas Ward
Hi Cara,

Sure no problem. below is the functions I'm using to calculate the
angle and vector Mara will travel to reach her next coordinates on the
map. However, before you ask the reason the calculations don't have a
fps or time parameter that's because I assume 1 as the frames per
second which is a slow frame rate I know. Here goes.

// Name: GetDirection (double, double, double, double).
// Description: Calculates the angle between
//  two game objects.
float Calculate::GetDirection (double x1, double z1, double x2, double z2)
{

// Subtract x2 from x1
  double x = x1 - x2;

// Subtract z1 from z2
  double z = z2 - z1;

// Calculate theta by the arc tangent
// of -x*z
  double theta = std::atan2 (-x, z);

// Now, multiply theta by 180
// and divide by PI
  double direction = (theta * 180) / PI;

// Return the direction
  return (float)direction;
}

// Name: GetX(double, double, double).
// Description: Calculates the next possible x vector.
float Calculate::GetX (double direction, double x, double velocity)
{

// Calculate the next x vector by
// multiplying velocity by the sine of
// direction*PI/180
  x += velocity * std::sin ((direction * PI) / 180);

// Return the new x vector
  return (float)x;
}

// Name: GetZ(double, double, double).
// Description: Calculates the next possible z vector.
float Calculate::GetZ (double direction, double z, double velocity)
{

// Calculate the next z vector by
// multiplying velocity by the cosine of
// direction*PI/180
  z += velocity * std::cos ((direction * PI) / 180);

// Return the new z vector
  return (float)z;
}

Now, looking at these functions I see I didn't use the Pythagorus
Theorem to normalize the distance which would in deed be part of the
problem. If you could remind me how to do this I'd appreciate it. In
fact, if you can rewrite the functions to do this correctly I'd
appreciate it. This will not only improve the SW game it will be a
nice little bug fix for MOTA which also uses the G3D engine too.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Thomas;

 -Just a quickie for now;

 How are you working out which direction you'd like to have Mara travel in?
 I'm assuming you're deciding based on a degree and then working out a vector
 from that? How are you creating your vector from your angle? (this might be
 the issue)

 I.E. if you're supposed to be moving at 1 unit, then the proper vector
 length if you're moving at a 45 degree angle, should be something like
 0.7174, 0.7174 or some such. :) It shouldn't be 1.0, 1.0.

 If it's not less than 1 on each axis, then you'll need to normalize your
 vector using the Pythagorus Theorem to get it to a length of 1 unit.

 Hope this makes sense and talk soon!…

 Smiles,

 Cara :)

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Hayden Presley
Hi,
I'm not sure myself. What's to complain about yet? Let's let Thomas at least
get some kind of working Alpha out therebefore we start complaing left,
right, and center about sounds.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, December 09, 2010 9:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Greg,

I don't know. That's exactly what I'm trying to find out. Some people
said the sounds were poor and I'm trying to find out what they are
talking about. If there are some they felt were not so hot I'd like
them to at least point it out so I could look for something perhaps
better.

Smile.


On 12/9/10, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I thought their wasn't anything wrong with the sounds.  I thought
 they were great.  Why are people complaining about them?

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Re: [Audyssey] (no subject)

2010-12-09 Thread Hayden Presley
Hi Alfredo,
But, that time it was correct; it was at the top of the messageodd.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo C
Sent: Thursday, December 09, 2010 6:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] (no subject)

Hey, I use mozilla thunderbird. I think that is a problem I am not sure how 
to fix.

-Original Message- 
From: Hayden Presley
Sent: Thursday, December 09, 2010 2:56 PM
To: calfr...@aol.com ; 'Gamers Discussion list'
Subject: Re: [Audyssey] (no subject)

Hi Alfredo,
I do not mean to complain but is it possible for you to put your messages at
the top?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Thursday, December 09, 2010 8:27 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] (no subject)

On 12/5/2010 11:47 AM, Shiny protector wrote:
 Harmony, she isn't sending them. For your information, we didn't send
 spoof emails and the hackers just did it. So, in other words, their is
 know need to take out your temper on her just because of a spambot.

 How ever Chastity, I know it isn't your fault, but if you want to stop
 these, I suggest you download AVG. It is just marvellous. Go to.
 www.avg.com
 - Original Message - From: Harmony Neil
 harmon...@googlemail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, December 05, 2010 7:40 PM
 Subject: Re: [Audyssey] (no subject)


 Look, stop! Sending! Spam! Links! Get it?
 In other words, update or get a better antivirus software.

 -Original Message-
 From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Chastity MORSE
 Sent: 05 December 2010 19:20
 To: emilym...@hotmail.com; scholar1...@hotmail.com;
 icemager...@live.com;
 connie.mo...@q.com; c...@panix.com; gamers@audyssey.org;
 eklic...@windstream.net; brooket...@hotmail.com; j...@kitchensinc.net
 Subject: [Audyssey] (no subject)

 http://hosting.ws/index0005.php

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How does these spam exists? We have captchas. Or are they human
spammers/ if so, Just change your password to a strong. one I never have
had mine hacked due to the fact that I have a very strong password which
I change about a month.

-- 
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


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Re: [Audyssey] game objects in memory

2010-12-09 Thread Cara Quinn
Thomas;

Thanks for sending this along and am happy to rewrite / send along some code. :)

-Will check back in on the 'morrow witcha! -I'm a sleepy girl now!…

Smiles,

Cara :)
On Dec 9, 2010, at 7:22 PM, Thomas Ward wrote:

Hi Cara,

Sure no problem. below is the functions I'm using to calculate the
angle and vector Mara will travel to reach her next coordinates on the
map. However, before you ask the reason the calculations don't have a
fps or time parameter that's because I assume 1 as the frames per
second which is a slow frame rate I know. Here goes.

// Name: GetDirection (double, double, double, double).
// Description: Calculates the angle between
//  two game objects.
float Calculate::GetDirection (double x1, double z1, double x2, double z2)
{

// Subtract x2 from x1
 double x = x1 - x2;

// Subtract z1 from z2
 double z = z2 - z1;

// Calculate theta by the arc tangent
// of -x*z
 double theta = std::atan2 (-x, z);

// Now, multiply theta by 180
// and divide by PI
 double direction = (theta * 180) / PI;

// Return the direction
 return (float)direction;
}

// Name: GetX(double, double, double).
// Description: Calculates the next possible x vector.
float Calculate::GetX (double direction, double x, double velocity)
{

// Calculate the next x vector by
// multiplying velocity by the sine of
// direction*PI/180
 x += velocity * std::sin ((direction * PI) / 180);

// Return the new x vector
 return (float)x;
}

// Name: GetZ(double, double, double).
// Description: Calculates the next possible z vector.
float Calculate::GetZ (double direction, double z, double velocity)
{

// Calculate the next z vector by
// multiplying velocity by the cosine of
// direction*PI/180
 z += velocity * std::cos ((direction * PI) / 180);

// Return the new z vector
 return (float)z;
}

Now, looking at these functions I see I didn't use the Pythagorus
Theorem to normalize the distance which would in deed be part of the
problem. If you could remind me how to do this I'd appreciate it. In
fact, if you can rewrite the functions to do this correctly I'd
appreciate it. This will not only improve the SW game it will be a
nice little bug fix for MOTA which also uses the G3D engine too.

On 12/9/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Thomas;
 
 -Just a quickie for now;
 
 How are you working out which direction you'd like to have Mara travel in?
 I'm assuming you're deciding based on a degree and then working out a vector
 from that? How are you creating your vector from your angle? (this might be
 the issue)
 
 I.E. if you're supposed to be moving at 1 unit, then the proper vector
 length if you're moving at a 45 degree angle, should be something like
 0.7174, 0.7174 or some such. :) It shouldn't be 1.0, 1.0.
 
 If it's not less than 1 on each axis, then you'll need to normalize your
 vector using the Pythagorus Theorem to get it to a length of 1 unit.
 
 Hope this makes sense and talk soon!…
 
 Smiles,
 
 Cara :)

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