Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Cara,

Got it. I apologize if I was a bit short with you a bit earlier. It is
just the fact I've written and rewritten this engine code so many
times I'm ready to scream. One of those cases wereI feel like I can't
do anything write, and the worst part of it is I'm both college
educated and have a programming degree. I shouldn't have this much
grief over something like this. Although, to be fair to myself some of
it wasn't my personal fault.

For example, when I was looking at going cross-platform Travis highly
recommended SFML  for Linux, Mac, and Windows. So I checked out the
API. On the surface it seamed exactly like what I needed, and
abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
Next thing I know the game is causing massive crashes all over the
place, and many users reported the almighty blue screen of death.
Initially I thought it was something I did, my own mistakes, etc and
so ran it through the Visual Studio debuggers. Much to my surprise
after I did a step by step debug it comes up with an error found in
sfml-window.dll. So I go and report it to the developer of the project
ask him if they know about this bug and what could be done to resolve
it etc. Basically, the guy knew about it, and doesn't kno how to fix
the bug at this time. His recommendation, upgrade your Windows vidio
drivers. This immediately became a tech support nightmare, and the
reason I'm pulling SFML 1.6 completely out of beta 17 and going with
my original plan of using SDL 1.2.13. At least it is stable and has no
vidio driver problems I'm aware of.

So at this point I've got the cross-platform engine ripped apart and
I'm now in the process of redesigning all the low level subsystems
like the window manager, input, audio, networking support, etc. What a
bite in the butt!

On the bright side I have rewritten the window subsystem and have
basic keyboard support back in place with SDL and so far so good. I'm
probably going to work on joystick and mouse support tomorrow and the
window and input subsystems will be ready to go.


As for audio I'm still not sure where to go with that. I'd like to use
OpenAL, but I feel as though I'll have to rite some bit of middleware
like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
which will be a very time consuming project. In the mean time FMOD
would give me that and more which would at least get the engine up and
running again for beta 17.

So the basic point of what I was saying here is I've already got a
long development cycle ahead with low level stuff. If there was a need
to change more things to do proper collision detection now would be
the time to do it, but I don't want to add more time to the
development cycle than absolutely necessary.

Smile.

On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi thomas;

 Just one last note for the evening.

 when I switched your z to y, it was for clarity's sake for the email. I'd
 assumed you would adapt the new code with your current orientation as I'd
 made other changes as you'd asked. The formulae are right but I was using x
 and y to show what I was doing in a standard way. -Only for clarity in my
 note. :)

 So sorry I obviously didn't make that clear enough.

 There's no reason, even in a worst case scenario that you should ever need
 to rewrite that much code for changes like these. I'll need to check back in
 with DX, but last I checked, you could essentially flip your world around
 any way you wanted it simply by changing two coordinates. -And, as I'd just
 mentioned, even if you change back y to z as I thought you would, the other
 changes I made will give you proper calculations. -but at the end of the
 day, if your engine is already essentially doing what you need then why
 change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
 sure not asking you to change your style. :) I'm just personally working in
 one of the paradigms we were chatting about and having success with it. -But
 this is your baby after all. -If I can make suggestions that help, then
 great! If not, then don't use them. Yes? :)

 Anyway, Talk witcha on the 'morrow and have a terrific night!…

 Smiles,

 Cara :)


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Re: [Audyssey] False Alarm! - Okay enough from me! lol! Re: game objects in memory

2010-12-12 Thread Shiny protector

Snow? I love snow! Especially snowball fights!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 2:22 AM
Subject: Re: [Audyssey] False Alarm! - Okay enough from me! lol! Re: game 
objects in memory




Hi Cara,

Ahem...I was going to say the formula simply wouldn't work if you
didn't get the angle the player was actually heading in. Granted I'm
not a wizard at trig, but I know enough to know you have to get the
angle/direction the object is traveling in order to calculate its
trajectory.

Well, anyway, go enjoy some sunshine and sand. As for me I'm looking
at possibly 16 inches of snow before Tuesday. So before too long
instead of making sand angels on the beach I'll be making snowmen,
snow people if you like that better, in the cold freezing snow.

Cheers!


On 12/11/10, Cara Quinn caraqu...@draconisentertainment.com wrote:

Okay nobody listen to me! lol! -Guess I'm just too antsy to get out and
enjoy awesome beach weather! woohoo!

Just reread a second time and don't know what the  I was thinking!
direction is supposed to be there! Ack! -Just going to go lay in the sand
now and not bother anyone! lol!

L8rs ya'll, and apologies for any confusion!

CQ out :)


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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Shiny protector
Your right. But would you implement a feature that which will allow Mara to 
use her fists? Maybe I could launch some cool attacks with the mouse.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 1:23 AM
Subject: Re: [Audyssey] mysteries of the syth



Hi Muhammed,

What's wrong with a mouse? You seam rather viament against the idea of
using a mouse for game play.  However, as several game developers have
shown the the mouse is a rather nice gaming device, and is very
accessible in games too. You guys are going to have to face it if you
want games on par with the mainstream PC games you are going to have
to get use to a mouse sometime.

No offense, this isn't directed at you personally, but I've seen far
to many VI users throw an unbelievable fit over an input device like a
mouse. Some act as though it will kill them to actually buy or own one
for a change. Besides I thought one shipped with every computer, but I
guess some people throw them away or give them away believing them not
to be important, and the minute a game developer says one is required
they begin wining. They start in with the I'm blind and can't use a
mouse crap. This has no bearing on weather you can or can not use a
mouse in games do to blindness because the programmer programs how the
input device reacts so therefore it is or can be just as accessible as
a keyboard.

Anyway, to get to my pointthe the keyboard is extremely limited in
what it can and can not do. This game is a classic case in point.
There is no way to move a light saber around the screen quickly and
more naturally than with a mouse or joystick. With a mouse you can
swing the saber left, right, up, or down spin it in a circle, or
invent some other complex fighting moves just by pretending the mouse
under your fingers is a light saber. It allows for complex moves you
simply can not immitate using keys like alt+left, alt+right, alt+up,
alt+down, etc. This is a fact the mainstream PC gaming market have
known for years, and some accessible game developers are just now
beginning to figure out that a mouse is and can be essential for
complex game play. Why  fight what is obviously an improvement?

Cheers!


On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
Mouse, no! I think a keyboard would be fine. Lets say, keyboard and 
mouse.


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Re: [Audyssey] False Alarm! - Okay enough from me! lol! Re: game objects in memory

2010-12-12 Thread Ben
Yay!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: 12 December 2010 10:42
To: Gamers Discussion list
Subject: Re: [Audyssey] False Alarm! - Okay enough from me! lol! Re: game
objects in memory

Snow? I love snow! Especially snowball fights!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 2:22 AM
Subject: Re: [Audyssey] False Alarm! - Okay enough from me! lol! Re: game 
objects in memory


 Hi Cara,

 Ahem...I was going to say the formula simply wouldn't work if you
 didn't get the angle the player was actually heading in. Granted I'm
 not a wizard at trig, but I know enough to know you have to get the
 angle/direction the object is traveling in order to calculate its
 trajectory.

 Well, anyway, go enjoy some sunshine and sand. As for me I'm looking
 at possibly 16 inches of snow before Tuesday. So before too long
 instead of making sand angels on the beach I'll be making snowmen,
 snow people if you like that better, in the cold freezing snow.

 Cheers!


 On 12/11/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Okay nobody listen to me! lol! -Guess I'm just too antsy to get out and
 enjoy awesome beach weather! woohoo!

 Just reread a second time and don't know what the  I was thinking!
 direction is supposed to be there! Ack! -Just going to go lay in the sand
 now and not bother anyone! lol!

 L8rs ya'll, and apologies for any confusion!

 CQ out :)

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Ben
I am with you there.  I've been doing this whole gaming thing (with a
keyboard) since I was about... well... 10 or so, then realized the potential
of ps consoles, with when I was about 12.  Then my life changed.  Now I'm
streetfightering (is that even a word or am I just neologising?) m king,
tekkening, and wooping my dad's ass in every way under the sun!  its so much
fun, especially using the mouse, but the ps3 controller itself (if anyone
wants drivers and instructions to make this possible) can be used with
around 6 of our games already, making it possible to get a more mainstream
feel, with top speed 2 expecially!
 Give it some thought people.

Ben.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 12 December 2010 03:07
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Clement,

Oh, I know. Isn't it amazing how resistant this comunity is to new
ideas/concepts?

I mean on one hand developers have been hearing this common thread
that more VI gamers want to play mainstream games or games similar to
the mainstream. They want something right up their with the latest
titles for XBox, Play Station, and PC. However, the second they try to
do so by adding a device like the mouse into the mix to add some of
the features of mainstream games we come up against this rock solid
resistance that says in effect, we want to use the keyboard and just
make the mouse or joystick optional.

Sorry, to tell those people sometimes that is simply not realistic.
The keyboard is very limited in what it can do, and the reason we are
seeing advanced conttrollers like the Wii-Motes, for example, is
because they are not only more natural they allow you to do so much
more than a keyboard could ever do on a good day. So the question is
do these people really and truly want games equal to the mainstream
games or do they want to sit back and play games like Uno, Monopoly,
and BopIt the rest of their lives?

These people need to realise if they want mainstream games then they
are going to have to change and adapt to the way sighted people do
things. At least to some degree. Their resistance to joysticks, mice,
etc is only holding them back from experiencing new concepts and ideas
that will improve their gaming experience not hinder it. Obviously, if
I couldn't use a mouse in games I wouldn't bother supporting one, but
that isn't the case at all.

Cheers!


On 12/11/10, Clement Chou chou.clem...@gmail.com wrote:
 Thank you Tom for saying what's been on my mind for the last little
 while. Why complain about something that is obviously only going to
 help us grow as a gaming community? Half the mainstream games for PC
 these days are based around mouse control, anyway.. including fps games.


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Re: [Audyssey] TDV problem still unresolved

2010-12-12 Thread Ben
By the way... its 3-d velocity (might be three in letters actually)


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chad Fenton
Sent: 12 December 2010 02:27
To: Gamers Discussion list
Subject: [Audyssey] TDV problem still unresolved

I've installed the latest patch for Terminal Velocity in the hopes of 
resolving the issue of starting the final battle at the end of the game. 
  I saved the game immediately after I'd resumed from my last save 
before the patch was installed.  When loading my saved game, I was at 
the point before destroying the final radar station.  Upon its 
destruction, the cut scene with the boss played, but at its conclusion 
when regular gameplay resumed, there was no additional target to go 
after besides a couple remaining guard towers around 80 miles or more 
away, and I wasn't being attacked by another aircraft, as the cut scene 
would seem to imply.  If there's something else I need to do before the 
battle initiates, I'm at a loss as to what.  My plane is at 62,000 feet, 
so I should be able to see any targets available.  Any assistance is 
appreciated.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Ben
Exactly!  You rereleased jq?  Have not got that one.  Whats the mouse for
now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 12 December 2010 01:56
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Thomas; I whole-heartedly agree! -Not only has mouse support been the first
input method I've set up for the current Draco projects, but when developing
Jedi Quake, I'd incorporated improved accessible mouse support to the latest
couple of JQ releases to not only help people break out of the keyboard-only
blind access thing but also just because I personally really like smooth,
graceful motion.

Using a keyboard to control a realtime simulation is just so herky-jerky and
coarse. If people can just stop fearing the mouse and learn to work with it,
it can be a really comfortable and fast way to game.

Incidentally, this is exactly the same sort of complaining and arguing
people were getting into, a couple of years ago when many were fighting the
idea of the iPhone / touch screens on phones both for access and gaming
alike. Like the touch screen, at least for the visually impaired market, the
mouse is still essentially almost an untapped resource. I.E. It will just
take some creative coders to incorporate it nicely into game designs so that
VI people realize that it's cool and viable and everything will change, just
like it has / is doing, with the iDevices and touch screens in general.

We're only limited by our own imaginations! :)

If we can conceive it it can happen! So if we want new / innovative gaming /
VR experiences, then we need to bring new and innovative mindsets to them.
the experiences will then be new and innovative!. :)

Have a great evening / weekend All and chat witcha on the flip!.

Smiles,

Cara :)
On Dec 11, 2010, at 5:23 PM, Thomas Ward wrote:

Hi Muhammed,

What's wrong with a mouse? You seam rather viament against the idea of
using a mouse for game play.  However, as several game developers have
shown the the mouse is a rather nice gaming device, and is very
accessible in games too. You guys are going to have to face it if you
want games on par with the mainstream PC games you are going to have
to get use to a mouse sometime.

No offense, this isn't directed at you personally, but I've seen far
to many VI users throw an unbelievable fit over an input device like a
mouse. Some act as though it will kill them to actually buy or own one
for a change. Besides I thought one shipped with every computer, but I
guess some people throw them away or give them away believing them not
to be important, and the minute a game developer says one is required
they begin wining. They start in with the I'm blind and can't use a
mouse crap. This has no bearing on weather you can or can not use a
mouse in games do to blindness because the programmer programs how the
input device reacts so therefore it is or can be just as accessible as
a keyboard.

Anyway, to get to my pointthe the keyboard is extremely limited in
what it can and can not do. This game is a classic case in point.
There is no way to move a light saber around the screen quickly and
more naturally than with a mouse or joystick. With a mouse you can
swing the saber left, right, up, or down spin it in a circle, or
invent some other complex fighting moves just by pretending the mouse
under your fingers is a light saber. It allows for complex moves you
simply can not immitate using keys like alt+left, alt+right, alt+up,
alt+down, etc. This is a fact the mainstream PC gaming market have
known for years, and some accessible game developers are just now
beginning to figure out that a mouse is and can be essential for
complex game play. Why  fight what is obviously an improvement?

Cheers!


On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
 Mouse, no! I think a keyboard would be fine. Lets say, keyboard and mouse.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Kevin Weispfennig
Hi,

I also love the mouse as a gaming device. For example, if it allows you to 
turn by moving the mouse around, sometimes it just can be hours faster 
than with the keyboard.

Kevin

- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 12 Dec 2010 11:07:56 -
Subject: Re: [Audyssey] mysteries of the syth

 Your right. But would you implement a feature that which will allow Mara 
to 
 use her fists? Maybe I could launch some cool attacks with the mouse.
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, December 12, 2010 1:23 AM
 Subject: Re: [Audyssey] mysteries of the syth
 
 
  Hi Muhammed,
 
  What's wrong with a mouse? You seam rather viament against the idea of
  using a mouse for game play.  However, as several game developers have
  shown the the mouse is a rather nice gaming device, and is very
  accessible in games too. You guys are going to have to face it if you
  want games on par with the mainstream PC games you are going to have
  to get use to a mouse sometime.
 
  No offense, this isn't directed at you personally, but I've seen far
  to many VI users throw an unbelievable fit over an input device like a
  mouse. Some act as though it will kill them to actually buy or own one
  for a change. Besides I thought one shipped with every computer, but I
  guess some people throw them away or give them away believing them not
  to be important, and the minute a game developer says one is required
  they begin wining. They start in with the I'm blind and can't use a
  mouse crap. This has no bearing on weather you can or can not use a
  mouse in games do to blindness because the programmer programs how the
  input device reacts so therefore it is or can be just as accessible as
  a keyboard.
 
  Anyway, to get to my pointthe the keyboard is extremely limited in
  what it can and can not do. This game is a classic case in point.
  There is no way to move a light saber around the screen quickly and
  more naturally than with a mouse or joystick. With a mouse you can
  swing the saber left, right, up, or down spin it in a circle, or
  invent some other complex fighting moves just by pretending the mouse
  under your fingers is a light saber. It allows for complex moves you
  simply can not immitate using keys like alt+left, alt+right, alt+up,
  alt+down, etc. This is a fact the mainstream PC gaming market have
  known for years, and some accessible game developers are just now
  beginning to figure out that a mouse is and can be essential for
  complex game play. Why  fight what is obviously an improvement?
 
  Cheers!
 
 
  On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
  Mouse, no! I think a keyboard would be fine. Lets say, keyboard and 
  mouse.
 
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Re: [Audyssey] Judgement Day keys

2010-12-12 Thread Ben
But it still comes up with the make payments with pay pal button, and I
don't want to pay again...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 11 December 2010 19:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

Why not just send in the product ID as usual?
We are the Knights who say...Ni!
- Original Message - 
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 11, 2010 11:29 AM
Subject: Re: [Audyssey] Judgement Day keys


 RIGHT.  I'LL REORDER AGAIN.  WILL I HAVE TO PAY?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: 28 November 2010 14:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 They are just tricking you. If Liam stopped sending out keys, he'd let the
 list know.
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, November 28, 2010 2:13 PM
 Subject: Re: [Audyssey] Judgement Day keys


 Hi Wiliam,
 That's a myth. I don't know where that got started but Liam's still doing
 keys.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Sunday, November 28, 2010 4:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 if no keys are beeing out then the game should be freeware then

 On Nov 28, 2010, at 10:15 AM, Ben wrote:

 I heard from several people including arron.aaron who is a good friend 
 of
 mine.


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Re: [Audyssey] Kringle Crash Score

2010-12-12 Thread Ben
Trouble is I send these via my inbox, not keeping track of threads.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 December 2010 19:18
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Kringle Crash Score

Hi Ben,
Um...these threads are way old?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Saturday, December 11, 2010 12:39 PM
To: 'Philip Bennefall'; 'Gamers Discussion list'
Subject: Re: [Audyssey] Kringle Crash Score

BRILLIANT IDEA!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: 17 November 2010 04:09
To: Gamers Discussion list
Subject: Re: [Audyssey] Kringle Crash Score

Ah, Tom, you either need practise or an even more ruthless elf-smashing 
fist, that's evident. Grin. My highest score is 53, so beat that! If you get

over 40, by the way, you'll stumble upon some extra material; not sure if 
you've seen that as of yet.

On a slightly more serious note, what are your thoughts on score posting? Do

we want it for this game as well as Q9 and Palace Punch-up? Recently I have 
greatly improved my PHP/MySQL skills so writing a nice score posting script 
would take me a matter of one or two hours. And I have recently integrated 
http get and post requests into BGT, so firing it up client side will be a 
snap as well. Opinions?

Kind regards,

Philip Bennefall
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: gamers@audyssey.org
Sent: Wednesday, November 17, 2010 1:52 AM
Subject: [Audyssey] Kringle Crash Score


Hi everyone,

Okay, it is getting to be that time of year again so I decided to fire
up a game of Kringle Crash. Oh, did Santa give those elves a nice butt
kicking. Yes, he gave those green skinned, pointed eared, brats a real
whooping they won't soon forget. At least until the next game. Ha ha
ha, or is that ho ho ho?

Score

Santa: 36 gifts saved
Elves: 19 gifts destroyed

So take that you nasty, green skinned, pointed eared, brats! Not bad
for a refresher game eh?

Cheers!

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Re: [Audyssey] Judgement Day keys

2010-12-12 Thread Liam Erven
Why not send it by email?  To support, or sales?
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, December 12, 2010 6:47 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day keys

But it still comes up with the make payments with pay pal button, and I
don't want to pay again...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 11 December 2010 19:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

Why not just send in the product ID as usual?
We are the Knights who say...Ni!
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 11, 2010 11:29 AM
Subject: Re: [Audyssey] Judgement Day keys


 RIGHT.  I'LL REORDER AGAIN.  WILL I HAVE TO PAY?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: 28 November 2010 14:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 They are just tricking you. If Liam stopped sending out keys, he'd let the
 list know.
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, November 28, 2010 2:13 PM
 Subject: Re: [Audyssey] Judgement Day keys


 Hi Wiliam,
 That's a myth. I don't know where that got started but Liam's still doing
 keys.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Sunday, November 28, 2010 4:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 if no keys are beeing out then the game should be freeware then

 On Nov 28, 2010, at 10:15 AM, Ben wrote:

 I heard from several people including arron.aaron who is a good friend 
 of
 mine.


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Gamers 

Re: [Audyssey] please someone help with tdv

2010-12-12 Thread Ben
Just delete your mission.tdv file in the bpc programs/tdv  directy

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: 17 November 2010 01:02
To: gamers@audyssey.org
Subject: [Audyssey] please someone help with tdv

hey i know i have ask this today but i can't find the answer to the 
question. my question was i would like to start a new game so how can i 
do this? i am on race eight in the mission mode but i want to start all 
over from the begining. i have read the instruction but no were does it 
tell you this.

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


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[Audyssey] problems running towers of war strategy game.

2010-12-12 Thread alex wallis

Hi list.
I am wondering if I could please get some help running the towers of war 
strategy game?

I am running windows 7 64 bit, and basically can't get it to run.
When I press enter on the executable, or right click and select run as 
administrator, nothing at all happens, I don't get any gui, or even any 
error messages.


I tried installing jim kitchens winkit as the author says that will 
install the required vb 6 runtime libraries, but it still won't run.

Any help would be very much appreciated.

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Re: [Audyssey] Judgement Day keys

2010-12-12 Thread Ben
Ok I'll send it to support I think...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: 12 December 2010 12:50
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day keys

Why not send it by email?  To support, or sales?
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, December 12, 2010 6:47 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day keys

But it still comes up with the make payments with pay pal button, and I
don't want to pay again...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 11 December 2010 19:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

Why not just send in the product ID as usual?
We are the Knights who say...Ni!
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 11, 2010 11:29 AM
Subject: Re: [Audyssey] Judgement Day keys


 RIGHT.  I'LL REORDER AGAIN.  WILL I HAVE TO PAY?

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: 28 November 2010 14:43
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 They are just tricking you. If Liam stopped sending out keys, he'd let the
 list know.
 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Sunday, November 28, 2010 2:13 PM
 Subject: Re: [Audyssey] Judgement Day keys


 Hi Wiliam,
 That's a myth. I don't know where that got started but Liam's still doing
 keys.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Sunday, November 28, 2010 4:44 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Judgement Day keys

 if no keys are beeing out then the game should be freeware then

 On Nov 28, 2010, at 10:15 AM, Ben wrote:

 I heard from several people including arron.aaron who is a good friend 
 of
 mine.


 ---
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Re: [Audyssey] problems running towers of war strategy game.

2010-12-12 Thread Jeremy Kaldobsky
Are you sure it isn't running but being pushed to the background for some 
reason?  Also, if your computer lags when starting up the game you might not 
hear the initial welcome message so try pressing Tab since that will begin 
cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine for me 
after I told it to run as admin (didn't even need jim kitchen's files, nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:

 From: alex wallis alexwallis...@googlemail.com
 Subject: [Audyssey] problems running towers of war strategy game.
 To: gamers@audyssey.org
 Date: Sunday, December 12, 2010, 8:23 AM
 Hi list.
 I am wondering if I could please get some help running the
 towers of war strategy game?
 I am running windows 7 64 bit, and basically can't get it
 to run.
 When I press enter on the executable, or right click and
 select run as administrator, nothing at all happens, I don't
 get any gui, or even any error messages.
 
 I tried installing jim kitchens winkit as the author says
 that will install the required vb 6 runtime libraries, but
 it still won't run.
 Any help would be very much appreciated.
 
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Re: [Audyssey] problems running towers of war strategy game.

2010-12-12 Thread Mike Maslo
No it is not running. I can guarantee that

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 12, 2010 10:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems running towers of war strategy game.

Are you sure it isn't running but being pushed to the background for some
reason?  Also, if your computer lags when starting up the game you might not
hear the initial welcome message so try pressing Tab since that will begin
cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine for
me after I told it to run as admin (didn't even need jim kitchen's files,
nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:

 From: alex wallis alexwallis...@googlemail.com
 Subject: [Audyssey] problems running towers of war strategy game.
 To: gamers@audyssey.org
 Date: Sunday, December 12, 2010, 8:23 AM
 Hi list.
 I am wondering if I could please get some help running the
 towers of war strategy game?
 I am running windows 7 64 bit, and basically can't get it
 to run.
 When I press enter on the executable, or right click and
 select run as administrator, nothing at all happens, I don't
 get any gui, or even any error messages.
 
 I tried installing jim kitchens winkit as the author says
 that will install the required vb 6 runtime libraries, but
 it still won't run.
 Any help would be very much appreciated.
 
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Re: [Audyssey] game objects in memory

2010-12-12 Thread Willem Venter
Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Cara,

 Got it. I apologize if I was a bit short with you a bit earlier. It is
 just the fact I've written and rewritten this engine code so many
 times I'm ready to scream. One of those cases wereI feel like I can't
 do anything write, and the worst part of it is I'm both college
 educated and have a programming degree. I shouldn't have this much
 grief over something like this. Although, to be fair to myself some of
 it wasn't my personal fault.

 For example, when I was looking at going cross-platform Travis highly
 recommended SFML  for Linux, Mac, and Windows. So I checked out the
 API. On the surface it seamed exactly like what I needed, and
 abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
 Next thing I know the game is causing massive crashes all over the
 place, and many users reported the almighty blue screen of death.
 Initially I thought it was something I did, my own mistakes, etc and
 so ran it through the Visual Studio debuggers. Much to my surprise
 after I did a step by step debug it comes up with an error found in
 sfml-window.dll. So I go and report it to the developer of the project
 ask him if they know about this bug and what could be done to resolve
 it etc. Basically, the guy knew about it, and doesn't kno how to fix
 the bug at this time. His recommendation, upgrade your Windows vidio
 drivers. This immediately became a tech support nightmare, and the
 reason I'm pulling SFML 1.6 completely out of beta 17 and going with
 my original plan of using SDL 1.2.13. At least it is stable and has no
 vidio driver problems I'm aware of.

 So at this point I've got the cross-platform engine ripped apart and
 I'm now in the process of redesigning all the low level subsystems
 like the window manager, input, audio, networking support, etc. What a
 bite in the butt!

 On the bright side I have rewritten the window subsystem and have
 basic keyboard support back in place with SDL and so far so good. I'm
 probably going to work on joystick and mouse support tomorrow and the
 window and input subsystems will be ready to go.


 As for audio I'm still not sure where to go with that. I'd like to use
 OpenAL, but I feel as though I'll have to rite some bit of middleware
 like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
 which will be a very time consuming project. In the mean time FMOD
 would give me that and more which would at least get the engine up and
 running again for beta 17.

 So the basic point of what I was saying here is I've already got a
 long development cycle ahead with low level stuff. If there was a need
 to change more things to do proper collision detection now would be
 the time to do it, but I don't want to add more time to the
 development cycle than absolutely necessary.

 Smile.

 On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi thomas;

 Just one last note for the evening.

 when I switched your z to y, it was for clarity's sake for the email. I'd
 assumed you would adapt the new code with your current orientation as I'd
 made other changes as you'd asked. The formulae are right but I was using
 x
 and y to show what I was doing in a standard way. -Only for clarity in my
 note. :)

 So sorry I obviously didn't make that clear enough.

 There's no reason, even in a worst case scenario that you should ever need
 to rewrite that much code for changes like these. I'll need to check back
 in
 with DX, but last I checked, you could essentially flip your world around
 any way you wanted it simply by changing two coordinates. -And, as I'd
 just
 mentioned, even if you change back y to z as I thought you would, the
 other
 changes I made will give you proper calculations. -but at the end of the
 day, if your engine is already essentially doing what you need then why
 change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
 sure not asking you to change your style. :) I'm just personally working
 in
 one of the paradigms we were chatting about and having success with it.
 -But
 this is your baby after all. -If I can make suggestions that help, then
 great! If not, then don't use them. Yes? :)

 Anyway, Talk witcha on the 'morrow and have a terrific night!…

 Smiles,

 Cara :)


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Re: [Audyssey] Judgement Day keys

2010-12-12 Thread Bryan Peterson

No, I mean just Email Liam the product ID with a replacement request.
We are the Knights who say...Ni!
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 12, 2010 5:47 AM
Subject: Re: [Audyssey] Judgement Day keys



But it still comes up with the make payments with pay pal button, and I
don't want to pay again...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 11 December 2010 19:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

Why not just send in the product ID as usual?
We are the Knights who say...Ni!
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 11, 2010 11:29 AM
Subject: Re: [Audyssey] Judgement Day keys



RIGHT.  I'LL REORDER AGAIN.  WILL I HAVE TO PAY?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: 28 November 2010 14:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

They are just tricking you. If Liam stopped sending out keys, he'd let 
the

list know.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 28, 2010 2:13 PM
Subject: Re: [Audyssey] Judgement Day keys



Hi Wiliam,
That's a myth. I don't know where that got started but Liam's still 
doing

keys.

Best Regards,
Hayden


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

Behalf Of william lomas
Sent: Sunday, November 28, 2010 4:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

if no keys are beeing out then the game should be freeware then

On Nov 28, 2010, at 10:15 AM, Ben wrote:


I heard from several people including arron.aaron who is a good friend
of
mine.


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Re: [Audyssey] Judgement Day keys

2010-12-12 Thread Bryan Peterson

Exactly what I just said. LOL.
We are the Knights who say...Ni!
- Original Message - 
From: Liam Erven liamer...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, December 12, 2010 5:49 AM
Subject: Re: [Audyssey] Judgement Day keys



Why not send it by email?  To support, or sales?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, December 12, 2010 6:47 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day keys

But it still comes up with the make payments with pay pal button, and I
don't want to pay again...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: 11 December 2010 19:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

Why not just send in the product ID as usual?
We are the Knights who say...Ni!
- Original Message -
From: Ben gamehead...@aol.co.uk
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, December 11, 2010 11:29 AM
Subject: Re: [Audyssey] Judgement Day keys



RIGHT.  I'LL REORDER AGAIN.  WILL I HAVE TO PAY?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: 28 November 2010 14:43
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

They are just tricking you. If Liam stopped sending out keys, he'd let 
the

list know.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 28, 2010 2:13 PM
Subject: Re: [Audyssey] Judgement Day keys



Hi Wiliam,
That's a myth. I don't know where that got started but Liam's still 
doing

keys.

Best Regards,
Hayden


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

Behalf Of william lomas
Sent: Sunday, November 28, 2010 4:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Judgement Day keys

if no keys are beeing out then the game should be freeware then

On Nov 28, 2010, at 10:15 AM, Ben wrote:


I heard from several people including arron.aaron who is a good friend
of
mine.


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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread shaun everiss

well I like the mouse myself.
At 12:51 a.m. 13/12/2010, you wrote:

Hi,

I also love the mouse as a gaming device. For example, if it allows you to
turn by moving the mouse around, sometimes it just can be hours faster
than with the keyboard.

Kevin

- Original Message -
From: Shiny protector muhamme...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sun, 12 Dec 2010 11:07:56 -
Subject: Re: [Audyssey] mysteries of the syth

 Your right. But would you implement a feature that which will allow Mara
to
 use her fists? Maybe I could launch some cool attacks with the mouse.
 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, December 12, 2010 1:23 AM
 Subject: Re: [Audyssey] mysteries of the syth


  Hi Muhammed,
 
  What's wrong with a mouse? You seam rather viament against the idea of
  using a mouse for game play.  However, as several game developers have
  shown the the mouse is a rather nice gaming device, and is very
  accessible in games too. You guys are going to have to face it if you
  want games on par with the mainstream PC games you are going to have
  to get use to a mouse sometime.
 
  No offense, this isn't directed at you personally, but I've seen far
  to many VI users throw an unbelievable fit over an input device like a
  mouse. Some act as though it will kill them to actually buy or own one
  for a change. Besides I thought one shipped with every computer, but I
  guess some people throw them away or give them away believing them not
  to be important, and the minute a game developer says one is required
  they begin wining. They start in with the I'm blind and can't use a
  mouse crap. This has no bearing on weather you can or can not use a
  mouse in games do to blindness because the programmer programs how the
  input device reacts so therefore it is or can be just as accessible as
  a keyboard.
 
  Anyway, to get to my pointthe the keyboard is extremely limited in
  what it can and can not do. This game is a classic case in point.
  There is no way to move a light saber around the screen quickly and
  more naturally than with a mouse or joystick. With a mouse you can
  swing the saber left, right, up, or down spin it in a circle, or
  invent some other complex fighting moves just by pretending the mouse
  under your fingers is a light saber. It allows for complex moves you
  simply can not immitate using keys like alt+left, alt+right, alt+up,
  alt+down, etc. This is a fact the mainstream PC gaming market have
  known for years, and some accessible game developers are just now
  beginning to figure out that a mouse is and can be essential for
  complex game play. Why  fight what is obviously an improvement?
 
  Cheers!
 
 
  On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
  Mouse, no! I think a keyboard would be fine. Lets say, keyboard and
  mouse.
 
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Re: [Audyssey] TDV problem still unresolved

2010-12-12 Thread Hayden Presley
Hi,
Lol! Terminal Velocity? What in the world?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Sunday, December 12, 2010 5:24 AM
To: cwfen...@comcast.net; 'Gamers Discussion list'
Subject: Re: [Audyssey] TDV problem still unresolved

By the way... its 3-d velocity (might be three in letters actually)


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Chad Fenton
Sent: 12 December 2010 02:27
To: Gamers Discussion list
Subject: [Audyssey] TDV problem still unresolved

I've installed the latest patch for Terminal Velocity in the hopes of 
resolving the issue of starting the final battle at the end of the game. 
  I saved the game immediately after I'd resumed from my last save 
before the patch was installed.  When loading my saved game, I was at 
the point before destroying the final radar station.  Upon its 
destruction, the cut scene with the boss played, but at its conclusion 
when regular gameplay resumed, there was no additional target to go 
after besides a couple remaining guard towers around 80 miles or more 
away, and I wasn't being attacked by another aircraft, as the cut scene 
would seem to imply.  If there's something else I need to do before the 
battle initiates, I'm at a loss as to what.  My plane is at 62,000 feet, 
so I should be able to see any targets available.  Any assistance is 
appreciated.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Hayden Presley
Hi,
No pointin using fists...I can just see it now: Jedi is engaged in
hand-to-hand combat against Darth Tyrannus!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Sunday, December 12, 2010 5:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Your right. But would you implement a feature that which will allow Mara to 
use her fists? Maybe I could launch some cool attacks with the mouse.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 1:23 AM
Subject: Re: [Audyssey] mysteries of the syth


 Hi Muhammed,

 What's wrong with a mouse? You seam rather viament against the idea of
 using a mouse for game play.  However, as several game developers have
 shown the the mouse is a rather nice gaming device, and is very
 accessible in games too. You guys are going to have to face it if you
 want games on par with the mainstream PC games you are going to have
 to get use to a mouse sometime.

 No offense, this isn't directed at you personally, but I've seen far
 to many VI users throw an unbelievable fit over an input device like a
 mouse. Some act as though it will kill them to actually buy or own one
 for a change. Besides I thought one shipped with every computer, but I
 guess some people throw them away or give them away believing them not
 to be important, and the minute a game developer says one is required
 they begin wining. They start in with the I'm blind and can't use a
 mouse crap. This has no bearing on weather you can or can not use a
 mouse in games do to blindness because the programmer programs how the
 input device reacts so therefore it is or can be just as accessible as
 a keyboard.

 Anyway, to get to my pointthe the keyboard is extremely limited in
 what it can and can not do. This game is a classic case in point.
 There is no way to move a light saber around the screen quickly and
 more naturally than with a mouse or joystick. With a mouse you can
 swing the saber left, right, up, or down spin it in a circle, or
 invent some other complex fighting moves just by pretending the mouse
 under your fingers is a light saber. It allows for complex moves you
 simply can not immitate using keys like alt+left, alt+right, alt+up,
 alt+down, etc. This is a fact the mainstream PC gaming market have
 known for years, and some accessible game developers are just now
 beginning to figure out that a mouse is and can be essential for
 complex game play. Why  fight what is obviously an improvement?

 Cheers!


 On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
 Mouse, no! I think a keyboard would be fine. Lets say, keyboard and 
 mouse.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Clement Chou
Jedi have been known to use hand-to-hand combat... Obi-Wan gives 
Jango Fett a pretty good run for his money with no lightsaber.


At 12:11 PM 12/12/2010, you wrote:

Hi,
No pointin using fists...I can just see it now: Jedi is engaged in
hand-to-hand combat against Darth Tyrannus!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Sunday, December 12, 2010 5:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Your right. But would you implement a feature that which will allow Mara to
use her fists? Maybe I could launch some cool attacks with the mouse.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 1:23 AM
Subject: Re: [Audyssey] mysteries of the syth


 Hi Muhammed,

 What's wrong with a mouse? You seam rather viament against the idea of
 using a mouse for game play.  However, as several game developers have
 shown the the mouse is a rather nice gaming device, and is very
 accessible in games too. You guys are going to have to face it if you
 want games on par with the mainstream PC games you are going to have
 to get use to a mouse sometime.

 No offense, this isn't directed at you personally, but I've seen far
 to many VI users throw an unbelievable fit over an input device like a
 mouse. Some act as though it will kill them to actually buy or own one
 for a change. Besides I thought one shipped with every computer, but I
 guess some people throw them away or give them away believing them not
 to be important, and the minute a game developer says one is required
 they begin wining. They start in with the I'm blind and can't use a
 mouse crap. This has no bearing on weather you can or can not use a
 mouse in games do to blindness because the programmer programs how the
 input device reacts so therefore it is or can be just as accessible as
 a keyboard.

 Anyway, to get to my pointthe the keyboard is extremely limited in
 what it can and can not do. This game is a classic case in point.
 There is no way to move a light saber around the screen quickly and
 more naturally than with a mouse or joystick. With a mouse you can
 swing the saber left, right, up, or down spin it in a circle, or
 invent some other complex fighting moves just by pretending the mouse
 under your fingers is a light saber. It allows for complex moves you
 simply can not immitate using keys like alt+left, alt+right, alt+up,
 alt+down, etc. This is a fact the mainstream PC gaming market have
 known for years, and some accessible game developers are just now
 beginning to figure out that a mouse is and can be essential for
 complex game play. Why  fight what is obviously an improvement?

 Cheers!


 On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
 Mouse, no! I think a keyboard would be fine. Lets say, keyboard and
 mouse.

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


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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Hayden Presley
Hi,
Hmmm...this is true. Though I wasn't exactly talking about a bounty
hunterhere either...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, December 12, 2010 2:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Jedi have been known to use hand-to-hand combat... Obi-Wan gives 
Jango Fett a pretty good run for his money with no lightsaber.

At 12:11 PM 12/12/2010, you wrote:
Hi,
No pointin using fists...I can just see it now: Jedi is engaged in
hand-to-hand combat against Darth Tyrannus!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Sunday, December 12, 2010 5:08 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Your right. But would you implement a feature that which will allow Mara to
use her fists? Maybe I could launch some cool attacks with the mouse.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 1:23 AM
Subject: Re: [Audyssey] mysteries of the syth


  Hi Muhammed,
 
  What's wrong with a mouse? You seam rather viament against the idea of
  using a mouse for game play.  However, as several game developers have
  shown the the mouse is a rather nice gaming device, and is very
  accessible in games too. You guys are going to have to face it if you
  want games on par with the mainstream PC games you are going to have
  to get use to a mouse sometime.
 
  No offense, this isn't directed at you personally, but I've seen far
  to many VI users throw an unbelievable fit over an input device like a
  mouse. Some act as though it will kill them to actually buy or own one
  for a change. Besides I thought one shipped with every computer, but I
  guess some people throw them away or give them away believing them not
  to be important, and the minute a game developer says one is required
  they begin wining. They start in with the I'm blind and can't use a
  mouse crap. This has no bearing on weather you can or can not use a
  mouse in games do to blindness because the programmer programs how the
  input device reacts so therefore it is or can be just as accessible as
  a keyboard.
 
  Anyway, to get to my pointthe the keyboard is extremely limited in
  what it can and can not do. This game is a classic case in point.
  There is no way to move a light saber around the screen quickly and
  more naturally than with a mouse or joystick. With a mouse you can
  swing the saber left, right, up, or down spin it in a circle, or
  invent some other complex fighting moves just by pretending the mouse
  under your fingers is a light saber. It allows for complex moves you
  simply can not immitate using keys like alt+left, alt+right, alt+up,
  alt+down, etc. This is a fact the mainstream PC gaming market have
  known for years, and some accessible game developers are just now
  beginning to figure out that a mouse is and can be essential for
  complex game play. Why  fight what is obviously an improvement?
 
  Cheers!
 
 
  On 12/11/10, Shiny protector muhamme...@googlemail.com wrote:
  Mouse, no! I think a keyboard would be fine. Lets say, keyboard and
  mouse.
 
  ---
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  gamers-unsubscr...@audyssey.org.
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  list,
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You can make 

Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi Hayden,

On the contrary several of the Jedi Knight games feature hand to hand
combat as well as light sabers, blasters, and the usual weaponry you
would expect. In fact at the beginning of Jedi Knight I Kyle isn't
even armed at the beginning of the game. You get your first weapon by
grabbing the blaster from behind the bar, and then picking off the
Rodian with the blastech pistol in the ceiling fan. Of course, you
might have to use some hand to hand combat, smack a few heads in the
Cantina, before getting that first blaster. Other times it comes in
handy are the areas that are underwater were a blaster or light saber
won't work.

As for Jedi Knight Mysteries of the Sith I don't ever recall having a
real need for fists, but the feature was most certainly available.  It
always just seamed I could use force powers to get what needed to be
done without resorting to lesser means like beating up the enemy. I
could usually force blind or stun the enemy and make a quick escape
instead of sticking around fighting hand to hand with them. That
especially holds true for the area with the prison block level where
Mara is disarmed and locked in a jail cell below Ka'pa the Hut's
palice.  Once you escape the jail cell you have one big ugly rancor to
fight and like Luke's encounter with the rancor she isn't armed when
she does it. Best tactic there is to blind it, distract it, or
whatever you can with the force and make good your escape and find
Mara's saber elsewhere in the palice. If you want to settle the score
with the rancor you can always go back and finish the job, but using
fists definitely isn't going to work there. Lol!

On 12/12/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No pointin using fists...I can just see it now: Jedi is engaged in
 hand-to-hand combat against Darth Tyrannus!

 Best Regards,
 Hayden

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi Muhammed,

That feature already is built in by default. It was added to the game
engine a long time ago, and are you forgetting it is now a core
feature of the engine?

Anyway, even if hand to hand combat wasn't a part of the engine I'd
add it just because it was a feature of Mysteries of the Sith. I'm
planning doing my best to recreate the original game as best as I can.
Although, there will be some changes such as better sounds, maybe a
slight change in force powers, different keyboard layout, and other
modifications, but esssentually it will be the same.

On 12/12/10, Shiny protector muhamme...@googlemail.com wrote:
 Your right. But would you implement a feature that which will allow Mara to
 use her fists? Maybe I could launch some cool attacks with the mouse.

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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread NIcol
Hi Tom
Sounds like an interesting book.
Is the book available as an e-book like .pdf or .html?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 11 December 2010 01:08 AM
To: gamers@audyssey.org
Subject: [Audyssey] Cross-Platform Game Programming Book

Hi all,

I found this book on Amazon and ordered it. This is aimed for a C++
developer Interested in developing cross-platform games for Windows,
Mac, Linux, Play Station, XBox, etc and looks like a pretty good
introduction on avoiding pitfalls in cross-platform game production.
So far I just browsed through the first chapter and I've encountered
most of the pitfalls he has mentioned first-hand. Yes, make no mistake
about it trying to design a game that will run on multiple platforms
is tough, but this guy seams to know how to cut right through the
minutia and get down to brass tacks. Here is the Description of the
book.

Cross-Platform Game Programming (Game Development)

by Steven Goodwin

Product Description

With many of today's games being released simultaneously on all
platforms, the need
for a good cross-platform development strategy is essential. Cross-Platform
Game
Programming covers this rarely discussed area and provides the techniques
needed
to develop your games effectively. It explains the plethora of
problems that exist
within every cross-platform game, and gives you the understanding and
ability needed
to solve them. It also teaches you how to write code that behaves
identically on
all machines.

In addition, the book explains why standard libraries are not standard
enough, and
covers the nuances between compilers, debuggers, and operating
systems. Throughout
the book, how-to guidelines are provided for using the same code to
handle different
hardware specifications without change for ported games, or those being
build to
work cross-platform from the ground up. It helps senior and lead
programmers determine
where the platform-specific features should start and end, and
provides methods for
achieving this. It also includes support for those using middleware by
demonstrating
how to write code that will run identically on different machines,
despite the platform
making use of the same APIs. Because this book teaches the methods, not the
API,
it scales well for future platforms and empowers you to create your own
designs.

. BuildTools - Jam, the cross-platform build tool covered in Chapter
11 as an alternative
to Makefiles
. Graphics - OpenGL, GLUT, and Microsoft DirectX SDK
. Utility Libraries - STLport, Boost, POSIX threads for Windows, and PLib
. Scripting - Lua, source for
the Lua interpreter and Lua compiler, and the basic Lua core required by
both
System Requirements IBM PC or 100% compatible, 128MB RAM (256MB
recommended), 100MB
of available hard-disk space (500MB additional space is required for
the full DirectX
SDK), and a copy of Microsoft Visual C++ version 6 or above. An Intel
Pentium 90
Processor is required, although Pentium II or higher is recommended
for the majority
of the code. A Pentium III, 1 GHz is recommended for the DirectX SDK.
Windows 98
SE or later is required with a VGA or higher-resolution monitor (Super
VGA recommended).
The DirectX SDK requires a DX9-compatible graphics card with suitable
drivers and
OpenGL.

About the Author

Steven Goodwin has been in the games industry for over 10 years,
progressing from
Windows programmer to lead and management roles on console platforms such as
the
PS2, GameCube, and Xbox. During this time, he was responsible for five
titles, including
the #1 selling Die Hard: Vendetta, which appeared on all three of the
above platforms.

He has also written over 30 articles in major publications, including
the UK games
development industry trade magazine, Develop.

Product Details

Paperback:  460 pages
Publisher:  Charles River Media; 1 edition (March 2005)
Language:  English
ISBN-10:  1584503793
ISBN-13:  978-1584503798

http://www.amazon.com/Cross-Platform-Game-Programming-Development/dp/1584503
793

Enjoy!

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Clement Chou
But if Jedi are experienced in hand-to-hand combat, doesn't that 
theoretically mean sith would be, as well? Amd Mara definitely knows 
hand-to-hand combat... lol.



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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Clement Chou
You know, as weird as this sounds, I like to run around beating 
enemies up. If an area has more enemies than are necessary, I tend to 
kill all of them just for fun... but I think fists wouldn't be a bad idea.


At 01:03 PM 12/12/2010, you wrote:

Hi Hayden,

On the contrary several of the Jedi Knight games feature hand to hand
combat as well as light sabers, blasters, and the usual weaponry you
would expect. In fact at the beginning of Jedi Knight I Kyle isn't
even armed at the beginning of the game. You get your first weapon by
grabbing the blaster from behind the bar, and then picking off the
Rodian with the blastech pistol in the ceiling fan. Of course, you
might have to use some hand to hand combat, smack a few heads in the
Cantina, before getting that first blaster. Other times it comes in
handy are the areas that are underwater were a blaster or light saber
won't work.

As for Jedi Knight Mysteries of the Sith I don't ever recall having a
real need for fists, but the feature was most certainly available.  It
always just seamed I could use force powers to get what needed to be
done without resorting to lesser means like beating up the enemy. I
could usually force blind or stun the enemy and make a quick escape
instead of sticking around fighting hand to hand with them. That
especially holds true for the area with the prison block level where
Mara is disarmed and locked in a jail cell below Ka'pa the Hut's
palice.  Once you escape the jail cell you have one big ugly rancor to
fight and like Luke's encounter with the rancor she isn't armed when
she does it. Best tactic there is to blind it, distract it, or
whatever you can with the force and make good your escape and find
Mara's saber elsewhere in the palice. If you want to settle the score
with the rancor you can always go back and finish the job, but using
fists definitely isn't going to work there. Lol!

On 12/12/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No pointin using fists...I can just see it now: Jedi is engaged in
 hand-to-hand combat against Darth Tyrannus!

 Best Regards,
 Hayden

---
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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Hayden Presley
Hi Thomas,
Ah...cool. Just didn't seem like a Jedi-esk minouver.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 3:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Hayden,

On the contrary several of the Jedi Knight games feature hand to hand
combat as well as light sabers, blasters, and the usual weaponry you
would expect. In fact at the beginning of Jedi Knight I Kyle isn't
even armed at the beginning of the game. You get your first weapon by
grabbing the blaster from behind the bar, and then picking off the
Rodian with the blastech pistol in the ceiling fan. Of course, you
might have to use some hand to hand combat, smack a few heads in the
Cantina, before getting that first blaster. Other times it comes in
handy are the areas that are underwater were a blaster or light saber
won't work.

As for Jedi Knight Mysteries of the Sith I don't ever recall having a
real need for fists, but the feature was most certainly available.  It
always just seamed I could use force powers to get what needed to be
done without resorting to lesser means like beating up the enemy. I
could usually force blind or stun the enemy and make a quick escape
instead of sticking around fighting hand to hand with them. That
especially holds true for the area with the prison block level where
Mara is disarmed and locked in a jail cell below Ka'pa the Hut's
palice.  Once you escape the jail cell you have one big ugly rancor to
fight and like Luke's encounter with the rancor she isn't armed when
she does it. Best tactic there is to blind it, distract it, or
whatever you can with the force and make good your escape and find
Mara's saber elsewhere in the palice. If you want to settle the score
with the rancor you can always go back and finish the job, but using
fists definitely isn't going to work there. Lol!

On 12/12/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No pointin using fists...I can just see it now: Jedi is engaged in
 hand-to-hand combat against Darth Tyrannus!

 Best Regards,
 Hayden

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-12 Thread Thomas Ward
Hi,

Well, as far as the Windows release goes anyway. In order to fix that
problem I need to rewrite the window manager module to create a window
without a menu bar.  This isn't an issue with the Linux release as the
latest build of the Linux build of the engine now uses SDL as the
default window manager and there is no menu bar in that build of the
engine. If I can successfully port that engine to Windows the problem
would be solved. If not I'll have to look to using Direct3D instead of
the Win32 API for the window manager.

On 12/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Muhammed,
 Sigh...have you been following this conversation? Thomas is having trouble
 with that very key, due to the windows menubar.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: Saturday, December 11, 2010 6:36 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hey I've thought of one! Alt left arrow key to swing to the left, alt right
 arrow key to swing to the right!
 - Original Message -
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 11, 2010 12:13 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Hayden,
 Then I guess you will be a little disabled only able to swing straight and

 to one side.
 I am sure if Thomas uses both alt keys he will be able to come up with a
 laptop equivalent.
 The same could be said if you don't have a mouse. I found games that have
 mouse support much easier and more fun to play.
 My last suggestion is to get a full sized keyboard to plug into your
 laptop.
 Phil

 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, December 10, 2010 10:51 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to
 use?
 If you can distinguish between the left alt and right alt keys you
 could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right
 as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the
 swing

 as
 you could move it like you would actually move the weapon.
 Phil


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Re: [Audyssey] problems running towers of war strategy game.

2010-12-12 Thread reinhard stebner
Do not forget that you will need to install the correct vb6 dlls for
win7x64.  If you need adatiaonl help on this, I can help.  I had the same
issues when first trying to run this game.  Oh, Jeremy, how is the other
game of yours coming?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 12, 2010 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems running towers of war strategy game.

Are you sure it isn't running but being pushed to the background for some
reason?  Also, if your computer lags when starting up the game you might not
hear the initial welcome message so try pressing Tab since that will begin
cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine for
me after I told it to run as admin (didn't even need jim kitchen's files,
nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:

 From: alex wallis alexwallis...@googlemail.com
 Subject: [Audyssey] problems running towers of war strategy game.
 To: gamers@audyssey.org
 Date: Sunday, December 12, 2010, 8:23 AM
 Hi list.
 I am wondering if I could please get some help running the
 towers of war strategy game?
 I am running windows 7 64 bit, and basically can't get it
 to run.
 When I press enter on the executable, or right click and
 select run as administrator, nothing at all happens, I don't
 get any gui, or even any error messages.
 
 I tried installing jim kitchens winkit as the author says
 that will install the required vb 6 runtime libraries, but
 it still won't run.
 Any help would be very much appreciated.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Darren Duff
Actually, I think light sabers do work under watter. Have you read splinter
of the minds eye? IN that book there was a seen where luke used his saber
under the water. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 4:03 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi Hayden,

On the contrary several of the Jedi Knight games feature hand to hand combat
as well as light sabers, blasters, and the usual weaponry you would expect.
In fact at the beginning of Jedi Knight I Kyle isn't even armed at the
beginning of the game. You get your first weapon by grabbing the blaster
from behind the bar, and then picking off the Rodian with the blastech
pistol in the ceiling fan. Of course, you might have to use some hand to
hand combat, smack a few heads in the Cantina, before getting that first
blaster. Other times it comes in handy are the areas that are underwater
were a blaster or light saber won't work.

As for Jedi Knight Mysteries of the Sith I don't ever recall having a real
need for fists, but the feature was most certainly available.  It always
just seamed I could use force powers to get what needed to be done without
resorting to lesser means like beating up the enemy. I could usually force
blind or stun the enemy and make a quick escape instead of sticking around
fighting hand to hand with them. That especially holds true for the area
with the prison block level where Mara is disarmed and locked in a jail cell
below Ka'pa the Hut's palice.  Once you escape the jail cell you have one
big ugly rancor to fight and like Luke's encounter with the rancor she isn't
armed when she does it. Best tactic there is to blind it, distract it, or
whatever you can with the force and make good your escape and find Mara's
saber elsewhere in the palice. If you want to settle the score with the
rancor you can always go back and finish the job, but using fists definitely
isn't going to work there. Lol!

On 12/12/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 No pointin using fists...I can just see it now: Jedi is engaged in 
 hand-to-hand combat against Darth Tyrannus!

 Best Regards,
 Hayden

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Re: [Audyssey] problems running towers of war strategy game.

2010-12-12 Thread Mike Maslo
I installed Jim Kitchen's game but it did not help. Where do I install them
to or how do I do it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of reinhard stebner
Sent: Sunday, December 12, 2010 4:05 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] problems running towers of war strategy game.

Do not forget that you will need to install the correct vb6 dlls for
win7x64.  If you need adatiaonl help on this, I can help.  I had the same
issues when first trying to run this game.  Oh, Jeremy, how is the other
game of yours coming?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 12, 2010 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems running towers of war strategy game.

Are you sure it isn't running but being pushed to the background for some
reason?  Also, if your computer lags when starting up the game you might not
hear the initial welcome message so try pressing Tab since that will begin
cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine for
me after I told it to run as admin (didn't even need jim kitchen's files,
nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:

 From: alex wallis alexwallis...@googlemail.com
 Subject: [Audyssey] problems running towers of war strategy game.
 To: gamers@audyssey.org
 Date: Sunday, December 12, 2010, 8:23 AM
 Hi list.
 I am wondering if I could please get some help running the
 towers of war strategy game?
 I am running windows 7 64 bit, and basically can't get it
 to run.
 When I press enter on the executable, or right click and
 select run as administrator, nothing at all happens, I don't
 get any gui, or even any error messages.
 
 I tried installing jim kitchens winkit as the author says
 that will install the required vb 6 runtime libraries, but
 it still won't run.
 Any help would be very much appreciated.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Willem,

Yeah, I know, but the engine is already written the way it is. I
really don't want to rewrite anything I don't have to. This is a
classic case of if it ain't broke don't try to fix it. The game
mechanics, such as they are, do work and are both stable and reliable.

On 12/12/10, Willem Venter dwill...@gmail.com wrote:
 Hi Cara and all.
 Thanks for the discussion. Reading all this was very informative and
 helpfull. An observation I might make is that if you work only in
 radians, multiplying
 and dividing with the constant (pi/180) becomes redundent.  This will
 save some small calculation and simplify the code. If you really want
 to see the normal
 degree form of the angle you could just use standard functions to
 convert it back for displaying.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Clement Chou
I think that depends on the author. because in the phantom menace, 
when Obi-wan dives into the water with his lightsaber on, it dies, reportedly.



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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi,

Yeah, but there seams to be some disagreement between Star Wars
sources weather or not a light saber works under water.  In the Jedi
Knight games they would fail under water, and you had to depend on
hand to hand combat or force ability to fight the dianogas and other
sea creatures underwater. In the Phantom Menice Obi-Won drops his
light saber in the swamp just after they escape the Trade Federation
ship at the beginning of the movie and his light saber temperarily
gets shorted out. So there is something of a case that can be made
they generally don't work underwater. That's not to say perhaps Luke
Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests
of a Jedi Knight.

On 12/12/10, Darren Duff duff...@gmail.com wrote:
 Actually, I think light sabers do work under watter. Have you read splinter
 of the minds eye? IN that book there was a seen where luke used his saber
 under the water.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread shaun everiss

I don't think it would then again thats not been tested, Though I guess it may.
nothing says it won't.
At 11:56 a.m. 13/12/2010, you wrote:

Hi,

Yeah, but there seams to be some disagreement between Star Wars
sources weather or not a light saber works under water.  In the Jedi
Knight games they would fail under water, and you had to depend on
hand to hand combat or force ability to fight the dianogas and other
sea creatures underwater. In the Phantom Menice Obi-Won drops his
light saber in the swamp just after they escape the Trade Federation
ship at the beginning of the movie and his light saber temperarily
gets shorted out. So there is something of a case that can be made
they generally don't work underwater. That's not to say perhaps Luke
Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests
of a Jedi Knight.

On 12/12/10, Darren Duff duff...@gmail.com wrote:
 Actually, I think light sabers do work under watter. Have you read splinter
 of the minds eye? IN that book there was a seen where luke used his saber
 under the water.

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Re: [Audyssey] game objects in memory

2010-12-12 Thread Cara Quinn
Hey thomas, thanks so much for your apology and no worries! I sure understand 
the feeling of stuff not working right! -I'm sure we all do.

-It's sure not you though, I think sometimes, coding paradigms and getting 
libraries to play nice and such are just too fr**king needlessly complex at 
times! :) -Just my thoughts, of course…

anyway, if you decide to try those methods again, just keep the part where the 
subtractions are done in the same order and the parts where I took out the +=. 
Those simple changes might give you what you want. those should work regardless 
of which axes you have in whatever directions you want. -Let me know how it 
goes, K?…

Anyway, I'm sorry things have been such a blasted pain for ya. It definitely 
sounds frustrating.
I wish you / yours a lovely and relaxing evening!…

Smiles,

Cara :)
On Dec 12, 2010, at 12:43 AM, Thomas Ward wrote:

Hi Cara,

Got it. I apologize if I was a bit short with you a bit earlier. It is
just the fact I've written and rewritten this engine code so many
times I'm ready to scream. One of those cases wereI feel like I can't
do anything write, and the worst part of it is I'm both college
educated and have a programming degree. I shouldn't have this much
grief over something like this. Although, to be fair to myself some of
it wasn't my personal fault.

For example, when I was looking at going cross-platform Travis highly
recommended SFML  for Linux, Mac, and Windows. So I checked out the
API. On the surface it seamed exactly like what I needed, and
abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
Next thing I know the game is causing massive crashes all over the
place, and many users reported the almighty blue screen of death.
Initially I thought it was something I did, my own mistakes, etc and
so ran it through the Visual Studio debuggers. Much to my surprise
after I did a step by step debug it comes up with an error found in
sfml-window.dll. So I go and report it to the developer of the project
ask him if they know about this bug and what could be done to resolve
it etc. Basically, the guy knew about it, and doesn't kno how to fix
the bug at this time. His recommendation, upgrade your Windows vidio
drivers. This immediately became a tech support nightmare, and the
reason I'm pulling SFML 1.6 completely out of beta 17 and going with
my original plan of using SDL 1.2.13. At least it is stable and has no
vidio driver problems I'm aware of.

So at this point I've got the cross-platform engine ripped apart and
I'm now in the process of redesigning all the low level subsystems
like the window manager, input, audio, networking support, etc. What a
bite in the butt!

On the bright side I have rewritten the window subsystem and have
basic keyboard support back in place with SDL and so far so good. I'm
probably going to work on joystick and mouse support tomorrow and the
window and input subsystems will be ready to go.


As for audio I'm still not sure where to go with that. I'd like to use
OpenAL, but I feel as though I'll have to rite some bit of middleware
like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
which will be a very time consuming project. In the mean time FMOD
would give me that and more which would at least get the engine up and
running again for beta 17.

So the basic point of what I was saying here is I've already got a
long development cycle ahead with low level stuff. If there was a need
to change more things to do proper collision detection now would be
the time to do it, but I don't want to add more time to the
development cycle than absolutely necessary.

Smile.

On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi thomas;
 
 Just one last note for the evening.
 
 when I switched your z to y, it was for clarity's sake for the email. I'd
 assumed you would adapt the new code with your current orientation as I'd
 made other changes as you'd asked. The formulae are right but I was using x
 and y to show what I was doing in a standard way. -Only for clarity in my
 note. :)
 
 So sorry I obviously didn't make that clear enough.
 
 There's no reason, even in a worst case scenario that you should ever need
 to rewrite that much code for changes like these. I'll need to check back in
 with DX, but last I checked, you could essentially flip your world around
 any way you wanted it simply by changing two coordinates. -And, as I'd just
 mentioned, even if you change back y to z as I thought you would, the other
 changes I made will give you proper calculations. -but at the end of the
 day, if your engine is already essentially doing what you need then why
 change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
 sure not asking you to change your style. :) I'm just personally working in
 one of the paradigms we were chatting about and having success with it. -But
 this is your baby after all. -If I can make suggestions that help, then
 great! If not, then don't use them. 

Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Cara Quinn
Ben, if you edit some initialization files for Audio quake, it's possible to 
re-enable the mouse (which was intentionally disabled for AQ) along with the 
usual keyboard controls.

This way, instead of rotating in little 22.5 degree increments and not being 
able to easily look up or down, you can simply use your mouse to smoothly move 
your view / aim anywhere you'd like. The downside of this may be that one whom 
can't see may not have an easy time re-centering their view. This can cause 
probs when trying to then walk forward if you're looking down, as you'd 
essentially then be told that you are scraping against a wall. (which is really 
the floor) and your movement would be slowed. This also can interfere with your 
aim, as if you're looking upward, you may still hear someone in front of you, 
but not be able to hit them as you'd be shooting over them, or at the ceiling.

So I added a very simple command to instantly center your view and face you 
north. This way if one gets confused one can fix it immediately which is really 
important in a game like Quake (or even moreso in Jedi Quake) which is very, 
very fast by comparison to any other audio games I know of.

this is partially why the mouse can be such a great help in the game. One can 
simply flick their hand and instantly turn at least 180 degrees to catch 
someone sneaking up on them. Also you can get very fine precision of aim at a 
distance that you really can't get with the current keyboard implementation. 
22.5 degrees is just too large a turn radius for very fine control, and way too 
small for very fast turns, but is an extremely good compromise.

Anyway, I don't recall at the second how many JQ releases have the centering 
function but I'm thinking it's the last couple.

HTH and have a lovely day!…

Smiles,

Cara :)
On Dec 12, 2010, at 3:25 AM, Ben wrote:

Exactly!  You rereleased jq?  Have not got that one.  Whats the mouse for
now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 12 December 2010 01:56
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Thomas; I whole-heartedly agree! -Not only has mouse support been the first
input method I've set up for the current Draco projects, but when developing
Jedi Quake, I'd incorporated improved accessible mouse support to the latest
couple of JQ releases to not only help people break out of the keyboard-only
blind access thing but also just because I personally really like smooth,
graceful motion.

Using a keyboard to control a realtime simulation is just so herky-jerky and
coarse. If people can just stop fearing the mouse and learn to work with it,
it can be a really comfortable and fast way to game.

Incidentally, this is exactly the same sort of complaining and arguing
people were getting into, a couple of years ago when many were fighting the
idea of the iPhone / touch screens on phones both for access and gaming
alike. Like the touch screen, at least for the visually impaired market, the
mouse is still essentially almost an untapped resource. I.E. It will just
take some creative coders to incorporate it nicely into game designs so that
VI people realize that it's cool and viable and everything will change, just
like it has / is doing, with the iDevices and touch screens in general.

We're only limited by our own imaginations! :)

If we can conceive it it can happen! So if we want new / innovative gaming /
VR experiences, then we need to bring new and innovative mindsets to them.
the experiences will then be new and innovative!. :)

Have a great evening / weekend All and chat witcha on the flip!.

Smiles,

Cara :)
On Dec 11, 2010, at 5:23 PM, Thomas Ward wrote:

Hi Muhammed,

What's wrong with a mouse? You seam rather viament against the idea of
using a mouse for game play.  However, as several game developers have
shown the the mouse is a rather nice gaming device, and is very
accessible in games too. You guys are going to have to face it if you
want games on par with the mainstream PC games you are going to have
to get use to a mouse sometime.

No offense, this isn't directed at you personally, but I've seen far
to many VI users throw an unbelievable fit over an input device like a
mouse. Some act as though it will kill them to actually buy or own one
for a change. Besides I thought one shipped with every computer, but I
guess some people throw them away or give them away believing them not
to be important, and the minute a game developer says one is required
they begin wining. They start in with the I'm blind and can't use a
mouse crap. This has no bearing on weather you can or can not use a
mouse in games do to blindness because the programmer programs how the
input device reacts so therefore it is or can be just as accessible as
a keyboard.

Anyway, to get to my pointthe the keyboard is extremely limited in
what it can and can not do. This game is a classic case in point.
There 

Re: [Audyssey] game objects in memory

2010-12-12 Thread Cara Quinn
Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Cara,
 
 Got it. I apologize if I was a bit short with you a bit earlier. It is
 just the fact I've written and rewritten this engine code so many
 times I'm ready to scream. One of those cases wereI feel like I can't
 do anything write, and the worst part of it is I'm both college
 educated and have a programming degree. I shouldn't have this much
 grief over something like this. Although, to be fair to myself some of
 it wasn't my personal fault.
 
 For example, when I was looking at going cross-platform Travis highly
 recommended SFML  for Linux, Mac, and Windows. So I checked out the
 API. On the surface it seamed exactly like what I needed, and
 abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
 Next thing I know the game is causing massive crashes all over the
 place, and many users reported the almighty blue screen of death.
 Initially I thought it was something I did, my own mistakes, etc and
 so ran it through the Visual Studio debuggers. Much to my surprise
 after I did a step by step debug it comes up with an error found in
 sfml-window.dll. So I go and report it to the developer of the project
 ask him if they know about this bug and what could be done to resolve
 it etc. Basically, the guy knew about it, and doesn't kno how to fix
 the bug at this time. His recommendation, upgrade your Windows vidio
 drivers. This immediately became a tech support nightmare, and the
 reason I'm pulling SFML 1.6 completely out of beta 17 and going with
 my original plan of using SDL 1.2.13. At least it is stable and has no
 vidio driver problems I'm aware of.
 
 So at this point I've got the cross-platform engine ripped apart and
 I'm now in the process of redesigning all the low level subsystems
 like the window manager, input, audio, networking support, etc. What a
 bite in the butt!
 
 On the bright side I have rewritten the window subsystem and have
 basic keyboard support back in place with SDL and so far so good. I'm
 probably going to work on joystick and mouse support tomorrow and the
 window and input subsystems will be ready to go.
 
 
 As for audio I'm still not sure where to go with that. I'd like to use
 OpenAL, but I feel as though I'll have to rite some bit of middleware
 like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
 which will be a very time consuming project. In the mean time FMOD
 would give me that and more which would at least get the engine up and
 running again for beta 17.
 
 So the basic point of what I was saying here is I've already got a
 long development cycle ahead with low level stuff. If there was a need
 to change more things to do proper collision detection now would be
 the time to do it, but I don't want to add more time to the
 development cycle than absolutely necessary.
 
 Smile.
 
 On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi thomas;
 
 Just one last note for the evening.
 
 when I switched your z to y, it was for clarity's sake for the email. I'd
 assumed you would adapt the new code with your current orientation as I'd
 made other changes as you'd asked. The formulae are right but I was using
 x
 and y to show what I was doing in a standard way. -Only for clarity in my
 note. :)
 
 So sorry I obviously didn't make that clear enough.
 
 There's no reason, even in a worst case scenario that you should ever need
 to rewrite that much code for changes like these. I'll need to check back
 in
 with DX, but last I checked, you could essentially flip your world around
 any way you wanted it simply by changing two coordinates. -And, as I'd
 just
 mentioned, even if you change back y to z as I thought you would, the
 other
 changes I made will give you proper calculations. -but at the end of the
 day, if your engine is already essentially doing what you need then why
 change it at all? -this was, afterall, just a lil' experiment, yes? -I'm
 sure not asking you to change your style. :) I'm just personally working
 in
 one of the 

Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi,

Well, not necessarily. I think this would be a case of skills of an
individual person rather than weather or not all Jedi or all Sith
would know hand to hand combat. Mara Jade is a special case in point
as she was taken from her home at age 8 by the Emperor and trained
from childhood to be a Sith assassin for the Empire. She was put
through the Imperial academy, flight school, etc all skills that would
enhance her later life as a Jedi for the New Republic. She would
obviously have a lot of training and skills not shared by everyone at
the Jedi academy, and possably why she quickly rose to the rank of
Jedi master by the time of the New Jedi Order books.

Also not just hand to hand skills, but it seams Jedi have special
force skills too. For example, one of Mara Jade's special force
abilities is a force bubble. She can surround herself with a blue
bubble of force energy that deflects light sabers, blaster bolts, and
has been used to hover a few feet off the ground. Not all the Jedi
have the mental power or force skill to project a force bubble like
Mara can.The only other Jedi in the NJO I know of who can do it is
Jaina Solo, and that is only because Mara taught her the ability when
Jaina was her apprentice.

Cheers!




On 12/12/10, Clement Chou chou.clem...@gmail.com wrote:
 But if Jedi are experienced in hand-to-hand combat, doesn't that
 theoretically mean sith would be, as well? Amd Mara definitely knows
 hand-to-hand combat... lol.


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Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
Hi Cara,

That makes two of us. I don't think in radians either.  I have a few
calculation functions in the engine that actually returns a degree
either absolute or relative based on what I need the direction for. If
it is a trajectory/targeting solution I'll use relative since
obviously I need to know the direction the player character is facing
as well as the actual position of the target. Doing that using radians
would be, well, i don't want to think about it. Lol!

Cheers!


On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all
 comfortable dealing in radians all the time. lol!

 I prefer to work in degrees and just convert back and forth on the fly.

 I basically have two methods I send pointers to; one to get an angle which
 returns in degrees, and the other to set an angle which takes degrees.

 I personally just don't naturally think in radians, but there ya go.

 Have a terrific day!…

 Smiles,

 Cara :)

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Re: [Audyssey] game objects in memory

2010-12-12 Thread Thomas Ward
HI Cara,

Thanks for understanding. For me I have felt like the perverbial dog
chasing his own tail. Trying this API, trying that one, and trying to
make it do exactly what I want is a serious pain in the butt.

Of course, the principle problem is trying to design high quality
ccross-platform software that actually does run cross-platform. If I
wanted to write games just for Windows that would be a piece of cake.
Just slap together an engine using DirectInput, DirectSound, and
Direct3D, Sapi 5, and away I go. Not that simple if we try to consider
designing the same game for Mac OS and Linux too. SDL is a fairly
decent API, all things considered, but is noway the equal of DirectX.
Which can get a developer into trouble when Windows gamers start
requesting features not supported by SDL, or that don't exactly work
as they expect it too.

For example, right now I'm working on the SDL input system for G3D. As
you know SDL uses an event driven input system. This is fine for most
games, but I do notice there are things that don't exactly work the
way they would with DirectInput. You can't walk and pick up a gun or
something at the same time. I personally don't care, but a few Windows
gamers really complained that they could do that with DirectInput but
not with SFML or SDL. It is like how exactly do you address a
complaint like that when the API just doesn't work the same as what
they are expecting?

Smile.


On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hey thomas, thanks so much for your apology and no worries! I sure
 understand the feeling of stuff not working right! -I'm sure we all do.

 -It's sure not you though, I think sometimes, coding paradigms and getting
 libraries to play nice and such are just too fr**king needlessly complex at
 times! :) -Just my thoughts, of course…

 anyway, if you decide to try those methods again, just keep the part where
 the subtractions are done in the same order and the parts where I took out
 the +=. Those simple changes might give you what you want. those should work
 regardless of which axes you have in whatever directions you want. -Let me
 know how it goes, K?…

 Anyway, I'm sorry things have been such a blasted pain for ya. It definitely
 sounds frustrating.
 I wish you / yours a lovely and relaxing evening!…

 Smiles,

 Cara :)

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Darren Duff
Oh ok... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Sunday, December 12, 2010 5:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

I think that depends on the author. because in the phantom menace, when
Obi-wan dives into the water with his lightsaber on, it dies, reportedly.


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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread Thomas Ward
Hi,

Unfortunately, no. I'm going to have to scan it from cover to cover
and probably edit it to clean up any scanning errors before I can read
it. As the holidays are in full swing I probably won't really get to
the book until after Christmas.

Cheers!


On 12/12/10, NIcol nicoljaco...@telkomsa.net wrote:
 Hi Tom
 Sounds like an interesting book.
 Is the book available as an e-book like .pdf or .html?

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Darren Duff
This is true. I wonder if you could add building your own light saber to the
game I've always been fascinated with that 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, December 12, 2010 5:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Hi,

Yeah, but there seams to be some disagreement between Star Wars sources
weather or not a light saber works under water.  In the Jedi Knight games
they would fail under water, and you had to depend on hand to hand combat or
force ability to fight the dianogas and other sea creatures underwater. In
the Phantom Menice Obi-Won drops his light saber in the swamp just after
they escape the Trade Federation ship at the beginning of the movie and his
light saber temperarily gets shorted out. So there is something of a case
that can be made they generally don't work underwater. That's not to say
perhaps Luke Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests of a
Jedi Knight.

On 12/12/10, Darren Duff duff...@gmail.com wrote:
 Actually, I think light sabers do work under watter. Have you read 
 splinter of the minds eye? IN that book there was a seen where luke 
 used his saber under the water.

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Re: [Audyssey] Cross-Platform Game Programming Book

2010-12-12 Thread Thomas Ward
Hi,

I certainly hope so. Coming up with a cross-platform standard is
difficult. Things like object serialization, AKA saving games, etc has
to be done in a way that works on multiple platforms.  As there is no
standard way of handling serialization in C++ you end up having to use
something like the Boost API to handle that on the backend and hope to
get a uniform standard to work with. Diddo for things like
multithreading which is necessary for high speed game performance.
Again no universal standard between platforms requiring some sort of
middleware like Boost to try and implement universal multithreading
that works on Mac, Linux, and Windos equally. In a way this is were
Mono, AKA .NET, would shine as most of the stuff like threading,
serialization, etc is already designed and added to the framework/API
offering a single uniform standard for .NET developers cross multiple
platforms. However, as I've already rewritten he engine in C++ I'm not
at aall sure I'd want to go back to .NET.

On 12/11/10, Charles Rivard woofer...@sbcglobal.net wrote:
 Think this might be useful for MOTA and future projects that are, or will be
 in the works?

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi,

Not this game. My purpose here would be to try and to recreate the
original game, Mysteries of the Sith, so obviously I'd want as little
end user suggestions as possible. Anything that would stray too far
away from the original game would be undesirable. Its one thing to
change keyboard commands for ease of use or to add access keys, and
quite another to begin changing story elements, game levels, etc not
knowing what the game is about.

On 12/12/10, Darren Duff duff...@gmail.com wrote:
 This is true. I wonder if you could add building your own light saber to the
 game I've always been fascinated with that

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Clement Chou
That's all very true. And I forgot about that force bubble til now... 
but it seems that the general principle of hand-to-hand combat is 
pretty widespread in the order. Every jedi I've sceen either in books 
or movies seems to know how to fight with their bare hands if they need it.



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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Phil Vlasak

Hi Thomas,
Didn't Yoda have a force bubble?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 12, 2010 9:08 PM
Subject: Re: [Audyssey] mysteries of the syth



Hi,

Well, not necessarily. I think this would be a case of skills of an
individual person rather than weather or not all Jedi or all Sith
would know hand to hand combat. Mara Jade is a special case in point
as she was taken from her home at age 8 by the Emperor and trained
from childhood to be a Sith assassin for the Empire. She was put
through the Imperial academy, flight school, etc all skills that would
enhance her later life as a Jedi for the New Republic. She would
obviously have a lot of training and skills not shared by everyone at
the Jedi academy, and possably why she quickly rose to the rank of
Jedi master by the time of the New Jedi Order books.

Also not just hand to hand skills, but it seams Jedi have special
force skills too. For example, one of Mara Jade's special force
abilities is a force bubble. She can surround herself with a blue
bubble of force energy that deflects light sabers, blaster bolts, and
has been used to hover a few feet off the ground. Not all the Jedi
have the mental power or force skill to project a force bubble like
Mara can.The only other Jedi in the NJO I know of who can do it is
Jaina Solo, and that is only because Mara taught her the ability when
Jaina was her apprentice.

Cheers!




On 12/12/10, Clement Chou chou.clem...@gmail.com wrote:

But if Jedi are experienced in hand-to-hand combat, doesn't that
theoretically mean sith would be, as well? Amd Mara definitely knows
hand-to-hand combat... lol.


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Re: [Audyssey] game objects in memory

2010-12-12 Thread dwillemv
Yes, but the actual value doesnt matter as long as you stick to using one or 
the other method. Under normal surcomstances it wont be shown anyway and only 
the angles that are displayed need to be converted.

-original message-
Subject: Re: [Audyssey] game objects in memory
From: Cara Quinn caraqu...@draconisentertainment.com
Date: 13/12/2010 1:53 am

Hi Willem, right you are! -For me though, holy crap! I wouldn't feel at all 
comfortable dealing in radians all the time. lol!

I prefer to work in degrees and just convert back and forth on the fly.

I basically have two methods I send pointers to; one to get an angle which 
returns in degrees, and the other to set an angle which takes degrees.

I personally just don't naturally think in radians, but there ya go.

Have a terrific day!…

Smiles,

Cara :)
On Dec 12, 2010, at 9:28 AM, Willem Venter wrote:

Hi Cara and all.
Thanks for the discussion. Reading all this was very informative and
helpfull. An observation I might make is that if you work only in
radians, multiplying
and dividing with the constant (pi/180) becomes redundent.  This will
save some small calculation and simplify the code. If you really want
to see the normal
degree form of the angle you could just use standard functions to
convert it back for displaying.


On 12/12/10, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Cara,
 
 Got it. I apologize if I was a bit short with you a bit earlier. It is
 just the fact I've written and rewritten this engine code so many
 times I'm ready to scream. One of those cases wereI feel like I can't
 do anything write, and the worst part of it is I'm both college
 educated and have a programming degree. I shouldn't have this much
 grief over something like this. Although, to be fair to myself some of
 it wasn't my personal fault.
 
 For example, when I was looking at going cross-platform Travis highly
 recommended SFML  for Linux, Mac, and Windows. So I checked out the
 API. On the surface it seamed exactly like what I needed, and
 abandoned my plans to use SDL 1.2.13 and went with SFML 1.6 instead.
 Next thing I know the game is causing massive crashes all over the
 place, and many users reported the almighty blue screen of death.
 Initially I thought it was something I did, my own mistakes, etc and
 so ran it through the Visual Studio debuggers. Much to my surprise
 after I did a step by step debug it comes up with an error found in
 sfml-window.dll. So I go and report it to the developer of the project
 ask him if they know about this bug and what could be done to resolve
 it etc. Basically, the guy knew about it, and doesn't kno how to fix
 the bug at this time. His recommendation, upgrade your Windows vidio
 drivers. This immediately became a tech support nightmare, and the
 reason I'm pulling SFML 1.6 completely out of beta 17 and going with
 my original plan of using SDL 1.2.13. At least it is stable and has no
 vidio driver problems I'm aware of.
 
 So at this point I've got the cross-platform engine ripped apart and
 I'm now in the process of redesigning all the low level subsystems
 like the window manager, input, audio, networking support, etc. What a
 bite in the butt!
 
 On the bright side I have rewritten the window subsystem and have
 basic keyboard support back in place with SDL and so far so good. I'm
 probably going to work on joystick and mouse support tomorrow and the
 window and input subsystems will be ready to go.
 
 
 As for audio I'm still not sure where to go with that. I'd like to use
 OpenAL, but I feel as though I'll have to rite some bit of middleware
 like a library that wraps OpenAL and can load ogg, mp3, wma files, etc
 which will be a very time consuming project. In the mean time FMOD
 would give me that and more which would at least get the engine up and
 running again for beta 17.
 
 So the basic point of what I was saying here is I've already got a
 long development cycle ahead with low level stuff. If there was a need
 to change more things to do proper collision detection now would be
 the time to do it, but I don't want to add more time to the
 development cycle than absolutely necessary.
 
 Smile.
 
 On 12/12/10, Cara Quinn caraqu...@draconisentertainment.com wrote:
 Hi thomas;
 
 Just one last note for the evening.
 
 when I switched your z to y, it was for clarity's sake for the email. I'd
 assumed you would adapt the new code with your current orientation as I'd
 made other changes as you'd asked. The formulae are right but I was using
 x
 and y to show what I was doing in a standard way. -Only for clarity in my
 note. :)
 
 So sorry I obviously didn't make that clear enough.
 
 There's no reason, even in a worst case scenario that you should ever need
 to rewrite that much code for changes like these. I'll need to check back
 in
 with DX, but last I checked, you could essentially flip your world around
 any way you wanted it simply by changing two coordinates. -And, as I'd
 just
 mentioned, even if you change 

Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Thomas Ward
Hi Phil,

No. Not that I'm aware of. In his battles such as the one featured in
Attack of the Clones with Count Dooku and the one in Revenge of the
Sith with Palpatine Yoda uses force deflect to block the force
lightning attacks.  This is a completely different force ability from
the force bubble Mara uses from time to time in the books. Mara rarely
uses the force bubble herself, because it is physically and mentally
draining to perform for any length of time.

For example, do you remember, I think it was, Bloodlines where Mara
has to break in to Thrackan Sal-Solo's palice? The approach to the
palace is heavily guarded with electronic security measures, and the
only way for Mara to enter undetected is to litterally float over the
sensors. However, since they also were infrared activated as well as
pressure activated Mara casts a force bubble to conserve her body
heat, and to keep her hovering over the ground so sshe wouldn't come
into contact with the sensors directly. When she manages to get safely
inside she lowers the force bubble but is physically and mentally
drained from sustaining a force bubble for that length of time. The
only other time I can recall Mara using a force bubble for any length
of time is the time she and Jaina Solo combined their force powers to
create a large force bubble to move debree away in one of the books,
but at the moment I don't recall which book that was in.

Cheers!


On 12/12/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 Didn't Yoda have a force bubble?

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Re: [Audyssey] Writing with Inform

2010-12-12 Thread Jacob Kruger
Ok, just downloaded/installed it, and think will have to either try get used 
to it's interface, or else just go through documentation, and then go back 
to writing source etc. in notepad again, and just use it to try compiling 
it, but let's see...


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Anouk Radix anou...@home.nl

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 08, 2010 10:44 AM
Subject: Re: [Audyssey] Writing with Inform



Hi Jacob
I think you might look into inform 7 which is the newest version of 
inform. I think they have made programming with inform a lot easier with 
inform 7.

Greetings, Anouk,
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 07, 2010 6:28 AM
Subject: Re: [Audyssey] Writing with Inform



I think I found everything here, or hereabouts:
http://ifarchive.org/indexes/if-archiveXinfocomXcompilersXinform5.html

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Jose Lomeli joselomel...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 07, 2010 7:00 AM
Subject: Re: [Audyssey] Writing with Inform


Hey, I'm intrested on doing this! What comands are you using? This is 
cool! I want to be able to write my own zCode games!

JOSE Lomeli
Email: joselomel...@lavabit.com
Twitter:
joselomeli9393
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 06, 2010 8:49 PM
Subject: Re: [Audyssey] Writing with Inform


Just started looking into it, and busy working through tutorial CHM 
file, and like some other dev scenario's, I'm just using notepad, and 
the command line compiler to turn the text files into *.z5 files at the 
moment.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 07, 2010 1:03 AM
Subject: [Audyssey] Writing with Inform



Hedy all,

Until I can find a real programming language that my brain can 
comprehend and or find a manual that's easy to understand, Inform is 
my only option for now. I really want to go into programming and make 
it a job though if I'm having trouble understanding programming 
manuals it makes such a goal seem unachieveable. Then, once I manage 
to formulate these concepts in my head, how do I make a game out of it 
and turn it into code and make sounds do what I want, etc.


However, for those of you who write in Inform, which do you use to 
write it? Notepad and or a text editor and then compile it within the 
Inform program?


Also, even though inform is the simple programming language, what does 
one start a game off with. Creating a room? Because I notice at the 
beginning of Inform games there's release information and extention 
inclusions.


Thanks.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Ben
Adding into the game would be a very interesting feature - building your own
saber was a feature of a later game I believe...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 12 December 2010 23:27
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

I don't think it would then again thats not been tested, Though I guess it
may.
nothing says it won't.
At 11:56 a.m. 13/12/2010, you wrote:
Hi,

Yeah, but there seams to be some disagreement between Star Wars
sources weather or not a light saber works under water.  In the Jedi
Knight games they would fail under water, and you had to depend on
hand to hand combat or force ability to fight the dianogas and other
sea creatures underwater. In the Phantom Menice Obi-Won drops his
light saber in the swamp just after they escape the Trade Federation
ship at the beginning of the movie and his light saber temperarily
gets shorted out. So there is something of a case that can be made
they generally don't work underwater. That's not to say perhaps Luke
Skywalker or anyone else built a better design that does work
underwater. In fact, building your own light saber is one of the tests
of a Jedi Knight.

On 12/12/10, Darren Duff duff...@gmail.com wrote:
  Actually, I think light sabers do work under watter. Have you read
splinter
  of the minds eye? IN that book there was a seen where luke used his
saber
  under the water.

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Re: [Audyssey] mysteries of the syth

2010-12-12 Thread Ben
Could you give me some pointers as to how to edit and obtain the latest jq
information and releases?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 12 December 2010 23:44
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Ben, if you edit some initialization files for Audio quake, it's possible to
re-enable the mouse (which was intentionally disabled for AQ) along with the
usual keyboard controls.

This way, instead of rotating in little 22.5 degree increments and not being
able to easily look up or down, you can simply use your mouse to smoothly
move your view / aim anywhere you'd like. The downside of this may be that
one whom can't see may not have an easy time re-centering their view. This
can cause probs when trying to then walk forward if you're looking down, as
you'd essentially then be told that you are scraping against a wall. (which
is really the floor) and your movement would be slowed. This also can
interfere with your aim, as if you're looking upward, you may still hear
someone in front of you, but not be able to hit them as you'd be shooting
over them, or at the ceiling.

So I added a very simple command to instantly center your view and face you
north. This way if one gets confused one can fix it immediately which is
really important in a game like Quake (or even moreso in Jedi Quake) which
is very, very fast by comparison to any other audio games I know of.

this is partially why the mouse can be such a great help in the game. One
can simply flick their hand and instantly turn at least 180 degrees to catch
someone sneaking up on them. Also you can get very fine precision of aim at
a distance that you really can't get with the current keyboard
implementation. 22.5 degrees is just too large a turn radius for very fine
control, and way too small for very fast turns, but is an extremely good
compromise.

Anyway, I don't recall at the second how many JQ releases have the centering
function but I'm thinking it's the last couple.

HTH and have a lovely day!.

Smiles,

Cara :)
On Dec 12, 2010, at 3:25 AM, Ben wrote:

Exactly!  You rereleased jq?  Have not got that one.  Whats the mouse for
now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Cara Quinn
Sent: 12 December 2010 01:56
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the syth

Thomas; I whole-heartedly agree! -Not only has mouse support been the first
input method I've set up for the current Draco projects, but when developing
Jedi Quake, I'd incorporated improved accessible mouse support to the latest
couple of JQ releases to not only help people break out of the keyboard-only
blind access thing but also just because I personally really like smooth,
graceful motion.

Using a keyboard to control a realtime simulation is just so herky-jerky and
coarse. If people can just stop fearing the mouse and learn to work with it,
it can be a really comfortable and fast way to game.

Incidentally, this is exactly the same sort of complaining and arguing
people were getting into, a couple of years ago when many were fighting the
idea of the iPhone / touch screens on phones both for access and gaming
alike. Like the touch screen, at least for the visually impaired market, the
mouse is still essentially almost an untapped resource. I.E. It will just
take some creative coders to incorporate it nicely into game designs so that
VI people realize that it's cool and viable and everything will change, just
like it has / is doing, with the iDevices and touch screens in general.

We're only limited by our own imaginations! :)

If we can conceive it it can happen! So if we want new / innovative gaming /
VR experiences, then we need to bring new and innovative mindsets to them.
the experiences will then be new and innovative!. :)

Have a great evening / weekend All and chat witcha on the flip!.

Smiles,

Cara :)
On Dec 11, 2010, at 5:23 PM, Thomas Ward wrote:

Hi Muhammed,

What's wrong with a mouse? You seam rather viament against the idea of
using a mouse for game play.  However, as several game developers have
shown the the mouse is a rather nice gaming device, and is very
accessible in games too. You guys are going to have to face it if you
want games on par with the mainstream PC games you are going to have
to get use to a mouse sometime.

No offense, this isn't directed at you personally, but I've seen far
to many VI users throw an unbelievable fit over an input device like a
mouse. Some act as though it will kill them to actually buy or own one
for a change. Besides I thought one shipped with every computer, but I
guess some people throw them away or give them away believing them not
to be important, and the minute a game developer says one is required
they begin wining. They start in with the I'm blind and can't use a
mouse crap. This has no bearing on weather you can or