Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread burakyuksek
Philip, sorry for the off topic but can I ask, what is the stage of the 
upcoming game? I am wandering too much these times.

saygilar sevgiler.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 12:06 AM
Subject: Re: [Audyssey] Airik the Cleric a scam?



Hi Kevin,

I actually tried AutoIt for game development but found that it doesn't 
work too well. Sure you can make a few simple things with it, but it 
seriously falls behind if you start getting into speed critical things 
because it does no pre-compilation into an instruction tree/intermediate 
byte code set, it interprets everything on the fly. That is why I built 
BGT in the first place, because I wanted a high level game engine that ran 
fast.


And just like Thomas mentions regarding his engine, BGT is pretty much the 
same in that regard. The components do work together in a few cases, but 
for the most part they are separate little libraries that are all linked 
into the same executable in the end. The latest version has seen 
significant improvements both in the feature set and in the over-all 
performance, and therefore I am using it for all of my own games now.


Kind regards,

Philip Bennefall
- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 10:49 PM
Subject: Re: [Audyssey] Airik the Cleric a scam?


Hi,

This is a really, really nice explanation and sum-up of everything. Very 
well written, I couldn't have done it any better.
Sure, to write a basic concept of a game very quickly, BGT would be 
enough. But then, to compile it, you would have to purchase the lite 
version ($30) already. Of course you would get that back if you get 
pre-orders, but still. Then you could use Autoit.
In itself, I think Autoit is very neat, I even have seen a couple of games 
including graphics written in it. And as I do use it myself, I can say 
that getting a game up and running is very easy and can be done extremely 
quickly.
So, it all depends on what you want to use, how much time you have, and 
pretty much that.



Sent from my iPhone

On 13.06.2011, at 20:11, Thomas Ward thomasward1...@gmail.com wrote:


Hi Dark,

Well, the time it takes to actually create a game depends on a number
of factors. The development tools,  programming language, plus the
amount of available free time a developer has on hand in the first
place.

For example, I am currently writing all of my game code in C++. That
takes considerably more time than say Visual Basic because there is a
lot more involved in getting a basic game up and running. C++ is a lot
more low-level, bare bones, meaning you have to go the extra mile to
get things done. Using something like DirectSound is a perfect example
of this.

If you use C++ and Microsoft's DirectSound API there are no native
functions available to open and load wavs, mp3s, or wma files into a
sound buffer. Its up to you, the game developer, to write that code
using something like Microsoft's WinMM.dll  to load that sound data,
and then pass that off to an available sound buffer. With a language
like Visual Basic 6 you can just add DX8VB.dll to your VB project, and
you don't have to worry about  writing your own code to open and load
sound files. Microsoft has done all the grunt work for you, and have
wrapped DirectX with a piece of middleware, DX8VB.dll, that simplifies
the process of initializing DirectX, handling sound data, and you can
focus on more important things like writing your game. This is why I
suspect most game developers like Jeremy and Jim Kitchen use VB. Its
just easier and speeds up time, because it is designed for rapid
design  and deployment where C++  was not.

That's why Philip Bennefall and I both have written game
engines/toolkits. Since all the really low-level stuff like audio,
input, speech, whatever is something we are going to use in every
single game it makes sense to build some sort of middleware that gives
a quick and easy interface to DirectX, Sapi, and so on. I'm not sure
of BGT's over all design, but I  can say G3D is essentually several
static libraries I wrote to wrap DirectX and the Windows API. For
instance, input.lib wraps DirectInput, speech.lib wraps MS Sapi,
window.lib wraps the WWin32 API, and I purchased streemway.lib from
Philip to wrap DirectSound. All of these libraries gives me that easy
access you get out of the box with Visual Basic or one of the .Net
languages because all that work is done for you. So obviously this
takes us more time in getting started than someone starting out with a
different language, because we have to write all that initial code,
helper classes, and functions.

Bottom line, if I want to be a little speed demon like Jeremy I could
do that too provided I chose to use something else other than C++.
Give me C# .Net or VB .Net, the open source Slim DX API for DirectX,
and 

Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-14 Thread dark

Hello Ken.

We appreciate your thoughts about the scammers' series and the feedback 
you've given, however please be aware that two years ago Scammers 3 was 
produced by a completely different company, that just happened by shear 
coincidence to have the same name as ours.


We would however be very pleased to offer you a completely new copy of 
Scammers 3 for the reduced price of 700 dollars.


Please send us money and your copy will be on the way within the week,   
ro the month, or maybe the century! ;D.


Yours insincerely,

Jack m good, head grifter,  er I mean programmer, of headsgone soft.

Beware the grue!

Dark. 



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Re: [Audyssey] golf course for fun

2011-06-14 Thread dark
Indeed, a tripple bogie it would seem,  obviously I blew my nose too 
vigorously, ;D.


HEre is the link, as I said file naming didn't work as I'd hoped because I 
didn't know the course maker didn't like commas in file names, so Jim might 
want to rename this.


It's a course with everyone from accessible games, sort of a gangs all here, 
and here is the link:


http://www.sendspace.com/file/e6leg4

Oh, and btw, bogies and nose blowing is a reference to British slang, and 
comes up in harry potter.


Beware the grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 1:48 AM
Subject: Re: [Audyssey] golf course for fun



It was a triple bogey.  (ornery grin)

---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 3:38 PM
Subject: Re: [Audyssey] golf course for fun



Hi,

I'm not sure if this was planned, but I can't really see any message 
body. Is this supposed to be?




Sent from my iPhone

On 13.06.2011, at 20:23, dark d...@xgam.org wrote:



All the best,

Dark.
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Re: [Audyssey] Games we'd like to play, scammers 4

2011-06-14 Thread burakyuksek

Dark,
You can very good a fake developer. :) :)  ahahahahahaha
saygilar sevgiler.
- Original Message - 
From: dark d...@xgam.org
To: The Addictor kenwdow...@neo.rr.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 14, 2011 11:05 AM
Subject: Re: [Audyssey] Games we'd like to play, scammers 4



Hello Ken.

We appreciate your thoughts about the scammers' series and the feedback 
you've given, however please be aware that two years ago Scammers 3 was 
produced by a completely different company, that just happened by shear 
coincidence to have the same name as ours.


We would however be very pleased to offer you a completely new copy of 
Scammers 3 for the reduced price of 700 dollars.


Please send us money and your copy will be on the way within the 
week,   ro the month, or maybe the century! ;D.


Yours insincerely,

Jack m good, head grifter,  er I mean programmer, of headsgone soft.

Beware the grue!

Dark.

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Re: [Audyssey] golf course for fun

2011-06-14 Thread Jim Kitchen

Hi Dark,

I am not positive, but I do not think that commas are ever a good thing in a 
file name.  I just for a test tried to copy an existing file giving it a comma 
and it gave me an error.  That was at the command prompt.  I guess it will work 
if you use f2 in Windows, but I believe that VB6 would not like it as a comma 
is a delimiter in VB6.  I'll give it a try some time though.

But I also am not sure what you meant about me changing the name of the file.

BFN

Jim

Don't use commas, which, aren't necessary.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] golf course for fun

2011-06-14 Thread dark

Hi Jim.

I meant just renaming it to something that worked minus the comma, sinse I 
didn't notice the mistake until after I'd uploaded it.


I just wanted the comma for gramatical reasons to deliniate the title from 
the subt title in the name, but if this isn't workable fair enough.


Beware the grue!

Dark.
- Original Message - 
From: Jim Kitchen j...@kitchensinc.net

To: dark Gamers@audyssey.org
Sent: Tuesday, June 14, 2011 10:26 AM
Subject: Re: [Audyssey] golf course for fun



Hi Dark,

I am not positive, but I do not think that commas are ever a good thing in 
a file name.  I just for a test tried to copy an existing file giving it a 
comma and it gave me an error.  That was at the command prompt.  I guess 
it will work if you use f2 in Windows, but I believe that VB6 would not 
like it as a comma is a delimiter in VB6.  I'll give it a try some time 
though.


But I also am not sure what you meant about me changing the name of the 
file.


BFN

Jim

Don't use commas, which, aren't necessary.

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

2011-06-14 Thread Trouble
That is just it a rep. Don't think that will go far in the blind 
community. Because, they don't care, Oh, they say they do and at many 
time actually do. However, when it comes to games. Your dealing with 
very 
http://www.google.com/hws//hws/search?br=client=dell-usukchannel=us-pspsafe=highadsafe=highhl=enie=UTF-8oe=UTF-8q=viciousvicious 
people that strikeout at will.
Just look at what was done when they found out Tom had to stop and 
rewrite, because someone nailed him for a copy right.
Yes, I think someone turned him in, because hardly anyone sighted 
bothers with this list. Also I do know blind people that will go that 
mile just to see something destroyed. I went to the site Tom gave 
that hit him. It was there and a joke if you ask, but still the same 
had a claim to the game. Surprising!
Tom had his rep with previous games that were already out. So if 
anyone doubts, there lose.


At 08:33 PM 6/13/2011, you wrote:
The reputation it should give him is one of taking the time and 
continually making the effort to get it right.  The key word here is should.


---
Laughter is the best medicine, so look around, find a dose and take 
it to heart.

- Original Message - From: Hayden Presley hdpres...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, June 13, 2011 8:06 AM
Subject: Re: [Audyssey] MOTA Audio Support




Hi Trouble,
While I definitely agree up to a point, I think we'd have a whole 
lot more griping and complaining if this thing wasn't released 
until Christmas. Even if the primary focus of Thomas himself, I 
can't say what kind of reputation that would give him.Best Regards,

Hayden

--
From: Trouble troub...@columbus.rr.com
Sent: Monday, June 13, 2011 7:47 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Audio Support

If you want to support other platforms with your games that is 
your business.Getting ideas from the community is good. But the 
work of the game is done by you and only you. So yeah there is 
going to be time delays and drag outs with problems.
I think there are only 2 targets any game producer should try for 
and that is summer and Christmas. If they come in those to time 
periods good and if not then would only give out updates until a 
releasable demo is at hand.
Don't let them tell you how to code or what to code. Releasable 
demos are for finding bugs and that is all they do. When the bugs 
are fixed you release again. Each time brings you closer to 
Finnish. By adding things to each release. Gives you nothing or 
very little to release in updates or next version. You have to 
keep some goodies back for just that reason. It also causes bugs 
witch delays the final release that much more.




At 05:28 PM 6/12/2011, you wrote:

Hi Pitr,

That all sounds well and good except for one thing you are over
looking. Who am I writing this game for? You or me? Why am I writing
these games in the first place?

Well, to answer the first question I thought i was writing the games
for myself, because they are games I like and wanted to play. If I
could sell them and make a little money off of them that would be
fine, but I'm not writing them for the audio games community
specifically. It might sound selfish but if I can't write the games
for my own personal enjoyment then there is absolutely no point in
writing them in the first place.

As for the second question, I started writing games because at the
time I thought it was enjoyable, something fun, and really liked it
before I got caught up in the Alchemy crap. Now though, every time I
sit down to work on MOTA I just want to quit.  In fact, I'd go far to
say I hate writing games, because the experience has   become so much
of a hastle for me. I want to write my games one way, but the
community wants me to write it another.

For you its  easy to sit there and say forget writing the games for
Linux, ditch the Linux version, because that's only for a small
handful of people. One of those handful of people is me. So if I'm not
writing versions of MOTA I can personally use or play I might as well
refund the community their money and close USA Games. There would be
no point in continuing to write games if I have to make them for
Windows, and still not be able to play them on Linux myself. Is that
what you want me to do?

In any case this was not the point of my e-mail. My point was to find
a solution so that I could do both. If you aren't giving me
cunstructive advice how to do that you are just  muddying the thread
with an option I can not and will not accept. Dropping support for
Linux is not an option for me. So stop trying to talk me out of it.

Cheers!

On 6/12/11, Pitermach piterm...@gmail.com wrote:
 The problem I see is why target linux instead of mac? Ok, you 
use  ubuntu

 yourself, but then It's pretty clear that the mac community is really
 outnumbering the linux one. And we're not taking windows into
consideration.
 I 

Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread Trouble
I don't think he had any intentions and yes he did prove to be a 
scam. Even though he turned over something like work to Tom. he got 
prepaid for some and never delivered.
I personally know someone that ordered raceway, and every email sent 
was unanswered. After a year and a half. They still had no update or 
game. That is a scam. The law states in any company a service offered 
and paid for has to be done in a timely manner. Anything paid for and 
never delivered on is called frod!
You can say what you want, but when turned in for frod he disappeared 
when the law hit home.

I am just glad I wasn't one of the dozens that got nailed by him.

At 08:15 PM 6/13/2011, you wrote:

And Max Shrapnel? Did he have the best of intentions on that one, too?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, June 13, 2011 5:06 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Airik the Cleric a scam?

Hi Bryan,

True, but often times this community jumps to the wrong conclusion when they
don't have any evidence to prove their opinions false. Here is a case in
point.

Back in 2005 when James North had  not produced working copies of
Montezuma's Revenge and Raceway there was this huge group of people who said
it was all a scam. That opinion was false as I happen to have the original
source code, written in VB 6, for Raceway and Montezuma's Revenge that
proves he was in deed working on those games as well as his changelog files
etc. From what I seen of reading through his personal notes and such is that
there would be long stretches between updates. He might start working on
something on a Sunday,  stop working on it for a few days, and take up with
it on Friday night.
This looks to me like a man working around a busy schedule rather than
someone who was outright trying to scam people. As to why he would say the
game would be released on x, and turn around and then say it was not ready
I'll never know. All I can say based on his notes is that he was in deed
working on it, but progress was slow and spread out over a haphazard
schedule. If James North had just been more forthcoming about his work
schedule people might have understood, but since he said nothing people
asumed the worst.

Bottom line, I think we could be seeing something very similar. I'm pretty
sure Jake has no intention to scam people. It is more likely there have been
delays, setbacks, he never planned on and regardless of what he says or does
there will be a few people who won't believe a word he says until he
produces the game. If he does produce it I'm also pretty certain his
detracters will not be man or woman enough to apologise for dragging his
name through the mud.

Cheers!


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Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread Thomas Ward
Hi,

I don't want to get into the which language is better than language x
debate again, but I do want to say that I've also tried AutoIt, and
its really not ideal for any serious game development. There is the
speed critical issues like Philip said, and there is security issues
that need to be taken into consideration too. If you are a commercial
developer like Philip and I a developer needs a language that can't
easily be reverse engineered and converted back into readable code,
and unfortunately AutoIt apps can be hacked very easily. A number of
runtime languages have this issue, and a commercial developer ends up
having to pay extra money on development tools to obfuscate or some
other method of keeping the code from being cracked.

For instance, take Java. It is a language I rather like because it is
fast, portible, and is fairly easy to learn compared to something like
C++. One of its down sides though is security. A developer needs an
obfuscation tool to scramble the compiled *.class files otherwise a
cracker can simply unpack the jar files with jar, run the class files
through a decompiler, convert them back to readable Java source code,
make whatever changes are needed, recompile the class files with
javac, repack the jar file with jar, and have himself or herself a
free software product. AutoIt has similar security risks for a
developer, and and is why I would not recommend it for anyone looking
at creating commercial games.
That's not to say C++ apps can't be reversed engineered, but it takes
a bit more technical skill to do it. A lot of times a cracker has to
read the actual assembly code which is harder than C or C++. This can
be prevented by encrypting the binary.

Then, there are the speed critical issues Philip mentioned. The reason
why Philip and I both picked C++ is it  runs faster, has  better
low-level access to the hardware and APIs for the target platform, and
you can always wrap that engine using a high-level scripting language
like Angelscript, TCL, whatever. Angelscript just doesn't quite cut it
when it comes to issues like that.

Cheers!

On 6/13/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Kevin,

 I actually tried AutoIt for game development but found that it doesn't work
 too well. Sure you can make a few simple things with it, but it seriously
 falls behind if you start getting into speed critical things because it does
 no pre-compilation into an instruction tree/intermediate byte code set, it
 interprets everything on the fly. That is why I built BGT in the first
 place, because I wanted a high level game engine that ran fast.

 And just like Thomas mentions regarding his engine, BGT is pretty much the
 same in that regard. The components do work together in a few cases, but for
 the most part they are separate little libraries that are all linked into
 the same executable in the end. The latest version has seen significant
 improvements both in the feature set and in the over-all performance, and
 therefore I am using it for all of my own games now.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread Thomas Ward
Hi guys,

Regardless of how you come down on the issue I do have both VB 6 and
VB .Net copies of USA Raceway. It is not complete, but I can say the
game was in development when I took over the project. As I understand
it James North had just start converting his games to VB .Net a little
prior to when I took over them, and that would justifiable delay
releases if you take in account he had to rewrite everything to take
advantage of the newer .Net platform and technologies. So if that's a
scam in your book so be it, but I have evidence that says differently.

Cheers!




On 6/14/11, Trouble troub...@columbus.rr.com wrote:
 I don't think he had any intentions and yes he did prove to be a
 scam. Even though he turned over something like work to Tom. he got
 prepaid for some and never delivered.
 I personally know someone that ordered raceway, and every email sent
 was unanswered. After a year and a half. They still had no update or
 game. That is a scam. The law states in any company a service offered
 and paid for has to be done in a timely manner. Anything paid for and
 never delivered on is called frod!
 You can say what you want, but when turned in for frod he disappeared
 when the law hit home.
 I am just glad I wasn't one of the dozens that got nailed by him.

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Mike Reiser
I don't have a problem with the current sound system, I would say if you 
needed to convert it to something else later, but I understand that 
would create a lot of work.  Thanks,


Mike

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Thomas Ward
Hi Trouble and all,

Well, I think alot of it comes down to a lack of patients and a
complete lack of understanding where developers and development is
concerned. Many of the people quick to point fingers, quick to make
judgments, etc have no personal experience with any kind of long term
project. Which programming games is a long term project and commitment
that requires time, skill, and experience to bring to completion.
Therefore they have unrealistic expectations  about how and when the
project should be completed, and even jump to the wrong conclusion
when things aren't going the way the expect them too.

For instance, when I decided to compile beta 19 using the
cross-platform Genesis engine I knew joystick support and mouse
support wasn't fully operational yet so I removed them from the
settings menu, and I also knew that the audio panning was way off. I
only intended these to be temporary issues, problems, and my purpose
of testing beta 19 was to find out if the basic engine was sound,
would run on a number of Linux and Windows PCs, and after I found that
out I'd go back in and fix the joystick support, mouse support, and
see what if anything I could do about the audio later.   My soul
purpose was to find out if the basic engine ran ok on a number of
Windows PCs and Linux PCs.

However, the community at large didn't understand what I was doing.
Right off I got a lot of e-mails on and off list saying that the beta
sucked. There was no joystick support, no mouse support, and the
panning was terrible. If creating cross-platform games was going to be
like this one they weren't going to buy the game etc. In other words
they expected this release to be as good as or better than beta 18 and
didn't  understand I was going to address those issues in future
betas. For the moment all I wanted to know from them is how well did
the game work besides the audio and missing game controller support.
Apparently it must have worked ok, because the only complaints I got
were the obvious ones I knew about.


Basically, my point in saying this is that if these people were more
use to the way developers really worked, perhaps  test software on a
regular basis, they wouldn't be as judgmental. I've tested Linux open
source applications where the developer says, try this and let me
know how it works, and sometimes it fixes something  and sometimes it
breaks something in the process, and the developer has to find out why
it broke and fix it.


For instance, we have a similar issue right now on Linux with the new
Gnome 3.0 desktop. When the Gnome developers moved from the 2.x branch
to the 3.0 branch they made a lot of changes that ended up breaking
some accessibility with Orca and AT-SPI in the process. The only way
the Gnome developers are going to be able to resolve it is by having
Orca users test it, find out what broke, report those bugs, and the
developers will address and fix all of those issues in the Gnome 3.2
version. Sometimes its a case of take two steps foward and one step
back. I.E. development by trial and error.

Cheers!




On 6/14/11, Trouble troub...@columbus.rr.com wrote:
 That is just it a rep. Don't think that will go far in the blind
 community. Because, they don't care, Oh, they say they do and at many
 time actually do. However, when it comes to games. Your dealing with
 very
 http://www.google.com/hws//hws/search?br=client=dell-usukchannel=us-pspsafe=highadsafe=highhl=enie=UTF-8oe=UTF-8q=viciousvicious
 people that strikeout at will.
 Just look at what was done when they found out Tom had to stop and
 rewrite, because someone nailed him for a copy right.
 Yes, I think someone turned him in, because hardly anyone sighted
 bothers with this list. Also I do know blind people that will go that
 mile just to see something destroyed. I went to the site Tom gave
 that hit him. It was there and a joke if you ask, but still the same
 had a claim to the game. Surprising!
 Tom had his rep with previous games that were already out. So if
 anyone doubts, there lose.

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Philip Bennefall

Hi Thomas,

I wanted to offer my two cents here, in case the feedback may be useful to 
you in some way. I think the reaction you got was very much to be expected 
since, at least to me, your intentions were not too clear. All that people 
really knew was that there was a new cross platform beta, and that a bunch 
of features were removed or degraded in performance. I think if you had 
posted the message that you just sent now, along with the actual beta 
announcement, things would have been a lot clearer. You could even have 
called it an experimental alpha, which would have stressed the fact that 
this was not production code but rather a testing ground even more strongly. 
This is also why I don't release public betas myself, because I don't want 
to communicate with the community at large while I am doing tests on 
bleeding edge code that may or may not perform as people expect. With a 
smaller group of testers you can make things a lot more obvious, what you 
want them to test and what issues are known etc. With a fully fledged 
community tested project as Mota has very nearly become, you'll always run 
into issues like this. Especially since the cross platform endeavour, while 
naturally important to you personally, is not something that a lot of purely 
Windows folks will have use for and thus will not really take into 
consideration when judging your software.


This, at any rate, is my feeling for games. BGT was totally different since 
it was a lot more modular, rather than one specific story so to speak. There 
the public testing really worked wonders, but I would not do the same for a 
game.


This is not to say that community testing of games is always bad. Far from 
it. With Entombed, for instance, I think it worked rather well. But when a 
developer decides to do it they naturally have to consider if it is worth 
the extra work that it takes to keep everyone up to speed with what needs to 
be tested in this particular release, what known problems there are, etc 
etc.


As always, these are just my own personal views. I'm interested to hear your 
thoughts.


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 5:45 PM
Subject: Re: [Audyssey] MOTA Audio Support


Hi Trouble and all,

Well, I think alot of it comes down to a lack of patients and a
complete lack of understanding where developers and development is
concerned. Many of the people quick to point fingers, quick to make
judgments, etc have no personal experience with any kind of long term
project. Which programming games is a long term project and commitment
that requires time, skill, and experience to bring to completion.
Therefore they have unrealistic expectations  about how and when the
project should be completed, and even jump to the wrong conclusion
when things aren't going the way the expect them too.

For instance, when I decided to compile beta 19 using the
cross-platform Genesis engine I knew joystick support and mouse
support wasn't fully operational yet so I removed them from the
settings menu, and I also knew that the audio panning was way off. I
only intended these to be temporary issues, problems, and my purpose
of testing beta 19 was to find out if the basic engine was sound,
would run on a number of Linux and Windows PCs, and after I found that
out I'd go back in and fix the joystick support, mouse support, and
see what if anything I could do about the audio later.   My soul
purpose was to find out if the basic engine ran ok on a number of
Windows PCs and Linux PCs.

However, the community at large didn't understand what I was doing.
Right off I got a lot of e-mails on and off list saying that the beta
sucked. There was no joystick support, no mouse support, and the
panning was terrible. If creating cross-platform games was going to be
like this one they weren't going to buy the game etc. In other words
they expected this release to be as good as or better than beta 18 and
didn't  understand I was going to address those issues in future
betas. For the moment all I wanted to know from them is how well did
the game work besides the audio and missing game controller support.
Apparently it must have worked ok, because the only complaints I got
were the obvious ones I knew about.


Basically, my point in saying this is that if these people were more
use to the way developers really worked, perhaps  test software on a
regular basis, they wouldn't be as judgmental. I've tested Linux open
source applications where the developer says, try this and let me
know how it works, and sometimes it fixes something  and sometimes it
breaks something in the process, and the developer has to find out why
it broke and fix it.


For instance, we have a similar issue right now on Linux with the new
Gnome 3.0 desktop. When the Gnome developers moved from the 2.x branch
to the 3.0 branch they made a lot of changes 

[Audyssey] A question for Aprone

2011-06-14 Thread Yohandy
Or to anyone that might know the answer really. This isn't really audio game 
based, but I feel it's important enough to bring it to everyone's attention. 
Reason I mentioned Aprone specifically is that since he enjoys working on 
small projects, then perhaps he's already created something like this in the 
past. I'm looking for a program that's able to turn off my laptop's display. 
when I go somewhere with my laptop, I get a little paranoid due to the fact 
I've no idea if anyone's reading what I'm doing over my shoulder. thing is 
this laptop won't allow me to turn off my display. at least not that I know 
of. can this actually be done with software? I know there are programs that 
can turn the display off, but as soon as one starts typing the displays 
switches itself back on. this of course, makes the programs useless. I'm 
willing to pay anyone that can code this as I've been looking for such a 
program for a very long time and can't find one. I think it's a real 
necessity for us blind computer users for piece of mind purposes. thanks for 
any help you guys can provide!



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Re: [Audyssey] A question for Aprone

2011-06-14 Thread Philip Bennefall

Hi Yohandy,

This can be done through the Windows API. I am always available for small 
projects like this for hire, so please write me off list if you are 
interested.


Kind regards,

Philip Bennefall
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 8:19 PM
Subject: [Audyssey] A question for Aprone


Or to anyone that might know the answer really. This isn't really audio game
based, but I feel it's important enough to bring it to everyone's attention.
Reason I mentioned Aprone specifically is that since he enjoys working on
small projects, then perhaps he's already created something like this in the
past. I'm looking for a program that's able to turn off my laptop's display.
when I go somewhere with my laptop, I get a little paranoid due to the fact
I've no idea if anyone's reading what I'm doing over my shoulder. thing is
this laptop won't allow me to turn off my display. at least not that I know
of. can this actually be done with software? I know there are programs that
can turn the display off, but as soon as one starts typing the displays
switches itself back on. this of course, makes the programs useless. I'm
willing to pay anyone that can code this as I've been looking for such a
program for a very long time and can't find one. I think it's a real
necessity for us blind computer users for piece of mind purposes. thanks for
any help you guys can provide!


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Re: [Audyssey] Airik the Cleric a scam?

2011-06-14 Thread Kevin Weispfennig
Hi,

*sighs*
That was so totally not what I was trying to say.
All I really wanted to do is add my opinion on the scam deal, and not talk 
about Autoit's Problems (Which I'm fully aware about BTW). 
I was just trying to say that it is possible to throw something together, 
promissing 
Enouhg for someone to preorder anything. 



Sent from my iPhone

On 14.06.2011, at 16:07, Thomas Ward thomasward1...@gmail.com wrote:

 Hi,
 
 I don't want to get into the which language is better than language x
 debate again, but I do want to say that I've also tried AutoIt, and
 its really not ideal for any serious game development. There is the
 speed critical issues like Philip said, and there is security issues
 that need to be taken into consideration too. If you are a commercial
 developer like Philip and I a developer needs a language that can't
 easily be reverse engineered and converted back into readable code,
 and unfortunately AutoIt apps can be hacked very easily. A number of
 runtime languages have this issue, and a commercial developer ends up
 having to pay extra money on development tools to obfuscate or some
 other method of keeping the code from being cracked.
 
 For instance, take Java. It is a language I rather like because it is
 fast, portible, and is fairly easy to learn compared to something like
 C++. One of its down sides though is security. A developer needs an
 obfuscation tool to scramble the compiled *.class files otherwise a
 cracker can simply unpack the jar files with jar, run the class files
 through a decompiler, convert them back to readable Java source code,
 make whatever changes are needed, recompile the class files with
 javac, repack the jar file with jar, and have himself or herself a
 free software product. AutoIt has similar security risks for a
 developer, and and is why I would not recommend it for anyone looking
 at creating commercial games.
 That's not to say C++ apps can't be reversed engineered, but it takes
 a bit more technical skill to do it. A lot of times a cracker has to
 read the actual assembly code which is harder than C or C++. This can
 be prevented by encrypting the binary.
 
 Then, there are the speed critical issues Philip mentioned. The reason
 why Philip and I both picked C++ is it  runs faster, has  better
 low-level access to the hardware and APIs for the target platform, and
 you can always wrap that engine using a high-level scripting language
 like Angelscript, TCL, whatever. Angelscript just doesn't quite cut it
 when it comes to issues like that.
 
 Cheers!
 
 On 6/13/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Kevin,
 
 I actually tried AutoIt for game development but found that it doesn't work
 too well. Sure you can make a few simple things with it, but it seriously
 falls behind if you start getting into speed critical things because it does
 no pre-compilation into an instruction tree/intermediate byte code set, it
 interprets everything on the fly. That is why I built BGT in the first
 place, because I wanted a high level game engine that ran fast.
 
 And just like Thomas mentions regarding his engine, BGT is pretty much the
 same in that regard. The components do work together in a few cases, but for
 the most part they are separate little libraries that are all linked into
 the same executable in the end. The latest version has seen significant
 improvements both in the feature set and in the over-all performance, and
 therefore I am using it for all of my own games now.
 
 Kind regards,
 
 Philip Bennefall
 
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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Charles Rivard
Developing games takes logic and planning.  Playing the games does not. 
I've never figured out why people think that a beta of a game is the 
finished product.  If something is wrong with a beta, the same problem will 
exist in the marketed game.  It just doesn't make any sense.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 10:45 AM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Trouble and all,

Well, I think alot of it comes down to a lack of patients and a
complete lack of understanding where developers and development is
concerned. Many of the people quick to point fingers, quick to make
judgments, etc have no personal experience with any kind of long term
project. Which programming games is a long term project and commitment
that requires time, skill, and experience to bring to completion.
Therefore they have unrealistic expectations  about how and when the
project should be completed, and even jump to the wrong conclusion
when things aren't going the way the expect them too.

For instance, when I decided to compile beta 19 using the
cross-platform Genesis engine I knew joystick support and mouse
support wasn't fully operational yet so I removed them from the
settings menu, and I also knew that the audio panning was way off. I
only intended these to be temporary issues, problems, and my purpose
of testing beta 19 was to find out if the basic engine was sound,
would run on a number of Linux and Windows PCs, and after I found that
out I'd go back in and fix the joystick support, mouse support, and
see what if anything I could do about the audio later.   My soul
purpose was to find out if the basic engine ran ok on a number of
Windows PCs and Linux PCs.

However, the community at large didn't understand what I was doing.
Right off I got a lot of e-mails on and off list saying that the beta
sucked. There was no joystick support, no mouse support, and the
panning was terrible. If creating cross-platform games was going to be
like this one they weren't going to buy the game etc. In other words
they expected this release to be as good as or better than beta 18 and
didn't  understand I was going to address those issues in future
betas. For the moment all I wanted to know from them is how well did
the game work besides the audio and missing game controller support.
Apparently it must have worked ok, because the only complaints I got
were the obvious ones I knew about.


Basically, my point in saying this is that if these people were more
use to the way developers really worked, perhaps  test software on a
regular basis, they wouldn't be as judgmental. I've tested Linux open
source applications where the developer says, try this and let me
know how it works, and sometimes it fixes something  and sometimes it
breaks something in the process, and the developer has to find out why
it broke and fix it.


For instance, we have a similar issue right now on Linux with the new
Gnome 3.0 desktop. When the Gnome developers moved from the 2.x branch
to the 3.0 branch they made a lot of changes that ended up breaking
some accessibility with Orca and AT-SPI in the process. The only way
the Gnome developers are going to be able to resolve it is by having
Orca users test it, find out what broke, report those bugs, and the
developers will address and fix all of those issues in the Gnome 3.2
version. Sometimes its a case of take two steps foward and one step
back. I.E. development by trial and error.

Cheers!




On 6/14/11, Trouble troub...@columbus.rr.com wrote:

That is just it a rep. Don't think that will go far in the blind
community. Because, they don't care, Oh, they say they do and at many
time actually do. However, when it comes to games. Your dealing with
very
http://www.google.com/hws//hws/search?br=client=dell-usukchannel=us-pspsafe=highadsafe=highhl=enie=UTF-8oe=UTF-8q=viciousvicious
people that strikeout at will.
Just look at what was done when they found out Tom had to stop and
rewrite, because someone nailed him for a copy right.
Yes, I think someone turned him in, because hardly anyone sighted
bothers with this list. Also I do know blind people that will go that
mile just to see something destroyed. I went to the site Tom gave
that hit him. It was there and a joke if you ask, but still the same
had a claim to the game. Surprising!
Tom had his rep with previous games that were already out. So if
anyone doubts, there lose.


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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Thomas Ward
Hi Philip,

Well, I think you are right. The primary mistake I made with beta 19
was simply that I didn't explain to the end users that this was to be
considered an experimental release only and not in anyway a full
production release. Beta 18 was an official production release were
beta 19 wasn't. Beta 19 was an experiment to see how well the
cross-platform engine run on Windows XP, Vista, and Windows 7  which I
should have been up front about from the beginning. Plus I didn't say
why I had removed joystick and mouse support, and people assumed the
worst and   thought that I was  intending on taking it out of the
final release when it was only intended for that specific release or
build only.

The thing is, and I wish I had made this clearer from the beginning,
what we have is two different engines more or less in production at
the same time. I've got the Windows specific version of the engine
which is definitely production quality, has been in development for a
couple of years, and is  fairly stable. Then, we've got the
cross-platform or Linux version of the engine that isn't yet
production quality mainly because I haven't found something comparable
to DirectX I can replace those components with. I've not actually
converted the full Windows engine over to Linux yet so there are a lot
of things that need doing like adding joystick support, for example,
before it is 100% up to par for writing production quality games as is
in evidence with beta 19.

Plus I confess when it comes to writing applications for Linux I'm
still largely in the dark about many of the libraries and APIs it
uses. I've been writing both private and professional software for
Windows for probably 10 years so when it comes to Windows core APIs
and components I pretty much know what I'm doing so I can put together
something pretty quickly and it will be pretty stable because of my
past experience. With Linux if you tell me to write an application
using one of the graphics toolkits like GTK+, QT, WX, etc I'm going to
have to study up on it, write some experimental code, etc because I
have no background experience working with those APIs. The only times
I've been called upon to write a professional application for Linux
such as a graphical front end for a MySQL database I wrote it in Java
using the cross-platform Swing toolkit, and since Java is all pretty
self-contained that doesn't count as practical experience for what i'm
doing now with this cross-platform engine. So its all pretty much
experimental  code at this point as far as the cross-platform engine
is concerned.

I think the best thing to do right now is to finish MOTA using the
Windows specific engine since it is production quality, get the game
sold using that technology,  and put off finishing the cross-platform
engine until that is out of the way. That way when I say I've got an
experimental release that might be cross-platform people aren't going
to be as upset with me because if they don't like the experimental
cross-platform version they can fallback on 1.0 which is stable and up
to their personal standards.

The lesson I've learned is this. First, be up front about my
intentions, long term goals or plans, and people will understand what
I'm after. Second, attach, if possible, a buglog.txt file to the
release so people will be informed what problems are in the release
and what is on the todo list for the next upgrade. Third, don't try
and remove a bunch of features after you just released them in a prior
release as some people aren't going to respond well to bleeding edge
code regardless of how temporary the removal might or might not be.

Cheers!

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Philip Bennefall

Hi Thomas,

I agree with all of your points 100 %. Get the Windows version out the door, 
make some actual cash, and spend the money making a great cross platform 
engine. Best of luck!


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, June 14, 2011 10:55 PM
Subject: Re: [Audyssey] MOTA Audio Support


Hi Philip,

Well, I think you are right. The primary mistake I made with beta 19
was simply that I didn't explain to the end users that this was to be
considered an experimental release only and not in anyway a full
production release. Beta 18 was an official production release were
beta 19 wasn't. Beta 19 was an experiment to see how well the
cross-platform engine run on Windows XP, Vista, and Windows 7  which I
should have been up front about from the beginning. Plus I didn't say
why I had removed joystick and mouse support, and people assumed the
worst and   thought that I was  intending on taking it out of the
final release when it was only intended for that specific release or
build only.

The thing is, and I wish I had made this clearer from the beginning,
what we have is two different engines more or less in production at
the same time. I've got the Windows specific version of the engine
which is definitely production quality, has been in development for a
couple of years, and is  fairly stable. Then, we've got the
cross-platform or Linux version of the engine that isn't yet
production quality mainly because I haven't found something comparable
to DirectX I can replace those components with. I've not actually
converted the full Windows engine over to Linux yet so there are a lot
of things that need doing like adding joystick support, for example,
before it is 100% up to par for writing production quality games as is
in evidence with beta 19.

Plus I confess when it comes to writing applications for Linux I'm
still largely in the dark about many of the libraries and APIs it
uses. I've been writing both private and professional software for
Windows for probably 10 years so when it comes to Windows core APIs
and components I pretty much know what I'm doing so I can put together
something pretty quickly and it will be pretty stable because of my
past experience. With Linux if you tell me to write an application
using one of the graphics toolkits like GTK+, QT, WX, etc I'm going to
have to study up on it, write some experimental code, etc because I
have no background experience working with those APIs. The only times
I've been called upon to write a professional application for Linux
such as a graphical front end for a MySQL database I wrote it in Java
using the cross-platform Swing toolkit, and since Java is all pretty
self-contained that doesn't count as practical experience for what i'm
doing now with this cross-platform engine. So its all pretty much
experimental  code at this point as far as the cross-platform engine
is concerned.

I think the best thing to do right now is to finish MOTA using the
Windows specific engine since it is production quality, get the game
sold using that technology,  and put off finishing the cross-platform
engine until that is out of the way. That way when I say I've got an
experimental release that might be cross-platform people aren't going
to be as upset with me because if they don't like the experimental
cross-platform version they can fallback on 1.0 which is stable and up
to their personal standards.

The lesson I've learned is this. First, be up front about my
intentions, long term goals or plans, and people will understand what
I'm after. Second, attach, if possible, a buglog.txt file to the
release so people will be informed what problems are in the release
and what is on the todo list for the next upgrade. Third, don't try
and remove a bunch of features after you just released them in a prior
release as some people aren't going to respond well to bleeding edge
code regardless of how temporary the removal might or might not be.

Cheers! 



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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Phil Vlasak

Hi Thomas,
I suspect the main problem is the number 19.
If you had called it MOTA cross platform beta 1, then I think fewer people 
would have complained.

Smiles,
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 14, 2011 5:07 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Charles,

I think the answer lies in the fact most people are only concerned
with playing the game rather than testing it. With beta 19 I released
a version based on  bleeding edge  experimental code and that didn't
go over too well as it wasn't one of my more polished production
releases like beta 18. So when I was looking for the  community to
actually do some testing what I got were complaints dealing with the
fact they couldn't play it because the  audio was crappy, no joystick
support, mouse support, etc when I wasn't expecting them to  treat it
as a production release but a test release only. My attempts backfired
because it wasn't really a playable demo based on stable production
code. So when it turned out not to be a stable polished demo they
could play without problems they  complained loudly.

Cheers!



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[Audyssey] Another Test, Please Disregard

2011-06-14 Thread Hayden Presley
 

 

Best Regards,

Hayden

 

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Thomas Ward
Hi Phil,

I suppose you are right. Calling it beta 19, as in following beta 18,
wasn't the best move as beta 19 wasn't exactly a production release
and more of an  experimental release as I have said. Next time I feel
inclined to test something like that I'll clearly indicate this
release is not to be confused with the current production releases.

Cheers!



On 6/14/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I suspect the main problem is the number 19.
 If you had called it MOTA cross platform beta 1, then I think fewer people
 would have complained.
 Smiles,
 Phil

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Re: [Audyssey] A question for Aprone

2011-06-14 Thread Jeremy Kaldobsky
Thanks for thinking of me, but actually I've never tried this particular thing 
before.  It looks like you've already found someone willing to help though, so 
that's good.

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Re: [Audyssey] MOTA Audio Support

2011-06-14 Thread Charles Rivard
I still contend that a beta is just that.  A trial version that is still 
under development.  Anyone who doesn't know that will find out by, maybe, 
reading the documentation that comes with the game.  If you state in the 
documentation, maybe on the download page and in the license?, that this is 
a beta, it still under development and is, therefore, not a final release, 
and that gamers are working with it at their own risk, and the gamer doesn't 
read it but does agree to it by using the software, it's their problem.


---
Laughter is the best medicine, so look around, find a dose and take it to 
heart.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, June 14, 2011 3:55 PM
Subject: Re: [Audyssey] MOTA Audio Support



Hi Philip,

Well, I think you are right. The primary mistake I made with beta 19
was simply that I didn't explain to the end users that this was to be
considered an experimental release only and not in anyway a full
production release. Beta 18 was an official production release were
beta 19 wasn't. Beta 19 was an experiment to see how well the
cross-platform engine run on Windows XP, Vista, and Windows 7  which I
should have been up front about from the beginning. Plus I didn't say
why I had removed joystick and mouse support, and people assumed the
worst and   thought that I was  intending on taking it out of the
final release when it was only intended for that specific release or
build only.

The thing is, and I wish I had made this clearer from the beginning,
what we have is two different engines more or less in production at
the same time. I've got the Windows specific version of the engine
which is definitely production quality, has been in development for a
couple of years, and is  fairly stable. Then, we've got the
cross-platform or Linux version of the engine that isn't yet
production quality mainly because I haven't found something comparable
to DirectX I can replace those components with. I've not actually
converted the full Windows engine over to Linux yet so there are a lot
of things that need doing like adding joystick support, for example,
before it is 100% up to par for writing production quality games as is
in evidence with beta 19.

Plus I confess when it comes to writing applications for Linux I'm
still largely in the dark about many of the libraries and APIs it
uses. I've been writing both private and professional software for
Windows for probably 10 years so when it comes to Windows core APIs
and components I pretty much know what I'm doing so I can put together
something pretty quickly and it will be pretty stable because of my
past experience. With Linux if you tell me to write an application
using one of the graphics toolkits like GTK+, QT, WX, etc I'm going to
have to study up on it, write some experimental code, etc because I
have no background experience working with those APIs. The only times
I've been called upon to write a professional application for Linux
such as a graphical front end for a MySQL database I wrote it in Java
using the cross-platform Swing toolkit, and since Java is all pretty
self-contained that doesn't count as practical experience for what i'm
doing now with this cross-platform engine. So its all pretty much
experimental  code at this point as far as the cross-platform engine
is concerned.

I think the best thing to do right now is to finish MOTA using the
Windows specific engine since it is production quality, get the game
sold using that technology,  and put off finishing the cross-platform
engine until that is out of the way. That way when I say I've got an
experimental release that might be cross-platform people aren't going
to be as upset with me because if they don't like the experimental
cross-platform version they can fallback on 1.0 which is stable and up
to their personal standards.

The lesson I've learned is this. First, be up front about my
intentions, long term goals or plans, and people will understand what
I'm after. Second, attach, if possible, a buglog.txt file to the
release so people will be informed what problems are in the release
and what is on the todo list for the next upgrade. Third, don't try
and remove a bunch of features after you just released them in a prior
release as some people aren't going to respond well to bleeding edge
code regardless of how temporary the removal might or might not be.

Cheers!

---
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All messages are archived and can be searched and read at
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list,
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