[Audyssey] swamp 10b bugs

2011-11-04 Thread shaun everiss




Hi aprone
We may have a problem
While the game works as it should in multi player mode the game is
seriously broke in single mode.
Steps don't work, if you start in single mode then switch to multi,
most items don't seem to appear or anything the game thinks you are
still in multi or sp mode depending on which mode you run first.
Although I was able to complete mission 1 I was seriously surrounded,
and although I tried  to turn in the right place I died anyway.
Also it appears zombie steps in single mode are broken.
Its like all the parametres are never reset or set in sp mode not
reset for either mode though.
Also when I started the zombies came into the shack before I had a
chance to get out.
Not to mention a load of stuff was fully broken.
Right now sp mode is rather not playable really.
If you play multi first you have a better chance to kick major but.
It would be good if sp mode had the axe in it though.




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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
The safe zone is currently a place where you can leave your character if you 
need to leave the computer and do not wish to be killed and start over.  I 
believe this was first suggested by someone who hated the fear of death 
whenever he had to run to the bathroom.  That sound funny, haha.

There are 2 NPC (non-player characters) standing on either side of the 
building's doorway, who will mow down any zombies who try to get in.

I plan to expand upon the safe zone so that it functions more like a common 
base for everyone.  The multiplayer missions will be based here, as well as a 
way to drop off weapons and ammo so that others can pick them up to use.  I'm 
also considering a system to track everyone's stats, as long as you exit the 
game from within the safe zone.  This prevents people from quickly pressing 
escape just before being slaughtered by a zombie mob and still having their 
stats saved.  The details are sketchy still.

The Zombie types are Normal, Canine, Giant, Tyrant, Stalker, Matriarch, and 
Reaper.  The Canines are fast but weak.  The Normals, Stalkers, and Matriarchs 
are medium health.  The Reaper is stronger than a normal zombie, and a bit 
faster also.  The Giant zombies are very strong, but the Tyrants are the brutes 
to fear the most.  They are twice as strong as Giant zombies.

I like your idea for a repeat message button.  I've written it down so I 
remember to put it into the next update.


 HI,
 
 Couple of questions:
 
 1. What does the safe zone do?
 
 2. You said there are 3 new types of zombies. Please list
 all the different 
 types and the differences between them.
 
 3. is it possible to have a key that would repeat what you
 just picked up? 
 Sometimes just as it says this info, it might be
 interrupted and you don't 
 really know what it was you just picked up.
 
 Thanks for a really cool game. Looking forward to different
 missions
 
 Rich


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Re: [Audyssey] swamp 10b bugs

2011-11-04 Thread Jeremy Kaldobsky
Yeah I made the mistake of just putting single player back in, but without 
going through to test it.  I was just thinking that since it worked before it 
should be fine now.  I had completely forgotten that the terrain and weapon 
codes had been changed.  This is why the foot steps aren't working.  I'm going 
to go in and fix those things though.


 Hi aprone
 We may have a problem
 While the game works as it should in multi player mode
 the game is
 seriously broke in single mode.
 Steps don't work, if you start in single mode then
 switch to multi,
 most items don't seem to appear or anything the game
 thinks you are
 still in multi or sp mode depending on which mode you
 run first.
 Although I was able to complete mission 1 I was
 seriously surrounded,
 and although I tried  to turn in the right place I
 died anyway.
 Also it appears zombie steps in single mode are
 broken.
 Its like all the parametres are never reset or set in
 sp mode not
 reset for either mode though.
 Also when I started the zombies came into the shack
 before I had a
 chance to get out.
 Not to mention a load of stuff was fully broken.
 Right now sp mode is rather not playable really.
 If you play multi first you have a better chance to
 kick major but.
 It would be good if sp mode had the axe in it though.


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Hey. Do you want some sword sounds? I've got some really good ones. IF
you've ever thought about adding swords to the game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 03, 2011 9:14 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.0b is here

Version 1.0b is finally here!  I haven't done as much as I wanted to, but I
didn't want to wait any longer to release this next update.  The annoying
gun and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as  and  for reviewing
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn
in the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like
they used to.
- Sounds for the guns have been tweaked to make it easier to locate the
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at
all yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and
Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand
watch outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of
zombie swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
I think I'm all set with sounds for the moment, but thanks for the offer and 
I'll let you know if I end up needing them.

 Hey. Do you want some sword sounds?
 I've got some really good ones. IF
 you've ever thought about adding swords to the game. 


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[Audyssey] Sword Sounds was Swamp

2011-11-04 Thread Thomas Ward
Hi Darren,

Would you mind sending those sword sounds  my way. I have a couple of
games that could really use some better sword sounds.

thanks.


On 11/4/11, Darren Duff duff...@gmail.com wrote:
 Hey. Do you want some sword sounds? I've got some really good ones. IF
 you've ever thought about adding swords to the game.

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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Cool. Quick question for you. Is there a way to leave the game and come back
later with all the ammo you had before? That would be really cool indeed! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 6:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

I think I'm all set with sounds for the moment, but thanks for the offer and
I'll let you know if I end up needing them.

 Hey. Do you want some sword sounds?
 I've got some really good ones. IF
 you've ever thought about adding swords to the game. 


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Re: [Audyssey] Sword Sounds was Swamp

2011-11-04 Thread Darren Duff
Sure. Think I tried to send you the link before. But I'll place it here
again.

http://www.sendspace.com/file/g8dq1g 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, November 04, 2011 7:13 AM
To: Gamers Discussion list
Subject: [Audyssey] Sword Sounds was Swamp

Hi Darren,

Would you mind sending those sword sounds  my way. I have a couple of games
that could really use some better sword sounds.

thanks.


On 11/4/11, Darren Duff duff...@gmail.com wrote:
 Hey. Do you want some sword sounds? I've got some really good ones. IF 
 you've ever thought about adding swords to the game.

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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
I think having other messages like get put go into another buffer, or 
perhaps even the same one, as chat messages would be nice.


I was thinking last night that having that area heal a person, very 
slowly, could be nice too.


Sent with Thunderbird 3.1.14 portable.

On 11/4/2011 4:26 AM, Jeremy Kaldobsky wrote:

The safe zone is currently a place where you can leave your character if you 
need to leave the computer and do not wish to be killed and start over.  I 
believe this was first suggested by someone who hated the fear of death 
whenever he had to run to the bathroom.  That sound funny, haha.

There are 2 NPC (non-player characters) standing on either side of the 
building's doorway, who will mow down any zombies who try to get in.

I plan to expand upon the safe zone so that it functions more like a common 
base for everyone.  The multiplayer missions will be based here, as well as a 
way to drop off weapons and ammo so that others can pick them up to use.  I'm 
also considering a system to track everyone's stats, as long as you exit the 
game from within the safe zone.  This prevents people from quickly pressing 
escape just before being slaughtered by a zombie mob and still having their 
stats saved.  The details are sketchy still.

The Zombie types are Normal, Canine, Giant, Tyrant, Stalker, Matriarch, and 
Reaper.  The Canines are fast but weak.  The Normals, Stalkers, and Matriarchs 
are medium health.  The Reaper is stronger than a normal zombie, and a bit 
faster also.  The Giant zombies are very strong, but the Tyrants are the brutes 
to fear the most.  They are twice as strong as Giant zombies.

I like your idea for a repeat message button.  I've written it down so I 
remember to put it into the next update.



HI,

Couple of questions:

1. What does the safe zone do?

2. You said there are 3 new types of zombies. Please list
all the different
types and the differences between them.

3. is it possible to have a key that would repeat what you
just picked up?
Sometimes just as it says this info, it might be
interrupted and you don't
really know what it was you just picked up.

Thanks for a really cool game. Looking forward to different
missions

Rich


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Darren, I'm actually coding that right now believe it or not.  If all goes as 
planned, in the next version your equipment and stats will be saved if you 
leave the game while in the safe zone.


 Cool. Quick question for you. Is
 there a way to leave the game and come back
 later with all the ammo you had before? That would be
 really cool indeed! 


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Johnny Tai

Put in chainsaw!
Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Valiant, I like the idea of the safe zone healing you.  I'm going to add that 
to give it a try.  I didn't understand the first sentence, would you mind 
rephrasing it?

 Hi.
 I think having other messages like get put go into another
 buffer, or 
 perhaps even the same one, as chat messages would be nice.
 
 I was thinking last night that having that area heal a
 person, very 
 slowly, could be nice too.


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Believe me, it's been in the planning stage for a little while now.  Kai and I 
are looking for the best way to do it so that it sounds good.


 Put in chainsaw!
 Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
The game keeps crashing on me after I am in the safe zone for a while. I
looze all my ammo and have to start over.  Is there away to fix this in an
update? 

Thanks.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 12:48 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Believe me, it's been in the planning stage for a little while now.  Kai and
I are looking for the best way to do it so that it sounds good.


 Put in chainsaw!
 Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Ok. Awesome. Disregard my last message then. Haha. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Darren, I'm actually coding that right now believe it or not.  If all goes
as planned, in the next version your equipment and stats will be saved if
you leave the game while in the safe zone.


 Cool. Quick question for you. Is
 there a way to leave the game and come back later with all the ammo 
 you had before? That would be really cool indeed!


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[Audyssey] Swamp: beacons.

2011-11-04 Thread Christopher Bartlett
I'd like space bar to decommission beacons as it does radar.  If it's been a
while, I don't always remember quickly which number to hit to deactivate the
beacon.

 

Chris Bartlett

 

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Re: [Audyssey] Swamp: beacons.

2011-11-04 Thread Jeremy Kaldobsky
Actually I'd have people voice the concern that they had to keep turning 
beacons back on which got annoying.  For me personally, I will just tap Shift 1 
twice whenever I want to turn off a beacon.  Even if it wasn't the one I was 
using, it quickly switches it and then turns it off.


 I'd like space bar to decommission
 beacons as it does radar.  If it's been a
 while, I don't always remember quickly which number to hit
 to deactivate the
 beacon.


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[Audyssey] Checking direct x

2011-11-04 Thread dark
I was wondering if someone could help with this. 

It occurred to me that with what Tom said about how direct x 10 was essentially 
the same as 8 apart from it's graphics handling, This bug that prevents the 
finder from speaking on Airik the clerric when run on windows xp could be 
because the people running xp who've tried it (myself included), have versions 
of direct x earlier than 10. Airik does afterall use a graphical framework for 
the games' objects (though with invisible graphics, yes, this is odd but it's 
the way the games' been designed). 

Is there a way to check what version of direct x I'm running? 

I've checked in add/remove programs and windows components, but there was 
nothing there. I also tried typing directx into windows run box, but that just 
lead me into the directx folder in system32. 

Is there a way to check my version of direct x? And if it is wrong, will direct 
x 10 even run on windows xp.

Any thoughts?

Beware the Grue! 

Dark.
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Re: [Audyssey] Checking direct x

2011-11-04 Thread David Mehler
Hello Dark and List,

I can't answer your questions about DirectX 10 I was not aware there
was such a thing, I'm running DirectX 9.0C, and this is on an xp
machine. My folks box is running 7, it's a new dell, and I know it has
directx as well, I think it's still 9 though.

As far as directx information that I can help with. Dark you were
close with your directx command in the run dialog, go for this though.
In the run dialog, and I would presume in the vista/7 search box type
in dxdiag and hit enter. That'll bring up a multitab dialog box which
will allow querying and adjusting of various directx options. Of
interest and relevance is that the directx version is at the bottom of
the system tab, the one you land on by default.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:
 I was wondering if someone could help with this.

 It occurred to me that with what Tom said about how direct x 10 was
 essentially the same as 8 apart from it's graphics handling, This bug that
 prevents the finder from speaking on Airik the clerric when run on windows
 xp could be because the people running xp who've tried it (myself included),
 have versions of direct x earlier than 10. Airik does afterall use a
 graphical framework for the games' objects (though with invisible graphics,
 yes, this is odd but it's the way the games' been designed).

 Is there a way to check what version of direct x I'm running?

 I've checked in add/remove programs and windows components, but there was
 nothing there. I also tried typing directx into windows run box, but that
 just lead me into the directx folder in system32.

 Is there a way to check my version of direct x? And if it is wrong, will
 direct x 10 even run on windows xp.

 Any thoughts?

 Beware the Grue!

 Dark.
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Re: [Audyssey] Swamp: beacons.

2011-11-04 Thread Dakotah Rickard
That's what I do, as well. Just shift and whatever number is handy twice.

Signed:
Dakotah Rickard

On 11/4/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Actually I'd have people voice the concern that they had to keep turning
 beacons back on which got annoying.  For me personally, I will just tap
 Shift 1 twice whenever I want to turn off a beacon.  Even if it wasn't the
 one I was using, it quickly switches it and then turns it off.


 I'd like space bar to decommission
 beacons as it does radar.  If it's been a
 while, I don't always remember quickly which number to hit
 to deactivate the
 beacon.


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Re: [Audyssey] Checking direct x

2011-11-04 Thread dark

Thanks david,

That did the job certainly. I've got direct x 9.0c here as well it seems, 
hmmm, I wonder if you can install direct x 10 on xp? and if so, if it will 
fix the Airik issue?


Beware the grue!

Dark.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 7:56 PM
Subject: Re: [Audyssey] Checking direct x



Hello Dark and List,

I can't answer your questions about DirectX 10 I was not aware there
was such a thing, I'm running DirectX 9.0C, and this is on an xp
machine. My folks box is running 7, it's a new dell, and I know it has
directx as well, I think it's still 9 though.

As far as directx information that I can help with. Dark you were
close with your directx command in the run dialog, go for this though.
In the run dialog, and I would presume in the vista/7 search box type
in dxdiag and hit enter. That'll bring up a multitab dialog box which
will allow querying and adjusting of various directx options. Of
interest and relevance is that the directx version is at the bottom of
the system tab, the one you land on by default.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:

I was wondering if someone could help with this.

It occurred to me that with what Tom said about how direct x 10 was
essentially the same as 8 apart from it's graphics handling, This bug 
that
prevents the finder from speaking on Airik the clerric when run on 
windows
xp could be because the people running xp who've tried it (myself 
included),

have versions of direct x earlier than 10. Airik does afterall use a
graphical framework for the games' objects (though with invisible 
graphics,

yes, this is odd but it's the way the games' been designed).

Is there a way to check what version of direct x I'm running?

I've checked in add/remove programs and windows components, but there was
nothing there. I also tried typing directx into windows run box, but that
just lead me into the directx folder in system32.

Is there a way to check my version of direct x? And if it is wrong, will
direct x 10 even run on windows xp.

Any thoughts?

Beware the Grue!

Dark.
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[Audyssey] Contacting Playing in the dark/Tech Question on creating vehicles

2011-11-04 Thread Sylvester Thomas
Greetings Gamers! Trying to create a vehicle using the ts2 Utility pack 
included with your top speed 2 download,  but keep getting the following error 
when I attempt to load vehicle sounds outside the eternal sounds.
run-time error 5 invalid procedure call or argument.

If any of you who created cars in the past came across this message could you 
let me know perhaps how to get  by it.  I cannot find any contact info on the 
playing in the dark web site to contact the developer  so thought I would ask 
here before giving up on trying to create my own car.  Thanks for reading.  
Later!  Sly
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Re: [Audyssey] Contacting Playing in the dark/Tech Question on creating vehicles

2011-11-04 Thread Davy Kager
Hi,

The recommended thing to do is to upgrade to Top Speed version 3 and create 
vehicles and tracks manually.  That is, by editing a .vhc or .trk file in 
Notepad or another text-editor.  I believe I put some basic examples in the TS3 
release notes.

HTH,
Davy

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Sylvester Thomas
Sent: Friday, November 04, 2011 21:41
To: Gamers Discussion list
Subject: [Audyssey] Contacting Playing in the dark/Tech Question on creating 
vehicles

Greetings Gamers! Trying to create a vehicle using the ts2 Utility pack 
included with your top speed 2 download,  but keep getting the following error 
when I attempt to load vehicle sounds outside the eternal sounds.
run-time error 5 invalid procedure call or argument.

If any of you who created cars in the past came across this message could you 
let me know perhaps how to get  by it.  I cannot find any contact info on the 
playing in the dark web site to contact the developer  so thought I would ask 
here before giving up on trying to create my own car.  Thanks for reading.  
Later!  Sly
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Re: [Audyssey] Checking direct x

2011-11-04 Thread Bryan Peterson
You'll have to try it and see. If it fixes the issue then that should be 
made known to Jake.

They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 2:35 PM
Subject: Re: [Audyssey] Checking direct x



Thanks david,

That did the job certainly. I've got direct x 9.0c here as well it seems, 
hmmm, I wonder if you can install direct x 10 on xp? and if so, if it will 
fix the Airik issue?


Beware the grue!

Dark.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 7:56 PM
Subject: Re: [Audyssey] Checking direct x



Hello Dark and List,

I can't answer your questions about DirectX 10 I was not aware there
was such a thing, I'm running DirectX 9.0C, and this is on an xp
machine. My folks box is running 7, it's a new dell, and I know it has
directx as well, I think it's still 9 though.

As far as directx information that I can help with. Dark you were
close with your directx command in the run dialog, go for this though.
In the run dialog, and I would presume in the vista/7 search box type
in dxdiag and hit enter. That'll bring up a multitab dialog box which
will allow querying and adjusting of various directx options. Of
interest and relevance is that the directx version is at the bottom of
the system tab, the one you land on by default.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:

I was wondering if someone could help with this.

It occurred to me that with what Tom said about how direct x 10 was
essentially the same as 8 apart from it's graphics handling, This bug 
that
prevents the finder from speaking on Airik the clerric when run on 
windows
xp could be because the people running xp who've tried it (myself 
included),

have versions of direct x earlier than 10. Airik does afterall use a
graphical framework for the games' objects (though with invisible 
graphics,

yes, this is odd but it's the way the games' been designed).

Is there a way to check what version of direct x I'm running?

I've checked in add/remove programs and windows components, but there 
was
nothing there. I also tried typing directx into windows run box, but 
that

just lead me into the directx folder in system32.

Is there a way to check my version of direct x? And if it is wrong, will
direct x 10 even run on windows xp.

Any thoughts?

Beware the Grue!

Dark.
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
The first sentence is a suggestion for a way to replay passed 
informational messages, things you've picked up, different area's you've 
walked through, blahblahblah. Someone asked for a key to replay the last 
message, but I think a buffer to replay through all of them could be 
nice, just like with shift period and comma reading chat messages, or 
also just putting those informational messages in so that they appear 
mixed in with chats would work in a pinch though it'd be annoying if 
you're trying to hear what someone said.


One thing I'm noticing is, swamp seems to be really quiet on my 
computer. I turn my volume all the way up, turn NVDA's volume way down 
to 30, and play that way. Is there something simple you can do to get 
the game to be louder? It's the only game that does this for me, even 
other fps games like shades of doom are nice and loud. Like, I can't 
hear people walking unless I turn it all the way up.


Speaking of which, a lot of times I'll hear a zombie growl, spin toward 
it and think I've centered on it, and then I'll just stand there and 
wait for it to make more noise so I can tell if I've aimed at it 
properly. Time and again I could sit there a long time, and the monster 
would just sit there and do nothing. I can walk toward it and suddenly 
get attacked with absolutely no warning. Other times I can do a search 
fire, just fire, move right a bit, fire, swing right a bit, fire, swing 
left a lot, fire, etc. Bad for my accuracy.


Do you think you could make the grass footstep sounds a bit louder, so 
they are more around the same volume as concrete and dirt footsteps?


Do you think you could give out coordinates with a certain command? This 
could help one call other players to a certain area. Many times I've 
chatted that I'm in deep doodoo, people ask me where, and I can't tell 
them because the v key doesn't say anything and either I've been 
whirrling around firing at zombies then running along until I encounter 
more that I don't even know which direction I've been traveling so 
couldn't tell you if I was just west of auto mart, etc or I just started 
playing and am surrounded and haven't the slightest clue where I spawned 
at. Maybe shift v could give you x y coordinates, unless somehow swamp 
doesn't use coordinates in the code at all. Then I could say I'm at 4500 
3440 and someone at 3800 3500 could walk south and a little east to try 
and get to me.


Sometimes the game crashes during mid play, it just closes cleanly. I 
think you already know about that though, seems some people were 
chatting about it in game.


I idled in the safe zone a while ago, and came back to have no game 
open, I guess it crashed again.


Didn't you talk on this list a few days ago a lot about some system for 
aiming at the monsters? Some radar thing that lets ou know if you've got 
a nice aim going on? I think a very fast beep with about 100ms of delay 
between each beep that increases in pitch slightly, then goes up really 
high if you're dead center. I think this is a fare suggestion myself, 
since after all sighted players of other games might have a scope or 
laser site that enables them, if they've enough time to bother, to get a 
really good shot. I can just imagine how much fun the hunting rifle 
would be with liberal use of that scope. That'd put true meaning to 
being a sniper on there.


Last one, I continually encounter monsters and stand trying to kill them 
for a good while only to finally give up and walk up to them to find out 
I've been firing at a wall of a building I didn't know was there and the 
monster is inside. I think if you can code it the best solution for this 
is to make it sound very quiet like they're a really long ways away, 
then I'll try to walk toward them, encounter the wall, maybe try to walk 
around the structure to get to the creature, but find out in doing that 
they're inside, not just way over on the other side of the structure. It 
wouldn't be so bad if I knew I was aiming right at them, I just don't 
know if maybe I'm hitting the wall right next to, and on the far side, 
of the monster than me, and need to swing one way or the other and give 
it another try.






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Re: [Audyssey] Checking direct x

2011-11-04 Thread dark

Well first I need to find the download!

I tried googling direct x 10, but the only download it brought me to was the 
9.0C one I already have for some reason.


It would be rubbish if dx10 only comes preinstalled with windows 7.

Beware the grue!

Dark.
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 8:58 PM
Subject: Re: [Audyssey] Checking direct x


You'll have to try it and see. If it fixes the issue then that should be 
made known to Jake.

They're coming to take me away, ha-haaa!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 2:35 PM
Subject: Re: [Audyssey] Checking direct x



Thanks david,

That did the job certainly. I've got direct x 9.0c here as well it seems, 
hmmm, I wonder if you can install direct x 10 on xp? and if so, if it 
will fix the Airik issue?


Beware the grue!

Dark.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 7:56 PM
Subject: Re: [Audyssey] Checking direct x



Hello Dark and List,

I can't answer your questions about DirectX 10 I was not aware there
was such a thing, I'm running DirectX 9.0C, and this is on an xp
machine. My folks box is running 7, it's a new dell, and I know it has
directx as well, I think it's still 9 though.

As far as directx information that I can help with. Dark you were
close with your directx command in the run dialog, go for this though.
In the run dialog, and I would presume in the vista/7 search box type
in dxdiag and hit enter. That'll bring up a multitab dialog box which
will allow querying and adjusting of various directx options. Of
interest and relevance is that the directx version is at the bottom of
the system tab, the one you land on by default.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:

I was wondering if someone could help with this.

It occurred to me that with what Tom said about how direct x 10 was
essentially the same as 8 apart from it's graphics handling, This bug 
that
prevents the finder from speaking on Airik the clerric when run on 
windows
xp could be because the people running xp who've tried it (myself 
included),

have versions of direct x earlier than 10. Airik does afterall use a
graphical framework for the games' objects (though with invisible 
graphics,

yes, this is odd but it's the way the games' been designed).

Is there a way to check what version of direct x I'm running?

I've checked in add/remove programs and windows components, but there 
was
nothing there. I also tried typing directx into windows run box, but 
that

just lead me into the directx folder in system32.

Is there a way to check my version of direct x? And if it is wrong, 
will

direct x 10 even run on windows xp.

Any thoughts?

Beware the Grue!

Dark.
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If you want 

Re: [Audyssey] Is it possible to register Self-Destruct on Windows Seven both systems?

2011-11-04 Thread Alfredo_The_Music_maker

Hello,
Subject says it all.
Is there a way other than messing around in the registry?
Thanks,
Alfredo

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[Audyssey] Upcoming game: Blind Side

2011-11-04 Thread Orin
Hello everyone,

Just found a link that sounds pretty interesting. This game is called Blind 
Side and apparently it will be cross platform on Mac, PC and iOS. I doubt it's 
a scam either, since it has over 300 people who are supporting it. It is about 
a blind couple who wake up and they find monsters outside or some such. They 
don't give you a whole lot of information, just that there is a discovery 
element to the game. There is a video clip, but I'm unable to find it. It is 
probably imbedded in the page.
Read more about it at:
http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Checking direct x

2011-11-04 Thread David Mehler
Hi Dark,

If you can find Directx 10 and send the link I would look but am
fighting with migrating imap folders, I can check in an xp vm that I
have, so that if it doesn't work you won't be fighting two directx
versions or any compatibility issues.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:
 Well first I need to find the download!

 I tried googling direct x 10, but the only download it brought me to was the
 9.0C one I already have for some reason.

 It would be rubbish if dx10 only comes preinstalled with windows 7.

 Beware the grue!

 Dark.
 - Original Message -
 From: Bryan Peterson bpeterson2...@cableone.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 04, 2011 8:58 PM
 Subject: Re: [Audyssey] Checking direct x


 You'll have to try it and see. If it fixes the issue then that should be
 made known to Jake.
 They're coming to take me away, ha-haaa!
 - Original Message -
 From: dark d...@xgam.org
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 04, 2011 2:35 PM
 Subject: Re: [Audyssey] Checking direct x


 Thanks david,

 That did the job certainly. I've got direct x 9.0c here as well it seems,

 hmmm, I wonder if you can install direct x 10 on xp? and if so, if it
 will fix the Airik issue?

 Beware the grue!

 Dark.
 - Original Message -
 From: David Mehler dave.meh...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 04, 2011 7:56 PM
 Subject: Re: [Audyssey] Checking direct x


 Hello Dark and List,

 I can't answer your questions about DirectX 10 I was not aware there
 was such a thing, I'm running DirectX 9.0C, and this is on an xp
 machine. My folks box is running 7, it's a new dell, and I know it has
 directx as well, I think it's still 9 though.

 As far as directx information that I can help with. Dark you were
 close with your directx command in the run dialog, go for this though.
 In the run dialog, and I would presume in the vista/7 search box type
 in dxdiag and hit enter. That'll bring up a multitab dialog box which
 will allow querying and adjusting of various directx options. Of
 interest and relevance is that the directx version is at the bottom of
 the system tab, the one you land on by default.

 Hth
 Dave.


 On 11/4/11, dark d...@xgam.org wrote:
 I was wondering if someone could help with this.

 It occurred to me that with what Tom said about how direct x 10 was
 essentially the same as 8 apart from it's graphics handling, This bug
 that
 prevents the finder from speaking on Airik the clerric when run on
 windows
 xp could be because the people running xp who've tried it (myself
 included),
 have versions of direct x earlier than 10. Airik does afterall use a
 graphical framework for the games' objects (though with invisible
 graphics,
 yes, this is odd but it's the way the games' been designed).

 Is there a way to check what version of direct x I'm running?

 I've checked in add/remove programs and windows components, but there
 was
 nothing there. I also tried typing directx into windows run box, but
 that
 just lead me into the directx folder in system32.

 Is there a way to check my version of direct x? And if it is wrong,
 will
 direct x 10 even run on windows xp.

 Any thoughts?

 Beware the Grue!

 Dark.
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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
It's not quiet here. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 04, 2011 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Hi.
The first sentence is a suggestion for a way to replay passed informational
messages, things you've picked up, different area's you've walked through,
blahblahblah. Someone asked for a key to replay the last message, but I
think a buffer to replay through all of them could be nice, just like with
shift period and comma reading chat messages, or also just putting those
informational messages in so that they appear mixed in with chats would work
in a pinch though it'd be annoying if you're trying to hear what someone
said.

One thing I'm noticing is, swamp seems to be really quiet on my computer. I
turn my volume all the way up, turn NVDA's volume way down to 30, and play
that way. Is there something simple you can do to get the game to be louder?
It's the only game that does this for me, even other fps games like shades
of doom are nice and loud. Like, I can't hear people walking unless I turn
it all the way up.

Speaking of which, a lot of times I'll hear a zombie growl, spin toward it
and think I've centered on it, and then I'll just stand there and wait for
it to make more noise so I can tell if I've aimed at it properly. Time and
again I could sit there a long time, and the monster would just sit there
and do nothing. I can walk toward it and suddenly get attacked with
absolutely no warning. Other times I can do a search fire, just fire, move
right a bit, fire, swing right a bit, fire, swing left a lot, fire, etc. Bad
for my accuracy.

Do you think you could make the grass footstep sounds a bit louder, so they
are more around the same volume as concrete and dirt footsteps?

Do you think you could give out coordinates with a certain command? This
could help one call other players to a certain area. Many times I've chatted
that I'm in deep doodoo, people ask me where, and I can't tell them because
the v key doesn't say anything and either I've been whirrling around firing
at zombies then running along until I encounter more that I don't even know
which direction I've been traveling so couldn't tell you if I was just west
of auto mart, etc or I just started playing and am surrounded and haven't
the slightest clue where I spawned at. Maybe shift v could give you x y
coordinates, unless somehow swamp doesn't use coordinates in the code at
all. Then I could say I'm at 4500 3440 and someone at 3800 3500 could walk
south and a little east to try and get to me.

Sometimes the game crashes during mid play, it just closes cleanly. I think
you already know about that though, seems some people were chatting about it
in game.

I idled in the safe zone a while ago, and came back to have no game open, I
guess it crashed again.

Didn't you talk on this list a few days ago a lot about some system for
aiming at the monsters? Some radar thing that lets ou know if you've got a
nice aim going on? I think a very fast beep with about 100ms of delay
between each beep that increases in pitch slightly, then goes up really high
if you're dead center. I think this is a fare suggestion myself, since after
all sighted players of other games might have a scope or laser site that
enables them, if they've enough time to bother, to get a really good shot. I
can just imagine how much fun the hunting rifle would be with liberal use of
that scope. That'd put true meaning to being a sniper on there.

Last one, I continually encounter monsters and stand trying to kill them for
a good while only to finally give up and walk up to them to find out I've
been firing at a wall of a building I didn't know was there and the monster
is inside. I think if you can code it the best solution for this is to make
it sound very quiet like they're a really long ways away, then I'll try to
walk toward them, encounter the wall, maybe try to walk around the structure
to get to the creature, but find out in doing that they're inside, not just
way over on the other side of the structure. It wouldn't be so bad if I knew
I was aiming right at them, I just don't know if maybe I'm hitting the wall
right next to, and on the far side, of the monster than me, and need to
swing one way or the other and give it another try.





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This message was checked

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
The volume thing sounds like a windows 7 issue if you're using windows 7.  It 
is really bad about automatically deciding if something should be louder or 
quieter and adjusting the settings for it.  You may have noticed this if you 
were playing music and opened up a skype call.  Windows 7 would probably 
automatically lower the music volume because it assumes you're more interested 
in hearing Skype.  There isn't anything I can do about that though, so you 
would have to go into the volume settings and tell it not to quiet down the 
game.  So far no one else has reported this particular problem, so I hope that 
helps.

I've added in your coordinate idea.

--- On Fri, 11/4/11, Valiant8086 valiant8...@lavabit.com wrote:

 From: Valiant8086 valiant8...@lavabit.com
 Subject: Re: [Audyssey] Swamp, version 1.0b is here
 To: Gamers Discussion list gamers@audyssey.org
 Date: Friday, November 4, 2011, 5:48 PM
 Hi.
 The first sentence is a suggestion for a way to replay
 passed informational messages, things you've picked up,
 different area's you've walked through, blahblahblah.
 Someone asked for a key to replay the last message, but I
 think a buffer to replay through all of them could be nice,
 just like with shift period and comma reading chat messages,
 or also just putting those informational messages in so that
 they appear mixed in with chats would work in a pinch though
 it'd be annoying if you're trying to hear what someone
 said.
 
 One thing I'm noticing is, swamp seems to be really quiet
 on my computer. I turn my volume all the way up, turn NVDA's
 volume way down to 30, and play that way. Is there something
 simple you can do to get the game to be louder? It's the
 only game that does this for me, even other fps games like
 shades of doom are nice and loud. Like, I can't hear people
 walking unless I turn it all the way up.
 
 Speaking of which, a lot of times I'll hear a zombie growl,
 spin toward it and think I've centered on it, and then I'll
 just stand there and wait for it to make more noise so I can
 tell if I've aimed at it properly. Time and again I could
 sit there a long time, and the monster would just sit there
 and do nothing. I can walk toward it and suddenly get
 attacked with absolutely no warning. Other times I can do a
 search fire, just fire, move right a bit, fire, swing right
 a bit, fire, swing left a lot, fire, etc. Bad for my
 accuracy.
 
 Do you think you could make the grass footstep sounds a bit
 louder, so they are more around the same volume as concrete
 and dirt footsteps?
 
 Do you think you could give out coordinates with a certain
 command? This could help one call other players to a certain
 area. Many times I've chatted that I'm in deep doodoo,
 people ask me where, and I can't tell them because the v key
 doesn't say anything and either I've been whirrling around
 firing at zombies then running along until I encounter more
 that I don't even know which direction I've been traveling
 so couldn't tell you if I was just west of auto mart, etc or
 I just started playing and am surrounded and haven't the
 slightest clue where I spawned at. Maybe shift v could give
 you x y coordinates, unless somehow swamp doesn't use
 coordinates in the code at all. Then I could say I'm at 4500
 3440 and someone at 3800 3500 could walk south and a little
 east to try and get to me.
 
 Sometimes the game crashes during mid play, it just closes
 cleanly. I think you already know about that though, seems
 some people were chatting about it in game.
 
 I idled in the safe zone a while ago, and came back to have
 no game open, I guess it crashed again.
 
 Didn't you talk on this list a few days ago a lot about
 some system for aiming at the monsters? Some radar thing
 that lets ou know if you've got a nice aim going on? I think
 a very fast beep with about 100ms of delay between each beep
 that increases in pitch slightly, then goes up really high
 if you're dead center. I think this is a fare suggestion
 myself, since after all sighted players of other games might
 have a scope or laser site that enables them, if they've
 enough time to bother, to get a really good shot. I can just
 imagine how much fun the hunting rifle would be with liberal
 use of that scope. That'd put true meaning to being a sniper
 on there.
 
 Last one, I continually encounter monsters and stand trying
 to kill them for a good while only to finally give up and
 walk up to them to find out I've been firing at a wall of a
 building I didn't know was there and the monster is inside.
 I think if you can code it the best solution for this is to
 make it sound very quiet like they're a really long ways
 away, then I'll try to walk toward them, encounter the wall,
 maybe try to walk around the structure to get to the
 creature, but find out in doing that they're inside, not
 just way over on the other side of the structure. It
 wouldn't be so bad if I knew I was aiming right at them, I
 just don't know if maybe I'm 

[Audyssey] Swamp, version 1.1b

2011-11-04 Thread Jeremy Kaldobsky
Version 1.1b is here.  I hope it will solve most, if not all, of the currently 
reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a bit 
stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for 
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2 again 
will attach the silencer to your pistol.  The gun is very quiet but also does a 
little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they pressed 
escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others can 
find you easier.  Coordinate 1,1 is located the very North-West corner of the 
map.
- I've made a few changes that I hope will stop the game from crashing if you 
leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to speak a 
phrase to the other players online.
   + Right mouse button asks someone to follow you.
   + Left mouse button is a warning message.
   + The A key is some form of yes.
   + The D key is some form of no.
   + The S key says follow you.
   + The W key is a greeting.
   + The Z key asks them to cover you.
   + The X key says you will cover them. 
   + The C key says to stay here. 
   + The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the 
footsteps.

The full download is still uploading with an estimated 22 minutes remaining, so 
if you try to download and it won't let you, then you probably need to wait for 
it to finish uploading.  But as I did a few versions ago, I am offering a much 
smaller patch download that will only add and replace what is necessary.  It 
assumes you already have been using version 1.0b.  So if you already have 
version 1.0b then there is no need to do the longer download, just grab the 
smaller one and extract it into your Swamp folder.  Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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Re: [Audyssey] Upcoming game: Blind Side

2011-11-04 Thread Ian McNamara
Hi mate will look in to this sounds good.

Ian McNamara

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Re: [Audyssey] Contacting Playing in the dark/Tech Question oncreating vehicles

2011-11-04 Thread Sylvester Thomas

Hi Davy!  Thanks for this.  I will try it.  Take care!  Sly
- Original Message - 
From: Davy Kager m...@davykager.nl

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, November 04, 2011 1:48 PM
Subject: Re: [Audyssey] Contacting Playing in the dark/Tech Question 
oncreating vehicles




Hi,

The recommended thing to do is to upgrade to Top Speed version 3 and 
create vehicles and tracks manually.  That is, by editing a .vhc or .trk 
file in Notepad or another text-editor.  I believe I put some basic 
examples in the TS3 release notes.


HTH,
Davy

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On 
Behalf Of Sylvester Thomas

Sent: Friday, November 04, 2011 21:41
To: Gamers Discussion list
Subject: [Audyssey] Contacting Playing in the dark/Tech Question on 
creating vehicles


Greetings Gamers! Trying to create a vehicle using the ts2 Utility pack 
included with your top speed 2 download,  but keep getting the following 
error when I attempt to load vehicle sounds outside the eternal sounds.

run-time error 5 invalid procedure call or argument.

If any of you who created cars in the past came across this message could 
you let me know perhaps how to get  by it.  I cannot find any contact info 
on the playing in the dark web site to contact the developer  so thought I 
would ask here before giving up on trying to create my own car.  Thanks 
for reading.  Later!  Sly

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Re: [Audyssey] Swamp, version 1.1b

2011-11-04 Thread Christopher Bartlett
Hey Jeremy, I assume it would be possible to create your own sound files to
attach to those keys?  That would be awesome for personalization.  What
files would we need to replace, and in what format?

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 8:07 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.1b

Version 1.1b is here.  I hope it will solve most, if not all, of the
currently reported bugs and crashes.  Here is a list of changes.

Changes from version 1.0b to 1.1b
-

- Stalkers no longer growl until they are chasing you.  This makes them a
bit stealthier.
- Dogs have faster footsteps to simulate the extra feet.
- Fixed a small issue with the safe zone guards.
- The backslash (\) key now does the same thing as the Pause/break key for
pausing the background music.
- The pistol silencer has been added.  If you find a silencer, pressing 2
again will attach the silencer to your pistol.  The gun is very quiet but
also does a little less damage than the unsilenced pistol.
- Fixed the problem where the current location would show up blank at times.
- Fixed the bug that would get people trapped in the main menu if they
pressed escape during a game.
- You now can not attack while in the safe zone.
- Fixed a reverb issue with the guards outside of the Safe zone.
- Pressing Shift + V announces your coordinates on the map, so that others
can find you easier.  Coordinate 1,1 is located the very North-West corner
of the map.
- I've made a few changes that I hope will stop the game from crashing if
you leave it sitting for a long time.
- Voice messages are now available.  Press F followed by another key to
speak a phrase to the other players online.
   + Right mouse button asks someone to follow you.
   + Left mouse button is a warning message.
   + The A key is some form of yes.
   + The D key is some form of no.
   + The S key says follow you.
   + The W key is a greeting.
   + The Z key asks them to cover you.
   + The X key says you will cover them. 
   + The C key says to stay here. 
   + The R key says you need ammo.
- The Single player is still basically left unchanged, but I did fix the
footsteps.

The full download is still uploading with an estimated 22 minutes remaining,
so if you try to download and it won't let you, then you probably need to
wait for it to finish uploading.  But as I did a few versions ago, I am
offering a much smaller patch download that will only add and replace what
is necessary.  It assumes you already have been using version 1.0b.  So if
you already have version 1.0b then there is no need to do the longer
download, just grab the smaller one and extract it into your Swamp folder.
Enjoy!

www.kaldobsky.com/audiogames/SwampPatch.zip

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


Re: [Audyssey] Swamp, version 1.1b

2011-11-04 Thread Jeremy Kaldobsky
They are in the voices folder, but the other players will still here their 
versions of those files even if you change yours.  It might still be fun to use 
your own voice, but just be aware that it wouldn't change it for other people.  
They are wav files.

 Hey Jeremy, I assume it would be
 possible to create your own sound files to
 attach to those keys?  That would be awesome for
 personalization.  What
 files would we need to replace, and in what format?
 
     Chris Bartlett


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Re: [Audyssey] Checking direct x

2011-11-04 Thread dark

Hi David.

Actually if you could test this I'd be very greatful, sinse the downloads 
I'm finding ar confusing me.


Microsoft themselves don't seem to have direct x 10 for download, in fact 
the latest xp version i could find was a 9.0c update dated September of this 
year and marked for windows vista, 7 and xp.


Yet, when i google according to this page 
http://www.directx10.net/archives/Directx-Download-Download-DirectX-10-for-Windows-XP.html 
microsoft only bought out direct x 10 on vista, and not even for windows 7 
which is going to have direct x 11 yet doesn't yet, so this page offers the 
old alpha version of direct x 10 which is supposed to make everything direct 
x related better even on vista.


No I don't understand it either, however if you could test this alpha I 
located on a virtual box and let me know that would help a lot sinse the 
last thing I want to do is download an unstable alpha of direct x 10 without 
good cause.


Beware the grue!

Dark.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 11:47 PM
Subject: Re: [Audyssey] Checking direct x



Hi Dark,

If you can find Directx 10 and send the link I would look but am
fighting with migrating imap folders, I can check in an xp vm that I
have, so that if it doesn't work you won't be fighting two directx
versions or any compatibility issues.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:

Well first I need to find the download!

I tried googling direct x 10, but the only download it brought me to was 
the

9.0C one I already have for some reason.

It would be rubbish if dx10 only comes preinstalled with windows 7.

Beware the grue!

Dark.
- Original Message -
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 8:58 PM
Subject: Re: [Audyssey] Checking direct x



You'll have to try it and see. If it fixes the issue then that should be
made known to Jake.
They're coming to take me away, ha-haaa!
- Original Message -
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 2:35 PM
Subject: Re: [Audyssey] Checking direct x



Thanks david,

That did the job certainly. I've got direct x 9.0c here as well it 
seems,


hmmm, I wonder if you can install direct x 10 on xp? and if so, if it
will fix the Airik issue?

Beware the grue!

Dark.
- Original Message -
From: David Mehler dave.meh...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 7:56 PM
Subject: Re: [Audyssey] Checking direct x



Hello Dark and List,

I can't answer your questions about DirectX 10 I was not aware there
was such a thing, I'm running DirectX 9.0C, and this is on an xp
machine. My folks box is running 7, it's a new dell, and I know it has
directx as well, I think it's still 9 though.

As far as directx information that I can help with. Dark you were
close with your directx command in the run dialog, go for this though.
In the run dialog, and I would presume in the vista/7 search box type
in dxdiag and hit enter. That'll bring up a multitab dialog box which
will allow querying and adjusting of various directx options. Of
interest and relevance is that the directx version is at the bottom of
the system tab, the one you land on by default.

Hth
Dave.


On 11/4/11, dark d...@xgam.org wrote:

I was wondering if someone could help with this.

It occurred to me that with what Tom said about how direct x 10 was
essentially the same as 8 apart from it's graphics handling, This bug
that
prevents the finder from speaking on Airik the clerric when run on
windows
xp could be because the people running xp who've tried it (myself
included),
have versions of direct x earlier than 10. Airik does afterall use a
graphical framework for the games' objects (though with invisible
graphics,
yes, this is odd but it's the way the games' been designed).

Is there a way to check what version of direct x I'm running?

I've checked in add/remove programs and windows components, but there
was
nothing there. I also tried typing directx into windows run box, but
that
just lead me into the directx folder in system32.

Is there a way to check my version of direct x? And if it is wrong,
will
direct x 10 even run on windows xp.

Any thoughts?

Beware the Grue!

Dark.
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Re: [Audyssey] Upcoming game: Blind Side

2011-11-04 Thread Yohandy
did you guys witness the power of kickstarter? over $9000 in funding. I bet 
These 2 guys have made more money in a few days for this project than 
some audio game devs. and there are still 26 days left! If this thing gets 
off the ground and they utilize the funds well, it should produce some 
pretty awesome results.



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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 04, 2011 7:24 PM
Subject: [Audyssey] Upcoming game: Blind Side



Hello everyone,

Just found a link that sounds pretty interesting. This game is called 
Blind Side and apparently it will be cross platform on Mac, PC and iOS. I 
doubt it's a scam either, since it has over 300 people who are supporting 
it. It is about a blind couple who wake up and they find monsters outside 
or some such. They don't give you a whole lot of information, just that 
there is a discovery element to the game. There is a video clip, but I'm 
unable to find it. It is probably imbedded in the page.

Read more about it at:
http://www.kickstarter.com/projects/600219258/blindside-the-audio-adventure-video-game

Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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[Audyssey] major issue found with swamp 1.1

2011-11-04 Thread shaun everiss

Hi.
After starting the game when hitting tab to switch to readers must be 
win eyes,  there is a problem.
ofcause I don't have wineyes, but the system then says runtime error 
28, stack overflow, after which the game is completely hosed and I 
have to end the task or reboot depending if windows wants to work.

here is the debug log.
I also got an major resource error when trying to do the voice I 
think I had hit f then w for greeting.
My dolphin remote system decided to start and make a nice error and I 
had to reboot but I have killed that system now and its not a problem 
well I have not reproduced this.

Starting program
Loading JAWS Api
error: ActiveX component can't create object
Creating DirectSound...
Setting Coop level
Sound finished.
Version is 1.1b
Sapi is set to 0
Loading settings/progress
First 'sayit'
First sound test.
Load finished.
Starting us out.
Stopping any previous sounds
Loading multi1.
Testing Drawscreen.
Startup finished.
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 1416.74544872168 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Empty.wav -5000 1416.74544872168 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Empty.wav -5000 1416.74544872168 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav -5000 -984.267417057808 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill2.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill1.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav -4482.77844788463 -1146.97596610509 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill3.wav -5000 1421.0647269627 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill2.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\\Kill1.wav -4569.97530312951 1490.53036232473 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1429.4259361774 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3761.05924780859 -339.76496634731 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1490.81042305198 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3760.13518911152 -337.214539600772 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3597.63087321732 43.5650639830253 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1283.20783147985 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1420.88768261125 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3622.58054869776 -270.831102829667 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1420.88768261125 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -5000 -1429.35399033047 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloading.wav -5000 -1438.77376303779 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloaded.wav -4311.44409403016 
374.894488951411 -1

error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -4314.57025007832 382.494120972856 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -4379.42498731888 1471.46978035423 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -4344.01639958442 450.393250511432 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -4426.41796215201 1482.3717870371 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3663.91014782365 917.441611296011 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav -3306.18518113451 -552.77537424232 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloading.wav -5000 -1387.80153192495 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Empty.wav -3103.46850072652 
-43.1397221132732 -1

error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloading.wav -3094.82497234216 
-3.87575451972867 -1

error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloaded.wav -5000 -1452.90906890985 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloaded.wav -5000 -1006.54384029312 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloading.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Reloaded.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:
c:\swamp\sounds\Weapons\SPistol\Miss.wav - 0 -1
error in makesound:

Re: [Audyssey] major issue found with swamp 1.1

2011-11-04 Thread Richard Sherman
Hi,

Using jaws here. But whether it is loaded or not. Pressing the tab key to 
cycle thru speech selections crashes the game for me too.

Also checked my debug log and it too roughly has the same info.

rich
- Original Message - 
From: shaun everiss sm.ever...@gmail.com
Sent: Friday, November 04, 2011 10:07 PM


Hi.
After starting the game when hitting tab to switch to readers must be
win eyes,  there is a problem.
ofcause I don't have wineyes, but the system then says runtime error
28, stack overflow, after which the game is completely hosed and I
have to end the task or reboot depending if windows wants to work.
here is the debug log.
I also got an major resource error when trying to do the voice I
think I had hit f then w for greeting.
My dolphin remote system decided to start and make a nice error and I
had to reboot but I have killed that system now and its not a problem
well I have not reproduced this.

*** debug log removed ***

thanks
shaun


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