[Audyssey] castaways question

2011-11-11 Thread Jess Varnell
hi. I just started playing castaways, and I have a few questions. How do you 
cycle through the people? I keep changing their jobs without meaning to, when I 
just want to look at their stats. And secondly, how do you tell which workers 
are idle? Thanks much.

Jess
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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-11 Thread dark
The truck is on your side, you need to follow it through the mine field, 
that might actually be why you keep dying.


Just stay behind the truck and turn when it does and you should get through 
fine,  and certainly don't destroy it.


Beware the grue!

Dark.
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 5:18 AM
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander




i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

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

Hi Tom.
I wasn't actually thinking about rp characters in terms of specific
weaknesses like superman's criptonite, but character flaws that make the
characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, my
character was based on the idea of who would be the worst person to 
pickup
an iron man type alien battle armour? A slightly dim, concert pianist 
with

good intentions.

he has no idea how his sute actually works (indeed interacting with the
sute's ai makes for a large part of the game), he doesn't know super 
science
or indeed magic, sinse it turns out the sute is an ancient egyptian 
wrelick.

yet, these are things I've kept, sinse I don't want to alter him as a
character specifically.

he's grown and changed during the campeign, but character wise there are
sitl things I'd like to keep the same, just because even though it would 
be
dam useful to have certain skills such as science or magic, it wouldn't 
be

in his character to have them.

That for me is the interesting thing about tabletop rp, using the system
dice and rules to make a character who is a distinct person on their own 
and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just for fun 
game
where there were no stats and system at all! the gm rolled a couple of 
dice

to determine things like combat actions and initiative, but the game was
entirely ad lib.

While not something I'd want for a long period it was great fun to do for 
a

change.

getting back to computer games, it would actually be interesting to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy reading 
them
even for games I've already finished just to see what other people make 
of

the games.

This is even more true now that we have more complex games like time of
conflict and castaways, where text could possibly be a clearer way of
explaning tactics and stratogies coherently than trying to explain at the
same time in a full on audio walkthrough.

Beware the grue!

dark.


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Re: [Audyssey] castaways question

2011-11-11 Thread dark

Hi jess.

E and r cycle betwene catagories of people, eg builders, peasants, all etc, 
while d and f cycle betwene individual people in each catagory. A and s 
change the job of the selected person.


You can also change jobs with control keys, for a ful list see the readme.

As to which workers are idle, that is a harder thing because of how 
castaways works. When a job needs doing, one of the correct workers will do 
it. if that worker cannot do a job they default to their secondary job and 
try to do that, for example if there are no logs to chop into lumber the 
carpenter will become a lumberjack.


The art to the game is dynamically changing people's jobs around according 
to what you need doing. If your building something and so need to take 
peasants of their usual work to build, make certain there is enough food in 
the tavern, or perhaps reassign some other jobs as peasants to carry food 
there.


If nobody is sick, there's litle use for a doctor and your better off with 
another peasant etc.


Beware the grue!

Dark.
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 8:09 AM
Subject: [Audyssey] castaways question


hi. I just started playing castaways, and I have a few questions. How do 
you cycle through the people? I keep changing their jobs without meaning 
to, when I just want to look at their stats. And secondly, how do you tell 
which workers are idle? Thanks much.


Jess
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Re: [Audyssey] sample recordings

2011-11-11 Thread Thomas Ward
Hi Yohandy,

In short, Shaun sent some sample recordings to the list to hear him
podcasting. I repplied stating I didn't think he was the right person
for the Audyssey podcast in my opinion. The topic took off from there.

Cheers!


On 11/10/11, Yohandy yohand...@gmail.com wrote:
 What's this thread about? I missed the beginning. lol

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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-11 Thread Thomas Ward
Hi,

You need to pay more attention to the mission briefings at the
beginning of the levels. What to do with the truck was explained at
the beginning of level 4. You are suppose to follow the truck through
the mine field and then wait for it to drop off supplies for the
mission. If you blow it up you are killing your own people.

HTH


On 11/11/11, austin pinto austinpinto.xavi...@gmail.com wrote:
 i am just at the biggnning of the stage 4 and 1 more thing what should
 i do with the atilearry truck? cause if i distroy it with gun or use
 standard shells to distroy it my crou tells me that wasnt a good move

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Re: [Audyssey] require cheat codes and key bord commandsforGMAtankcommander

2011-11-11 Thread Thomas Ward
Hi Shaun,

Wrong level. You are thinking about level 2 not level 4. He is asking
about the truck on level 4 that helps you through the mine field. He
doesn't want to destroy that truck as its on his side not the enemy's.

Cheers!

On 11/11/11, shaun everiss sm.ever...@gmail.com wrote:
 you need to gun it down with machine gun.
 Then run into it at quarter speed, turn your smoke on when you get
 close and watch for tanks.
 Read your objectives its to get the amo from those trucks.

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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Thomas Ward
Hi,

That's true. The reason there isn't much overhead in a game like
Mysteries of the Ancients is due to the fact it is written purely in
native C++. With C++ I can micromanage CPU usage as well as ram usage.
Where with the .Net languages, for example, the developer lets the
garbage collecter do the clean up work which wastes CPU and memory on
clean up deuty. In one way that's good,but it still isn't 100%
efficientuse of your CPU power and memory.

That, I think, is the issue with GTC and other games written in VB 6.
The language was designed specifically for ease of use rather than
efficient programming. There is no way to micromanage CPU usage and
memory so some CPU output and memory is waisted on the VB runtime
which acts as a bridge between application and native Windows
libraries.However, that really isn't a big deal on newer systems these
days.

My thoughts simply are if I can use an existing speech service be it
Jaws, Window-eyes, NVDA, Sapi, whatever  it will be far easier to
update and maintain games because I won't have to record, edit, and
load x number of wav files for speech. I'll be able to use that CPU
power and memory for more sound effects as needed. The speech will be
more dinamic as I'll be able to pass message strings to the speech
service in real time rather than figure out what wav file has the
message I need, load it, and then play it back, etc.

Cheers!


On 11/10/11, john jpcarnemo...@comcast.net wrote:
 MOTA doesn't really use that much cpu as is, though this may just
 be my machine. I've got games (gtc and toc to name the ones that
 come to mind) that blow straight through one of my cores even
 idling. As far as ram goes, unless somebody has a really old xp
 machine, you could do a lot more than the game is now without
 affecting them.

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Re: [Audyssey] sample recordings

2011-11-11 Thread Darren Duff
 for a bit, I plan to look into the cdn type of stuff.
   at some point.
   I guess I'll leave the community to its business.
   Hopefully this won't just be me.
  
   we can figure stuff out later if I pass the first step.
  
  
  
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Re: [Audyssey] require cheat codes and key bordcommandsforGMAtankcommander

2011-11-11 Thread john
You don't destroy it, your in a mine field and they know the way 
out.


- Original Message -
From: austin pinto austinpinto.xavi...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 11 Nov 2011 10:48:20 +0530
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander


i am just at the biggnning of the stage 4 and 1 more thing what 
should
i do with the atilearry truck? cause if i distroy it with gun or 
use
standard shells to distroy it my crou tells me that wasnt a good 
move


On 11/11/11, dark d...@xgam.org wrote:
Hi Tom.
I wasn't actually thinking about rp characters in terms of 
specific
weaknesses like superman's criptonite, but character flaws that 
make the

characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, 
my
character was based on the idea of who would be the worst person 
to pickup
an iron man type alien battle armour? A slightly dim, concert 
pianist with

good intentions.

he has no idea how his sute actually works (indeed interacting 
with the
sute's ai makes for a large part of the game), he doesn't know 
super science
or indeed magic, sinse it turns out the sute is an ancient 
egyptian wrelick.
yet, these are things I've kept, sinse I don't want to alter him 
as a

character specifically.

he's grown and changed during the campeign, but character wise 
there are
sitl things I'd like to keep the same, just because even though 
it would be
dam useful to have certain skills such as science or magic, it 
wouldn't be

in his character to have them.

That for me is the interesting thing about tabletop rp, using 
the system
dice and rules to make a character who is a distinct person on 
their own and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just 
for fun game
where there were no stats and system at all! the gm rolled a 
couple of dice
to determine things like combat actions and initiative, but the 
game was

entirely ad lib.

While not something I'd want for a long period it was great fun 
to do for a

change.

getting back to computer games, it would actually be interesting 
to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy 
reading them
even for games I've already finished just to see what other 
people make of

the games.

This is even more true now that we have more complex games like 
time of
conflict and castaways, where text could possibly be a clearer 
way of
explaning tactics and stratogies coherently than trying to 
explain at the

same time in a full on audio walkthrough.

Beware the grue!

dark.


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Re: [Audyssey] sample recordings

2011-11-11 Thread Darren Duff
What exactly are we talking about building/producing  here? 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Thursday, November 10, 2011 10:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] sample recordings

Its fine tom, I can't say I have been that pro to be brutally honest.
And its probably a good time before the stuff starts that the flames burn
bright before we actually have got things worked out.
With time I probably could do some of the cast.
We need some sort of managed host structure, where with some training or
whatever different people do one bit, slowly expanding to do more and more
but alternating somehow.
Its still quite alpha though.
Right now I'd appreciate those that want to do  the editing/ announcing to
send me samples with the acception of kelly since I have heard his stuff on
sod and thats credit enough.
I have been pushing my nut for a bit so I really should see what others are
willing to do and how much.
Obviously you have seen my short commings, so thats where it is right now.
At 06:15 p.m. 10/11/2011 -0500, you wrote:
HiBryan,

Please, don't take it that way. What I said doesn't effect you 
personally. All I was attempting to do was point out that the show's 
host should sound like an experienced semi-professional to professional 
host. That doesn't have any effect on people who submit content, 
reviews, etc.

Now, if people think I'm being too picky, bossy, etc let me know. I'll 
step aside and let you guys do it your way. Just don't expect any 
support from me personally.

Cheers!


On 11/10/11, Bryan Peterson bpeterson2...@cableone.net wrote:
  That's precisely why I probably won't be submitting anything. I was 
  evidently good enough for Jake's standards to do Airik's voice in 
  Airik the Cleric but I wouldn't consider myself up to professional
standards.
  They're coming to take me away, ha-haaa!

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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
Listen. I started doing something that works really, really well.

When you think you've got a shot, you can use the long and short range
radars to find out if there's a wall in the way. For those who don't
know or don't feel like looking it up, radar keys are the four arrows
and/or e. To put it into long range, it's shift plus one of the radar
keys. Shift up arrow, for example, is pretty handy for telling if
there's a wall in the way. I've made a far fewer mistakes because of
this.

I actually didn't do this very much until I decided to play the game
exactly as though I were in that world. What with me being blind, I
started walking with my area radar on to make sure I would hear what's
around me. It got me thinking about the uses for that device, and
sniper checking is one of them.

Hope that helps with the walls thing, because, frankly, the more sound
issues we make the server have, the more work it has, and the less
work, the smoother the operation.

Signed:
Dakotah Rickard

On 11/10/11, john jpcarnemo...@comcast.net wrote:
 How you managed to figure that out is way beyond me. It's handy
 info, though.

  - Original Message -
 From: Kai kaixi...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Thu, 10 Nov 2011 14:37:23 -0800
 Subject: Re: [Audyssey] Swamp questions

 Another way is to open up the progress.ini file in the swamp
 directory and
 setting the value of the first line to 3.

 Kai

 - Original Message -
 From: Darren Duff duff...@gmail.com
 To: blindadrenal...@gmail.com; 'Gamers Discussion list'
 gamers@audyssey.org
 Sent: Thursday, November 10, 2011 1:31 PM
 Subject: Re: [Audyssey] Swamp questions


  In regards to getting jaws to work with the game press tab twice
 quickly
  and
  jfw will start to work with the game. IF you press tab twice
 fast enough,
  the game won't crash. That's how I got it to work.

  -Original Message-
  From: gamers-boun...@audyssey.org
 [mailto:gamers-boun...@audyssey.org] On
  Behalf Of Che
  Sent: Thursday, November 10, 2011 4:00 PM
  To: Gamers Discussion list
  Subject: [Audyssey] Swamp questions

Wow, Jeremy has done it again. Great job man.
Swamp has the potential to be one of the most popular games
 ever for the
  action oriented AG community in my opinion.
The sound effects especially deserve kudos.
Some questions though:
  1. Why the deviation from the time tested standard input method
 of FPS on
  the PC? Every FPS I played when I was sighted used the mouse in
  conjunction
  with the A S D and W keys fore movement by default, a system
 that works
  great. Why not mirror this, in other words, w moves one forward,
 and use
  the
  right mouse button for replicating the shift key, removing the
 need to
  stretch the fingers for shift v for example.
   also, having the scroll wheel move between available weapons
 would be
  great.
2. I can't get jaws to work with swamp on my system, when I
 hit tab, the
  game ends up crashing. is there maybe a config file or something
 that can
  be
  set to jaws so the game will launch in JFW mode, or is this just
 a bug
  that
  has to be worked out?
  3. I end up shooting a lot of walls, because it sounds like a
 zombie is
  right there, when he is actually on the other side of a wall.
 can we have
  a
  mode that gives a subtle audio cue when you have a direct shot,
 or maybe a
  key to hit to ping and see if we're facing a wall directly?
  4. if we could drop our own waypoint beacons, that would be way
 cool,
  maybe
  double tap a number to drop a beacon, then control number to
 turn that
  beacon on.  being able to name the beacon when you drop it would
 be a
  great
  bonus as well, with the name being read out when you control
 numbered.
thanks for another excellent release Jeremy, and awesome job
 on the
  sound
  efffects Chi, hope I'm spelling that right.
Later
  che
  .

  ---
  Gamers mailing list __ Gamers@audyssey.org If you want to leave
 the list,
  send E-mail to gamers-unsubscr...@audyssey.org.
  You can make changes or update your subscription via the web, at
  http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
  All messages are archived and can be searched and read at
  http://www.mail-archive.com/gamers@audyssey.org.
  If you have any questions or concerns regarding the management
 of the
  list,
  please send E-mail to gamers-ow...@audyssey.org.


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  This message was checked by NOD32 antivirus system
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  All 

Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

Hi Dakotah,
  Yeah, that is a good suggestion about using the radar, i've tried 
that myself, but maybe i need to pay more attention to the sounds its 
putting out.
  the thing i am finding now that is helping the most is knowing where 
i am on the map and how i am oriented, so i know where the walls are as 
much as I can and try to avoid them.
  as for the previous suggestions of pingging or changing the sound for 
indicating a wall between you and the zombie, that shouldn't be anything 
that puts any more work on the server.
  The server is sending location info of other players and zombies to 
each client, and the client does all the processing from there. at least 
that is the standard way MP setups are done, and jeremy has to be pretty 
efficient with his server code since he is running a personal server, 
and so far it seems to be working very well.

  Now, if we can just get some grenades in here...
  later
che


On 11/11/2011 8:22 AM, Dakotah Rickard wrote:

Listen. I started doing something that works really, really well.

When you think you've got a shot, you can use the long and short range
radars to find out if there's a wall in the way. For those who don't
know or don't feel like looking it up, radar keys are the four arrows
and/or e. To put it into long range, it's shift plus one of the radar
keys. Shift up arrow, for example, is pretty handy for telling if
there's a wall in the way. I've made a far fewer mistakes because of
this.

I actually didn't do this very much until I decided to play the game
exactly as though I were in that world. What with me being blind, I
started walking with my area radar on to make sure I would hear what's
around me. It got me thinking about the uses for that device, and
sniper checking is one of them.

Hope that helps with the walls thing, because, frankly, the more sound
issues we make the server have, the more work it has, and the less
work, the smoother the operation.

Signed:
Dakotah Rickard

On 11/10/11, johnjpcarnemo...@comcast.net  wrote:

How you managed to figure that out is way beyond me. It's handy
info, though.

  - Original Message -
From: Kaikaixi...@sbcglobal.net
To: Gamers Discussion listgamers@audyssey.org
Date sent: Thu, 10 Nov 2011 14:37:23 -0800
Subject: Re: [Audyssey] Swamp questions

Another way is to open up the progress.ini file in the swamp
directory and
setting the value of the first line to 3.

Kai

- Original Message -
From: Darren Duffduff...@gmail.com
To:blindadrenal...@gmail.com; 'Gamers Discussion list'
gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


  In regards to getting jaws to work with the game press tab twice
quickly
  and
  jfw will start to work with the game. IF you press tab twice
fast enough,
  the game won't crash. That's how I got it to work.

  -Original Message-
  From: gamers-boun...@audyssey.org
[mailto:gamers-boun...@audyssey.org] On
  Behalf Of Che
  Sent: Thursday, November 10, 2011 4:00 PM
  To: Gamers Discussion list
  Subject: [Audyssey] Swamp questions

Wow, Jeremy has done it again. Great job man.
Swamp has the potential to be one of the most popular games
ever for the
  action oriented AG community in my opinion.
The sound effects especially deserve kudos.
Some questions though:
  1. Why the deviation from the time tested standard input method
of FPS on
  the PC? Every FPS I played when I was sighted used the mouse in
  conjunction
  with the A S D and W keys fore movement by default, a system
that works
  great. Why not mirror this, in other words, w moves one forward,
and use
  the
  right mouse button for replicating the shift key, removing the
need to
  stretch the fingers for shift v for example.
   also, having the scroll wheel move between available weapons
would be
  great.
2. I can't get jaws to work with swamp on my system, when I
hit tab, the
  game ends up crashing. is there maybe a config file or something
that can
  be
  set to jaws so the game will launch in JFW mode, or is this just
a bug
  that
  has to be worked out?
  3. I end up shooting a lot of walls, because it sounds like a
zombie is
  right there, when he is actually on the other side of a wall.
can we have
  a
  mode that gives a subtle audio cue when you have a direct shot,
or maybe a
  key to hit to ping and see if we're facing a wall directly?
  4. if we could drop our own waypoint beacons, that would be way
cool,
  maybe
  double tap a number to drop a beacon, then control number to
turn that
  beacon on.  being able to name the beacon when you drop it would
be a
  great
  bonus as well, with the name being read out when you control
numbered.
thanks for another excellent release Jeremy, and awesome job
on the
  sound
  efffects Chi, hope I'm spelling that right.
Later
  che
  .

  ---
  Gamers mailing list __ Gamers@audyssey.org If you want to leave
the list,
  send E-mail to gamers-unsubscr...@audyssey.org.
  You 

Re: [Audyssey] Recording PC sound output for things like podcasts/demo's etc. on windows7

2011-11-11 Thread Trouble
Ok, you have it right and using the right chose. You can also get to 
that option in control panel, sounds.
Now that you have the record side setup. You have to set the card 
doing the recording also to be the card doing the playing of the 
sounds you want. That is why you have no sound recorded. Make both 
the default and you should get your sound recorded. Now if you pick 
the card you want in jaws and the other card for default sounds. You 
won't get jaws in the recording.


At 06:42 PM 11/10/2011, you wrote:
OK, while I could just use an external microphone/device to record 
my computer's audio output, including surrounding sounds, maybe me 
talking etc., etc., while using my current primary windows7 ultimate 
64 bit primary machine, on machines like windows XP, it seemed you 
could easily enough, sometimes use either a sort of virtual audio 
recording device called stereo mix, or one called what you hear, and 
then using something like either audacity, or 2 other recording apps 
have gotten hold of - see below - record just the computers actual 
audio output, including screenreader voices,  a bit more cleanly.


Anyway, on this windows7 64 bit machine, I had to firstly go and 
make the stereo mix recording device show up, since it sort of gets 
hidden by windows7 itself - in start menu search box, I type in:

sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in 
list of recording devices, it only showed microphone and audio line 
in - and this is linked to my PC's realtek sound card.


When I then invoked a right mouse click on that list, using the jaws 
cursor, on the context menu item there's a menu item saying 
something like show disabled devices, and then I could find a stereo 
mix device listing, and if I invoked it's properties, I could in 
fact enable it, make changes to it's volume levels, etc. etc.


However, even if I make it the default device - also from that 
dialogue, or specifically choose to use it in either audacity, or 
the 2 apps listed below, the sound files do have a file size, and a 
recorded time length, but are just silent..?


Most guys who've done something similar to this on windowsXP 
machines reckon the device would normally be called something like 
what you hear, but anyway - was just wondering if anyone had any 
ideas related to a feasible workaround for this type of issue, 
asides from actually recording the PC's output using an external 
device/unit/microphone placed in front of speakers, since it might 
be nice to be able to record demo's/tutorial material related to 
some things like this, without having to first connect external 
units/cables, etc. etc.


Lastly, those two bits of  software found/tracked down that let you 
sort of record directly to MP3 files - in theory anyway - and which 
while not perfectly accessible, are still relatively usable are the 
2 following ones:


Free MP3 sound recorder
http://www.nbxsoft.com/download-sound-recorder.php

Digital audio recorder
http://www.asoftwareplus.com/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
---
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Re: [Audyssey] sample recordings

2011-11-11 Thread Yohandy

Thomas,
I read that part of the thread. what I was referring to was the audyssey 
podcast thing. where'd that come from? what's the podcast about? I missed 
that entire thread. hopefully you can clarify. thanks!


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 4:43 AM
Subject: Re: [Audyssey] sample recordings



Hi Yohandy,

In short, Shaun sent some sample recordings to the list to hear him
podcasting. I repplied stating I didn't think he was the right person
for the Audyssey podcast in my opinion. The topic took off from there.

Cheers!


On 11/10/11, Yohandy yohand...@gmail.com wrote:

What's this thread about? I missed the beginning. lol


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Re: [Audyssey] Recording PC sound output for things likepodcasts/demo's etc. on windows7

2011-11-11 Thread Yohandy
do the virtual cables allow one to use mic and stereo mix simultaneously? 
Also, I used that program you recommended, but I can't figure out how to 
enable both mic and stereomix. I can only do one or the other.


- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, November 11, 2011 1:28 AM
Subject: Re: [Audyssey] Recording PC sound output for things 
likepodcasts/demo's etc. on windows7



I just tried a virtual audio cable, and it still wants to know which two 
devices to connect to each other, so still didn't help then trying to make 
use of the stereo mix input device if it has nothing attached to it in 
terms of actual audio content.


stay well

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

- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 3:09 AM
Subject: Re: [Audyssey] Recording PC sound output for things like 
podcasts/demo's etc. on windows7



Anybody heard of Virtual Audio Cable? That might work out. But how is 
this related to gaming? Are you trying to produce a play through of 
something?


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list,

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list,
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Re: [Audyssey] Recording PC sound outputforthingslikepodcasts/demo's etc. on windows7

2011-11-11 Thread Yohandy
I think I found it. found an unlabeled button which appears to be the mute 
button. however nothing comes out through the card no matter how many times 
I try muting and unmuting it. grr
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 12:56 AM
Subject: Re: [Audyssey] Recording PC sound 
outputforthingslikepodcasts/demo's etc. on windows7



The volume levels can be found after opening the sound card settings 
dialogue, highlighting a device, and hitting alt + p for it's properties, 
and then ctrl + tab to levels page, but changing it for this virtual 
stereo mix device doesn't help as such.


Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 6:22 AM
Subject: Re: [Audyssey] Recording PC sound output 
forthingslikepodcasts/demo's etc. on windows7



wish I had a volume's tab. I'll check out that program you provided and 
see what it does. I'd actually be willing to pay for the thing if it 
meant all my troubles will be over.


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:19 PM
Subject: Re: [Audyssey] Recording PC sound output for 
thingslikepodcasts/demo's etc. on windows7



Right, here goes. Under the property page for stereo mix, head to the 
volume tab and make sure the device isn't muted. Also turn the volume on 
stereo mix up *all* the way. You may be able to find this under system 
tray, speakers/headphones. If this
doesn't work, a totally accessable piece of software which will allow 
you to record soundcard and microphone (though with a 15 day trial) is 
sound tap from www.nchsoftware.com.

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 11 Nov 2011 01:42:55 +0200
Subject: [Audyssey] Recording PC sound output for things 
likepodcasts/demo's etc. on windows7


OK, while I could just use an external microphone/device to record my 
computer's audio output, including surrounding sounds, maybe me talking 
etc., etc., while using my current primary windows7 ultimate 64 bit 
primary machine, on machines like windows XP, it seemed you could easily 
enough, sometimes use either a sort of virtual audio recording device 
called stereo mix, or one called what you hear, and then using something 
like either audacity, or 2 other recording apps have gotten hold of - 
see below - record just the computers actual audio output, including 
screenreader voices,  a bit more cleanly.


Anyway, on this windows7 64 bit machine, I had to firstly go and make 
the stereo mix recording device show up, since it sort of gets hidden by 
windows7 itself - in start menu search box, I type in:

sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in list 
of recording devices, it only showed microphone and audio line in - and 
this is linked to my PC's realtek sound card.


When I then invoked a right mouse click on that list, using the jaws 
cursor, on the context menu item there's a menu item saying something 
like show disabled devices, and then I could find a stereo mix device 
listing, and if I invoked it's properties, I could in fact enable it, 
make changes to it's volume levels, etc. etc.


However, even if I make it the default device - also from that dialogue, 
or specifically choose to use it in either audacity, or the 2 apps 
listed below, the sound files do have a file size, and a recorded time 
length, but are just silent..?


Most guys who've done something similar to this on windowsXP machines 
reckon the device would normally be called something like what you hear, 
but anyway - was just wondering if anyone had any ideas related to a 
feasible workaround for this type of issue, asides from actually 
recording the PC's output using an external device/unit/microphone 
placed in front of speakers, since it might be nice to be able to record 
demo's/tutorial material related to some things like this, without 
having to first connect external units/cables, etc. etc.


Lastly, those two bits of  software found/tracked down that let you sort 
of record directly to MP3 files - in theory anyway - and which while not 
perfectly accessible, are still relatively usable are the 2 following 
ones:


Free MP3 sound recorder
http://www.nbxsoft.com/download-sound-recorder.php

Digital audio recorder
http://www.asoftwareplus.com/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make 

Re: [Audyssey] Swamp questions

2011-11-11 Thread Jeremy Kaldobsky
It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through walls, 
so the problem will be a past issue.  In the current version I tend not to 
shoot at zombies behind me because I do a quick rotation test before I start 
shooting a new target.  If the sound is about center and I turn a little to the 
right, the zombie will move to my left if he is indeed in front of me.  If the 
zombie is actually behind me, the sound will move to the right.  I know this 
message wasn't talking about the trouble of zombies being behind you, but it 
reminded me to share the strategy I use.

 Hi Dakotah,
    Yeah, that is a good suggestion about
 using the radar, i've tried 
 that myself, but maybe i need to pay more attention to the
 sounds its 
 putting out.
    the thing i am finding now that is
 helping the most is knowing where 
 i am on the map and how i am oriented, so i know where the
 walls are as 
 much as I can and try to avoid them.
    as for the previous suggestions of
 pingging or changing the sound for 
 indicating a wall between you and the zombie, that
 shouldn't be anything 
 that puts any more work on the server.
    The server is sending location info of
 other players and zombies to 
 each client, and the client does all the processing from
 there. at least 
 that is the standard way MP setups are done, and jeremy has
 to be pretty 
 efficient with his server code since he is running a
 personal server, 
 and so far it seems to be working very well.
    Now, if we can just get some grenades in
 here...
    later
 che


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All messages are archived and can be searched and read at
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Re: [Audyssey] Recording PC sound output for thingslikepodcasts/demo's etc. on windows7

2011-11-11 Thread john
If your referencing the sound tap program I mentioned, there is a 
checkbox that will allow you to use your mic as well. I forget 
what exactly it's called.


- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 11 Nov 2011 11:35:40 -0500
Subject: Re: [Audyssey] Recording PC sound output for 
thingslikepodcasts/demo's etc. on windows7


do the virtual cables allow one to use mic and stereo mix 
simultaneously?
Also, I used that program you recommended, but I can't figure out 
how to

enable both mic and stereomix. I can only do one or the other.

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: birdlover2...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Friday, November 11, 2011 1:28 AM
Subject: Re: [Audyssey] Recording PC sound output for things
likepodcasts/demo's etc. on windows7


I just tried a virtual audio cable, and it still wants to know 
which two
devices to connect to each other, so still didn't help then 
trying to make
use of the stereo mix input device if it has nothing attached to 
it in

terms of actual audio content.

stay well

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

- Original Message -
From: Alfredo_The_Music_maker birdlover2...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 3:09 AM
Subject: Re: [Audyssey] Recording PC sound output for things 
like

podcasts/demo's etc. on windows7


Anybody heard of Virtual Audio Cable? That might work out. But 
how is
this related to gaming? Are you trying to produce a play through 
of

something?

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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 It feels like forever between my posts now, haha.

 In the next update you won't be able to hear any sound passing through
 walls, so the problem will be a past issue.  In the current version I tend
 not to shoot at zombies behind me because I do a quick rotation test before
 I start shooting a new target.  If the sound is about center and I turn a
 little to the right, the zombie will move to my left if he is indeed in
 front of me.  If the zombie is actually behind me, the sound will move to
 the right.  I know this message wasn't talking about the trouble of zombies
 being behind you, but it reminded me to share the strategy I use.

 Hi Dakotah,
    Yeah, that is a good suggestion about
 using the radar, i've tried
 that myself, but maybe i need to pay more attention to the
 sounds its
 putting out.
    the thing i am finding now that is
 helping the most is knowing where
 i am on the map and how i am oriented, so i know where the
 walls are as
 much as I can and try to avoid them.
    as for the previous suggestions of
 pingging or changing the sound for
 indicating a wall between you and the zombie, that
 shouldn't be anything
 that puts any more work on the server.
    The server is sending location info of
 other players and zombies to
 each client, and the client does all the processing from
 there. at least
 that is the standard way MP setups are done, and jeremy has
 to be pretty
 efficient with his server code since he is running a
 personal server,
 and so far it seems to be working very well.
    Now, if we can just get some grenades in
 here...
    later
 che


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Re: [Audyssey] Recording PC sound output forthingslikepodcasts/demo's etc. on windows7

2011-11-11 Thread Yohandy
woops! I think I had installed the wrong program. lol. I'm getting the right 
one now.


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 12:00 PM
Subject: Re: [Audyssey] Recording PC sound output 
forthingslikepodcasts/demo's etc. on windows7



If your referencing the sound tap program I mentioned, there is a checkbox 
that will allow you to use your mic as well. I forget what exactly it's 
called.


- Original Message -
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Fri, 11 Nov 2011 11:35:40 -0500
Subject: Re: [Audyssey] Recording PC sound output for 
thingslikepodcasts/demo's etc. on windows7


do the virtual cables allow one to use mic and stereo mix simultaneously?
Also, I used that program you recommended, but I can't figure out how to
enable both mic and stereomix. I can only do one or the other.

- Original Message -
From: Jacob Kruger jac...@mailzone.co.za
To: birdlover2...@hotmail.com; Gamers Discussion list
gamers@audyssey.org
Sent: Friday, November 11, 2011 1:28 AM
Subject: Re: [Audyssey] Recording PC sound output for things
likepodcasts/demo's etc. on windows7


I just tried a virtual audio cable, and it still wants to know which two
devices to connect to each other, so still didn't help then trying to make
use of the stereo mix input device if it has nothing attached to it in
terms of actual audio content.

stay well

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

- Original Message -
From: Alfredo_The_Music_maker birdlover2...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 3:09 AM
Subject: Re: [Audyssey] Recording PC sound output for things like
podcasts/demo's etc. on windows7


Anybody heard of Virtual Audio Cable? That might work out. But how is
this related to gaming? Are you trying to produce a play through of
something?

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Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

  hi jeremy,
  good deal with not being able to hear zombies on the other side of 
walls. this will have folks being careful how they come around a wall so 
they don't get a sudden shock from the baddies.
  any feedback on the interface questions? perhaps a keys.ini file so 
we can modify key behavior?

  thanks for another great game, you've outdone yourself this time.
 che


On 11/11/2011 11:02 AM, Dakotah Rickard wrote:

The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobskyjer...@kaldobsky.com  wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test before
I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of zombies
being behind you, but it reminded me to share the strategy I use.


Hi Dakotah,
Yeah, that is a good suggestion about
using the radar, i've tried
that myself, but maybe i need to pay more attention to the
sounds its
putting out.
the thing i am finding now that is
helping the most is knowing where
i am on the map and how i am oriented, so i know where the
walls are as
much as I can and try to avoid them.
as for the previous suggestions of
pingging or changing the sound for
indicating a wall between you and the zombie, that
shouldn't be anything
that puts any more work on the server.
The server is sending location info of
other players and zombies to
each client, and the client does all the processing from
there. at least
that is the standard way MP setups are done, and jeremy has
to be pretty
efficient with his server code since he is running a
personal server,
and so far it seems to be working very well.
Now, if we can just get some grenades in
here...
later
che



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[Audyssey] GTC mission 4 question - Re: require cheat codes and key bordcommandsforGMAtankcommander

2011-11-11 Thread Charles Rivard
It's a good thing I opened this message, or I would have missed your 
question based on the inappropriate subject line, which I have changed.


Listen to the instructions you are radioed at the beginning of each mission. 
Questions like the one you are asking would not be necessary.  I don't 
consider this to be a s

p
o
i
l
e
r,

because the answer is right there for you to listen to while playing the 
game.  HTH.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: austin pinto austinpinto.xavi...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 9:18 PM
Subject: Re: [Audyssey] require cheat codes and key 
bordcommandsforGMAtankcommander




i am just at the biggnning of the stage 4 and 1 more thing what should
i do with the atilearry truck? cause if i distroy it with gun or use
standard shells to distroy it my crou tells me that wasnt a good move

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

Hi Tom.
I wasn't actually thinking about rp characters in terms of specific
weaknesses like superman's criptonite, but character flaws that make the
characters interesting people to play.

For instance in the weakly mutants and masterminds game we play, my
character was based on the idea of who would be the worst person to 
pickup
an iron man type alien battle armour? A slightly dim, concert pianist 
with

good intentions.

he has no idea how his sute actually works (indeed interacting with the
sute's ai makes for a large part of the game), he doesn't know super 
science
or indeed magic, sinse it turns out the sute is an ancient egyptian 
wrelick.

yet, these are things I've kept, sinse I don't want to alter him as a
character specifically.

he's grown and changed during the campeign, but character wise there are
sitl things I'd like to keep the same, just because even though it would 
be
dam useful to have certain skills such as science or magic, it wouldn't 
be

in his character to have them.

That for me is the interesting thing about tabletop rp, using the system
dice and rules to make a character who is a distinct person on their own 
and

reacts dynamically to various situations.

interestingly enough i've just come back from a one off, just for fun 
game
where there were no stats and system at all! the gm rolled a couple of 
dice

to determine things like combat actions and initiative, but the game was
entirely ad lib.

While not something I'd want for a long period it was great fun to do for 
a

change.

getting back to computer games, it would actually be interesting to have
more text walkthrough's around really. There are a couple on 
audiogams.net
but there could deffinately be more, sinse I for one do enjoy reading 
them
even for games I've already finished just to see what other people make 
of

the games.

This is even more true now that we have more complex games like time of
conflict and castaways, where text could possibly be a clearer way of
explaning tactics and stratogies coherently than trying to explain at the
same time in a full on audio walkthrough.

Beware the grue!

dark.


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--
austin pinto
email austinpinto.xavi...@gmail.com
alternat email austin.pi...@hotmail.com
facebook www.facebook.com/austinpinto.xaviers
orkut www.orkut.com/austinpinto.xaviers
twitter www.twitter.com/austinmpinto

join me on google +
surch for +austin

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Re: [Audyssey] Swamp questions

2011-11-11 Thread Kai
I agree with Dakotah here. Perhaps the map should have differing wall types, 
thin walls for isle divisions, thick walls for building perimeter. You can 
hear zombies through thin walls, but not thick ones.


Kai

- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 9:02 AM
Subject: Re: [Audyssey] Swamp questions


The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test 
before

I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of 
zombies

being behind you, but it reminded me to share the strategy I use.


Hi Dakotah,
Yeah, that is a good suggestion about
using the radar, i've tried
that myself, but maybe i need to pay more attention to the
sounds its
putting out.
the thing i am finding now that is
helping the most is knowing where
i am on the map and how i am oriented, so i know where the
walls are as
much as I can and try to avoid them.
as for the previous suggestions of
pingging or changing the sound for
indicating a wall between you and the zombie, that
shouldn't be anything
that puts any more work on the server.
The server is sending location info of
other players and zombies to
each client, and the client does all the processing from
there. at least
that is the standard way MP setups are done, and jeremy has
to be pretty
efficient with his server code since he is running a
personal server,
and so far it seems to be working very well.
Now, if we can just get some grenades in
here...
later
che



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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
The thin ones, in my oppinion, should behave just as walls, in
general, do in this version. They lower the volume somewhat of a sound
beyond them.

Signed:
Dakotah Rickard

On 11/11/11, Kai kaixi...@sbcglobal.net wrote:
 I agree with Dakotah here. Perhaps the map should have differing wall types,
 thin walls for isle divisions, thick walls for building perimeter. You can
 hear zombies through thin walls, but not thick ones.

 Kai

 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 11, 2011 9:02 AM
 Subject: Re: [Audyssey] Swamp questions


 The sounds for the different zombies are standard in the folders, and
 I'm not sure, but it seems that the only modification is based on
 volume and position.

 My wife and I are discussing the reasonability of hearing someone or
 something through a wall, and I'm not sure that hearing nothing is
 tremendously good. I hope that you'll be making a distinction between
 thick external walls and thinner internal walls, say between aisles in
 the Kai-Mart or the Hardware Store or something.

 Signed:
 Dakotah Rickard

 On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 It feels like forever between my posts now, haha.

 In the next update you won't be able to hear any sound passing through
 walls, so the problem will be a past issue.  In the current version I tend
 not to shoot at zombies behind me because I do a quick rotation test
 before
 I start shooting a new target.  If the sound is about center and I turn a
 little to the right, the zombie will move to my left if he is indeed in
 front of me.  If the zombie is actually behind me, the sound will move to
 the right.  I know this message wasn't talking about the trouble of
 zombies
 being behind you, but it reminded me to share the strategy I use.

 Hi Dakotah,
 Yeah, that is a good suggestion about
 using the radar, i've tried
 that myself, but maybe i need to pay more attention to the
 sounds its
 putting out.
 the thing i am finding now that is
 helping the most is knowing where
 i am on the map and how i am oriented, so i know where the
 walls are as
 much as I can and try to avoid them.
 as for the previous suggestions of
 pingging or changing the sound for
 indicating a wall between you and the zombie, that
 shouldn't be anything
 that puts any more work on the server.
 The server is sending location info of
 other players and zombies to
 each client, and the client does all the processing from
 there. at least
 that is the standard way MP setups are done, and jeremy has
 to be pretty
 efficient with his server code since he is running a
 personal server,
 and so far it seems to be working very well.
 Now, if we can just get some grenades in
 here...
 later
 che


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[Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave it 
where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3

--
Sent with Thunderbird 3.1.16 portable.


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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

   Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

Sent with Thunderbird 3.1.14 portable.

On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave it 
where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

Sent with Thunderbird 3.1.16 portable.

On 11/11/2011 5:20 PM, Valiant8086 wrote:

   Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

Sent with Thunderbird 3.1.14 portable.

On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while 
testing out that program some of you were talking about on here just 
awhile ago, Soundtap. I put it on my website and I think I'll leave 
it where it is now. It's not as good as I'd like, but it's a start.

http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] sample recordings

2011-11-11 Thread shaun everiss

WELL ITS ALL ABOUT GAMES REALLY.
bASICALLY ALL THE EXTRA STUFF ROUND AUDIOGAMES.NET AND THE FORUM.
ESPECIALLY AFTER BGT, AND THE CHANCE TO HAVE DEVELOPERS AND OTHERS A 
LIKE  HAVE A VOICE.
iTS MAIN GOAL IS TO BRIDGE THE RATHER LARGE GAPS BETWEEN ISSUES OF 
THE PRINTED MAG.

At 11:07 a.m. 11/11/2011 -0500, you wrote:

Thomas,
I read that part of the thread. what I was referring to was the 
audyssey podcast thing. where'd that come from? what's the podcast 
about? I missed that entire thread. hopefully you can clarify. thanks!


- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 4:43 AM
Subject: Re: [Audyssey] sample recordings



Hi Yohandy,

In short, Shaun sent some sample recordings to the list to hear him
podcasting. I repplied stating I didn't think he was the right person
for the Audyssey podcast in my opinion. The topic took off from there.

Cheers!


On 11/10/11, Yohandy yohand...@gmail.com wrote:

What's this thread about? I missed the beginning. lol


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[Audyssey] treasure hunt old versions

2011-11-11 Thread bryant walker

Hi.
Does anyone have the old versions of treasure hunt, as early as 4.0? I would 
like to play those because they had the bombs and a few other features.
If this iligal to give out old versions, i will understand, but does anyone 
have th 4.0?
Thanks
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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Che

  Hey valiant,
  good job on the walkthrough man. the sound quality was very good, but 
the volume levels as i know you know were pretty up and down.
  not sure what your using to edit your audio, but have you tried 
running a normalizer on it, to level out the volume, that sometimes 
helps a lot.
  glad someone has done a demo of this, i think lots of folks new to 
the game will find it helpful.

 later
che


On 11/11/2011 4:24 PM, Valiant8086 wrote:

Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

Sent with Thunderbird 3.1.16 portable.

On 11/11/2011 5:20 PM, Valiant8086 wrote:

Hi.
Thunderbird broke the link, here we go again
http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

Sent with Thunderbird 3.1.14 portable.

On 11/11/2011 5:15 PM, Valiant8086 wrote:

Hi.
Jeremy, can you link this in your readme file for swamp.

Here's an informal play through of Swamp version 1.1. I did it while
testing out that program some of you were talking about on here just
awhile ago, Soundtap. I put it on my website and I think I'll leave
it where it is now. It's not as good as I'd like, but it's a start.
http://valiant8086.com/games/sims/swamp/swamp play through.mp3




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Re: [Audyssey] treasure hunt old versions

2011-11-11 Thread Alfredo_The_Music_maker

Illegal. Hello Bryant,
I have a Treasure Hunt version, but I think it is 3.01. Does anyone know 
the differences between these two versions?


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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Jeremy Kaldobsky
Che beat me to it, but I also wanted to compliment you on the walkthrough!  
I've added the download link to the game's readme.txt file so that other people 
can find it easily.

 Hi
 now I broke it by typing it wrong. Last try, I think
 http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3


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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard
I know there are tons of responses, but I haven't looked at them yet because 
I've been busy training with my fifth dog guide.  I would prefer the direct 
screen reader access option if it isn't too much work for you or if it 
doesn't delay the game longer than you'd like.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

---
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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Valiant8086

Hi.

Thanks for the positive comments. I will remember to try normalizing 
next time. It's just that I tend to try to steer away from those as I 
don't want to not convey the true volume of something. Soundtap though 
tends to want to keep my microphone too low though if I increase my 
boost any more I distort pretty easily. What I got is pretty good 
compared to how it started out. I might have been better off using two 
recorders, perhaps a hardware device for my speech and gold wave, my 
editor of choice, recording plain old stereo mix. I've had someone else 
record like that in the past for the randomage podcast. Mixing those 
together just perfectly is a lot of fun.


Oh, speaking of my below signature, I got the little computer I was 
talking about. The touch screen isn't working out. If I try to use my 
touch screen all I can manage is to fire. I can't slide my finger left 
and right to turn either. So touch screens for Swamp at least in my case 
are a no go. This little computer does though have a little track pad 
just to the right of the screen which I can move my thumb on. It works 
well. Left and right click  buttons are on the left side of the screen 
to be used with the left thumb. It works but is inconvenient when I have 
to reload or do something else that requires the keyboard. Not to 
mention if I use headphones the cord coming out of the right side of the 
computer is perfectly placed to interfere with holding onto the computer 
in the best position to move around with the mouse.



Sent with Thunderbird 3.1.16 portable, very portably indeed. Laboriously 
composed on a computer that makes a netbook seem pretty large.


On 11/11/2011 7:20 PM, Jeremy Kaldobsky wrote:

Che beat me to it, but I also wanted to compliment you on the walkthrough!  
I've added the download link to the game's readme.txt file so that other people 
can find it easily.


Hi
now I broke it by typing it wrong. Last try, I think
http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3


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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Darren Duff
What happened to Jonna?  Write me off list if you like. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 11, 2011 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

I know there are tons of responses, but I haven't looked at them yet because
I've been busy training with my fifth dog guide.  I would prefer the direct
screen reader access option if it isn't too much work for you or if it
doesn't delay the game longer than you'd like.

---
Be positive!  When it comes to being defeated, if you think you're finished,
you! are! finished!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features


 Hi everyone,

 As I mentioned a few days back in the USA Games general news letter 
 the Genesis 3D Engine is getting a major work over in v1.2, and I now 
 have access to some additional features that weren't available when I 
 ported Mysteries of the Ancients to C++ a year ago. Which brings up a 
 question I thought I'd throw out to you, the customers, as this would 
 drastically effect the final version of the game.

 One of the new features in v1.2 of the engine is direct screen reader 
 support. I was wondering if you are in favor of using the direct 
 screen reader support in Mysteries of the Ancients v1.0, or if you'd 
 rather keep the Acapela Heather speech clips present in beta 22?

 The reason I am asking is I know there were quite a number of 
 complaints over the past few months about being able to change the 
 voice, speech rate, speech volume, etc and by using direct screen 
 reader support you could do this easily. It would also make it easier 
 for me to update an develop the game as I wouldn't have to relie upon 
 wav files for speech output. On the downside I have already agreed to 
 help people like Blind Games Brazil to have them convert the game to 
 Portuguese and I'd feel as though I was cheating them by changing 
 development of the speech output at this point. Any 
 thoughts/suggestions here?

 Thanks.

 ---
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 list, send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] swamp playthrough

2011-11-11 Thread Darren Duff
I have a game demo that I recorded for twitter. IF people would like to hear
it I can post it here. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Friday, November 11, 2011 6:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp playthrough

   Hey valiant,
   good job on the walkthrough man. the sound quality was very good, but the
volume levels as i know you know were pretty up and down.
   not sure what your using to edit your audio, but have you tried running a
normalizer on it, to level out the volume, that sometimes helps a lot.
   glad someone has done a demo of this, i think lots of folks new to the
game will find it helpful.
  later
che


On 11/11/2011 4:24 PM, Valiant8086 wrote:
 Hi
 now I broke it by typing it wrong. Last try, I think
 http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

 Sent with Thunderbird 3.1.16 portable.

 On 11/11/2011 5:20 PM, Valiant8086 wrote:
 Hi.
 Thunderbird broke the link, here we go again
 http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

 Sent with Thunderbird 3.1.14 portable.

 On 11/11/2011 5:15 PM, Valiant8086 wrote:
 Hi.
 Jeremy, can you link this in your readme file for swamp.

 Here's an informal play through of Swamp version 1.1. I did it while 
 testing out that program some of you were talking about on here just 
 awhile ago, Soundtap. I put it on my website and I think I'll leave 
 it where it is now. It's not as good as I'd like, but it's a start.
 http://valiant8086.com/games/sims/swamp/swamp play through.mp3



 ---
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 list, send E-mail to gamers-unsubscr...@audyssey.org.
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[Audyssey] swamp bug

2011-11-11 Thread Johnny Tai
When I run swamp.exe, I tab twice, and it bugs out right-away- opens up like 
a trillion copies of my mutorrent and widows process lol.
Also, anyway to change sapi voice? I can't seem to get to jaws support. 



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[Audyssey] legalized speech - Re: Possible MOTA Features

2011-11-11 Thread Charles Rivard
I'm confused.  What if you have a game that uses your screen reader, which 
happens to be JAWS, which uses Eloquence as the speech?  I would think that 
would be legal, wouldn't it?


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 2:45 PM
Subject: Re: [Audyssey] Possible MOTA Features



Hi Quentin,

I'm not really sure myself. Its tricky because the license for
Eloquence 6 has changed from prior versions.

For example, earlier versions of Eloquence that came with IBM Viavoice
were built using Sapi 4, and was free to use with other Sapi 4
applications that supported Sapi 4. However, with version 6 Eloquence
has become fairly proprietary in terms of its end user license
agreement.

However, if you are connecting to Eloquence via COM I don't think they
can legally stop you from supporting the TTS engine since its using a
common interface. What would be illegal is if you created a game and
provided a copy of Eloquence with the game as you would illegally be
redistributing the software, but just adding COM support for it in
your speech API shouldn't be illegal if I got my facks straight.

That's the problem with NVDA. Writing a speech driver for Eloquence is
perfectly legal as far as I know, but NVDA can't ship the TTS engine
with the screen reader legally because NVDA doesn't have a license to
redistribute. That's my understanding of the problem with NVDA and
Eloquence.

HTH


On 11/10/11, QuentinC quent...@cfardel.net wrote:

Since the discussion has started and since someone talked about
eloquence, I have a question: is it legal or definitely illegal to let a
game, or more generally, a program, connect to eloquence directly ?

I'm thinking on something I saw once some time ago: sapi-to-eloquence
bridges, or script/plugins or little cheats existing for certain games
that make eloquence speaking instead of sapi.

Note that all these things have in common that they doesn't embed a copy
of eloquence themselves, they generally only use it if it has been
installed by another program (i.e. jaws of course, but also IBM home
page reader, older softwares that still use IBM viavoice, etc.)

I know that the discussion is difficult, for example the status of using
eloquence with NVDA is not very clear... but I would like very much to
have a clear answer about that topic, in order to be definitely fixed on
what is allowed and what is not.

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[Audyssey] this sound tap program is amazing!

2011-11-11 Thread Yohandy
   Man whoever recommended that program totally rocks. I'm having this 
major issue with the program which basically clips the recording if I hit 
any keys, which of course means using a screen reader is impossible. I've 
already filled out the bugs tracking form on their site and I recommend you 
guys do the same if you have any issues. however apart from this, the 
program works flawlessly! I'll finally be able to record myself and the game 
simultaneously, which means lots of video game reviews! I sure hope this 
program isn't too expensive, cause I'll buy this thing if it works as I'm 
hoping. thanks again guys, and if anyone here with Vista or Windows 7 has 
horrible audio problems like no stereo mix option, can't unmute microphone 
and use stereo mix simultaneously etc, then I suggest you get this program 
immediately.



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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard
Jonna died of a sudden heart attack in February of 2004 at the age of 10 and 
a half.  Then came Carolina in April of that year, who had to be put to 
sleep due to hip displasia in August of this year.  I'm now training with my 
first Lab after having had 4 Shepherds.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, November 11, 2011 6:34 PM
Subject: Re: [Audyssey] Possible MOTA Features



What happened to Jonna?  Write me off list if you like.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Friday, November 11, 2011 8:45 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Possible MOTA Features

I know there are tons of responses, but I haven't looked at them yet 
because
I've been busy training with my fifth dog guide.  I would prefer the 
direct

screen reader access option if it isn't too much work for you or if it
doesn't delay the game longer than you'd like.

---
Be positive!  When it comes to being defeated, if you think you're 
finished,

you! are! finished!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, November 10, 2011 10:52 AM
Subject: [Audyssey] Possible MOTA Features



Hi everyone,

As I mentioned a few days back in the USA Games general news letter
the Genesis 3D Engine is getting a major work over in v1.2, and I now
have access to some additional features that weren't available when I
ported Mysteries of the Ancients to C++ a year ago. Which brings up a
question I thought I'd throw out to you, the customers, as this would
drastically effect the final version of the game.

One of the new features in v1.2 of the engine is direct screen reader
support. I was wondering if you are in favor of using the direct
screen reader support in Mysteries of the Ancients v1.0, or if you'd
rather keep the Acapela Heather speech clips present in beta 22?

The reason I am asking is I know there were quite a number of
complaints over the past few months about being able to change the
voice, speech rate, speech volume, etc and by using direct screen
reader support you could do this easily. It would also make it easier
for me to update an develop the game as I wouldn't have to relie upon
wav files for speech output. On the downside I have already agreed to
help people like Blind Games Brazil to have them convert the game to
Portuguese and I'd feel as though I was cheating them by changing
development of the speech output at this point. Any
thoughts/suggestions here?

Thanks.

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[Audyssey] New RPG coming for the iPhone.

2011-11-11 Thread michael barnes

Hey, All.
This morning I was messing around on the app store on my iPhone and I 
came across a interresting game.

The game is call SilverSword and it is free on the iPhone to play.
Before I give the description of the game I do want to let everyone 
know that when I was playing this game I did notice a small 
accessibility problem.
Well the good news is I have sent a email to the developer and the 
developer responded back with a good atitude about the issue.

The developer told me that there shouldn't be a problem fixing the issue.
So the developer will be working with the app to make it accessible.
If you would like to contact the developer here is the support email address.
i...@silversword-rpg.com
I think this game will be pretty good when the game full version gets release.
So without further delay here is the app description from the apple app 
store on the iPhone.
Silversword is a mobile fantasy role-playing game which will take you 
to the mysterious lands of Tarnak, a world far beyond reality. Gather a 
band of brave heroes and face the evil that is about to destroy mankind.
Silversword is a game in the style of The Bards Tale, Wizardry and 
Might  Magic - enjoy memories of old with new devices.


The full version will be released at the end of the year, with much 
more content, more classes, and tons of spells, monsters, loot and 
lore! The Lite version is limited to Level 6, and you cannot change 
class (more details about the Lite version can be found in the manual).


Main Features:
- 7 races to choose from, each with it's own special abilities
- 11 classes, each with it's own skills, virtues and flaws
- over 400 unique items
- 5 different magic runes to augment and enhance your items
- over 90 spells, songs and prayers
- over 100 unique monsters
- over 30 different maps with different styles (dungeon, overland, 
swamp, city etc.)
- guilds, shops, taverns, training halls, temples and many more 
interesting places to be

- integrated automap + quest log
- day / night cycle with different effects on your magic and the surroundings
- fast travelling services
- countless hours of interesting gameplay
- Game Center support with interesting and challenging achievements
- universal app, no need to push the 2x button on your iPad

Please visit us on facebook: 
http://www.facebook.com/pages/Silversword/153263391396680


You can follow us on twitter, too. @silverswordinfo is your channel to 
get the latest news, cheats, and hidden secrets.


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[Audyssey] thoughts on swamp

2011-11-11 Thread Johnny Tai
Okay, finally found some time to sit down and give this the attention it 
deserves- first let me say that, it's darn addicting lol.
Great job on this game- it'd be something I'd gladly shell out money for once 
the bugs are ironed out.
One thing, I really, really, really need that aiming support- with one 
functional ear, it's really frustrating trying to aim- so I ended up sticking 
to the axe most times.
Also, trying to find loot-bearing corpses is tough too- I had to move back and 
forth for a good 2 mins before I stumble over it and got the rifle lol.
If I was in a house where I can crank the sound up real high, this'd be no 
prob, but as it is, with headphone on I only get input from one side- I tried 
to account for that by always hugging the wall on my deaf side- but that's not 
all that easy to do when you're trying to find items to loot and things to kill.
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Re: [Audyssey] Recording PC sound output for things like podcasts/demo's etc. on windows7

2011-11-11 Thread Jacob Kruger
Ok, will try play around with setting default playback device to 
alternative, but, for anyone else out there, just be careful since when 
tried it first off just now, had to turn on narrator to then try reset it to 
prior setting to get eirther jaws or NVDA to work as such again, and 
narrator doesn't like that dialogue too much, so will have to play around 
with it carefully a bit until figure out if it works as such, etc.


Stay well

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

- Original Message - 
From: Trouble troub...@columbus.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 5:37 PM
Subject: Re: [Audyssey] Recording PC sound output for things like 
podcasts/demo's etc. on windows7



Ok, you have it right and using the right chose. You can also get to that 
option in control panel, sounds.
Now that you have the record side setup. You have to set the card doing 
the recording also to be the card doing the playing of the sounds you 
want. That is why you have no sound recorded. Make both the default and 
you should get your sound recorded. Now if you pick the card you want in 
jaws and the other card for default sounds. You won't get jaws in the 
recording.


At 06:42 PM 11/10/2011, you wrote:
OK, while I could just use an external microphone/device to record my 
computer's audio output, including surrounding sounds, maybe me talking 
etc., etc., while using my current primary windows7 ultimate 64 bit 
primary machine, on machines like windows XP, it seemed you could easily 
enough, sometimes use either a sort of virtual audio recording device 
called stereo mix, or one called what you hear, and then using something 
like either audacity, or 2 other recording apps have gotten hold of - see 
below - record just the computers actual audio output, including 
screenreader voices,  a bit more cleanly.


Anyway, on this windows7 64 bit machine, I had to firstly go and make the 
stereo mix recording device show up, since it sort of gets hidden by 
windows7 itself - in start menu search box, I type in:

sound card

and then hit enter on change sound card settings.

Then in that dialogue box, I ctrl + tab to recording page, and in list of 
recording devices, it only showed microphone and audio line in - and this 
is linked to my PC's realtek sound card.


When I then invoked a right mouse click on that list, using the jaws 
cursor, on the context menu item there's a menu item saying something like 
show disabled devices, and then I could find a stereo mix device listing, 
and if I invoked it's properties, I could in fact enable it, make changes 
to it's volume levels, etc. etc.


However, even if I make it the default device - also from that dialogue, 
or specifically choose to use it in either audacity, or the 2 apps listed 
below, the sound files do have a file size, and a recorded time length, 
but are just silent..?


Most guys who've done something similar to this on windowsXP machines 
reckon the device would normally be called something like what you hear, 
but anyway - was just wondering if anyone had any ideas related to a 
feasible workaround for this type of issue, asides from actually recording 
the PC's output using an external device/unit/microphone placed in front 
of speakers, since it might be nice to be able to record demo's/tutorial 
material related to some things like this, without having to first connect 
external units/cables, etc. etc.


Lastly, those two bits of  software found/tracked down that let you sort 
of record directly to MP3 files - in theory anyway - and which while not 
perfectly accessible, are still relatively usable are the 2 following 
ones:


Free MP3 sound recorder
http://www.nbxsoft.com/download-sound-recorder.php

Digital audio recorder
http://www.asoftwareplus.com/

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'
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Re: [Audyssey] Recording PC sound output for thingslikepodcasts/demo's etc. on windows7

2011-11-11 Thread Jacob Kruger

Really not sure myself...smile

Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 6:35 PM
Subject: Re: [Audyssey] Recording PC sound output for 
thingslikepodcasts/demo's etc. on windows7



do the virtual cables allow one to use mic and stereo mix simultaneously? 
Also, I used that program you recommended, but I can't figure out how to 
enable both mic and stereomix. I can only do one or the other.


- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Friday, November 11, 2011 1:28 AM
Subject: Re: [Audyssey] Recording PC sound output for things 
likepodcasts/demo's etc. on windows7



I just tried a virtual audio cable, and it still wants to know which two 
devices to connect to each other, so still didn't help then trying to make 
use of the stereo mix input device if it has nothing attached to it in 
terms of actual audio content.


stay well

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

- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 3:09 AM
Subject: Re: [Audyssey] Recording PC sound output for things like 
podcasts/demo's etc. on windows7



Anybody heard of Virtual Audio Cable? That might work out. But how is 
this related to gaming? Are you trying to produce a play through of 
something?


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Re: [Audyssey] swamp playthrough

2011-11-11 Thread shaun everiss

I'd be interested to heard the demo darin.
At 09:36 p.m. 11/11/2011 -0500, you wrote:

I have a game demo that I recorded for twitter. IF people would like to hear
it I can post it here.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Friday, November 11, 2011 6:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp playthrough

   Hey valiant,
   good job on the walkthrough man. the sound quality was very good, but the
volume levels as i know you know were pretty up and down.
   not sure what your using to edit your audio, but have you tried running a
normalizer on it, to level out the volume, that sometimes helps a lot.
   glad someone has done a demo of this, i think lots of folks new to the
game will find it helpful.
  later
che


On 11/11/2011 4:24 PM, Valiant8086 wrote:
 Hi
 now I broke it by typing it wrong. Last try, I think
 http://valiant8086.com/games/sims/swamp/swamp%20playthrough.mp3

 Sent with Thunderbird 3.1.16 portable.

 On 11/11/2011 5:20 PM, Valiant8086 wrote:
 Hi.
 Thunderbird broke the link, here we go again
 http://valiant8086.com/games/sims/swamp/swamp%20play%20through.mp3

 Sent with Thunderbird 3.1.14 portable.

 On 11/11/2011 5:15 PM, Valiant8086 wrote:
 Hi.
 Jeremy, can you link this in your readme file for swamp.

 Here's an informal play through of Swamp version 1.1. I did it while
 testing out that program some of you were talking about on here just
 awhile ago, Soundtap. I put it on my website and I think I'll leave
 it where it is now. It's not as good as I'd like, but it's a start.
 http://valiant8086.com/games/sims/swamp/swamp play through.mp3



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[Audyssey] Fw: New RPG coming for the iPhone.

2011-11-11 Thread michael barnes



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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread dark

Ironic You should bring this up now Charles.

The reason I've been a litle quiet, and somewhat reticent about playing 
audio games with headphones (particularly swamp), is I'e been training with 
my first guide dog for the last three weeks and I've frankly been too 
worried to stick on a pair of headphones, especially when it comes to 
stretching headphone cables across the room. that's why i've mainly been 
playing games like core exiles which i can do on speakers alone.


We qualified last tuesday though and things seem to be setling out, though 
she stil acts rather lost and seems to miss the trainer.


her Name is reever and she's a black lab retriever cross.

Guiding has been fine, but the actual getting used to me part has been quite 
difficult as she's been rather depressed, though she has enjoyed wandering 
around the city of Durham and going to my tabletop rp sessions. hopefully 
she'll get used to me and settle down soon.


My mum visiting with her guide dog helped, sinse then reever became jealous.

Oh, and if people were wondering why I haven't been posting news on 
audiogames.net, why I haven't tried swamp etc, that is indeed the reason 
why.


Beware the grue!

Dark. 



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[Audyssey] more about swamp

2011-11-11 Thread Johnny Tai
My voice for reload voice send doesn't seem to work
at least, I'm not hearing anything on my end when I do f and then r with the 
johnny voice.
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Re: [Audyssey] Fw: New RPG coming for the iPhone.

2011-11-11 Thread Alfredo_The_Music_maker

Hello,
I am sorry, but your message did not come through. Please send again.
Alfredo

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Re: [Audyssey] Possible MOTA Features

2011-11-11 Thread Charles Rivard

Tell your new puppy to

Beware the grue!



Getting used to one another does take time.  If her guide work is good, the 
bonding will come.  I know.  I've been through it before.  Purdue is my 
fifth dog guide.


---
Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 9:05 PM
Subject: Re: [Audyssey] Possible MOTA Features



Ironic You should bring this up now Charles.

The reason I've been a litle quiet, and somewhat reticent about playing 
audio games with headphones (particularly swamp), is I'e been training 
with my first guide dog for the last three weeks and I've frankly been too 
worried to stick on a pair of headphones, especially when it comes to 
stretching headphone cables across the room. that's why i've mainly been 
playing games like core exiles which i can do on speakers alone.


We qualified last tuesday though and things seem to be setling out, though 
she stil acts rather lost and seems to miss the trainer.


her Name is reever and she's a black lab retriever cross.

Guiding has been fine, but the actual getting used to me part has been 
quite difficult as she's been rather depressed, though she has enjoyed 
wandering around the city of Durham and going to my tabletop rp sessions. 
hopefully she'll get used to me and settle down soon.


My mum visiting with her guide dog helped, sinse then reever became 
jealous.


Oh, and if people were wondering why I haven't been posting news on 
audiogames.net, why I haven't tried swamp etc, that is indeed the reason 
why.


Beware the grue!

Dark.

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[Audyssey] SilverSword full version coming for iPhone.

2011-11-11 Thread michael barnes

Hey, All.
This morning I was messing around on the app store on my iPhone and I 
came across a interresting game.
The game is call SilverSword and it is free on the iPhone to play. 
Before I give the description of the game I do want to let everyone 
know that when I was playing this game I did notice a small 
accessibility problem.
Well the good news is I have sent a email to the developer and the 
developer responded back with a good atitude about the issue. The 
developer told me that there shouldn't be a problem fixing the issue. 
So the developer will be working with the app to make it accessible. If 
you would like to contact the developer here is the support email 
address. i...@silversword-rpg.com
I think this game will be pretty good when the game full version gets 
release. So without further delay here is the app description from the 
apple app store on the iPhone.
Silversword is a mobile fantasy role-playing game which will take you 
to the mysterious lands of Tarnak, a world far beyond reality. Gather a 
band of brave heroes and face the evil that is about to destroy 
mankind. Silversword is a game in the style of The Bards Tale, Wizardry 
and Might  Magic - enjoy memories of old with new devices.


The full version will be released at the end of the year, with much 
more content, more classes, and tons of spells, monsters, loot and 
lore! The Lite version is limited to Level 6, and you cannot change 
class (more details about the Lite version can be found in the manual).


Main Features:
- 7 races to choose from, each with it's own special abilities - 11 
classes, each with it's own skills, virtues and flaws

- over 400 unique items
- 5 different magic runes to augment and enhance your items
- over 90 spells, songs and prayers
- over 100 unique monsters
- over 30 different maps with different styles (dungeon, overland, 
swamp, city etc.)
- guilds, shops, taverns, training halls, temples and many more 
interesting places to be

- integrated automap + quest log
- day / night cycle with different effects on your magic and the 
surroundings - fast travelling services

- countless hours of interesting gameplay
- Game Center support with interesting and challenging achievements - 
universal app, no need to push the 2x button on your iPad


Please visit us on facebook:
http://www.facebook.com/pages/Silversword/153263391396680

You can follow us on twitter, too. @silverswordinfo is your channel to 
get the latest news, cheats, and hidden secrets.
So if you would like to see this game be improve on its accessibility 
for voice over please contact the developer and share your suggestions.


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[Audyssey] Audiogame developement mailing-list ?

2011-11-11 Thread QuentinC

Hello all,
Some time ago, I know that there was a mailing-list for discussing 
audiogame developpement specifically.
Could someone give me the address of that list if it still exists ? 
Eventually in private to not flood audissey

Thank you very much.

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