Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread shaun everiss
Yeah I set the games to stereo always have done however the objects 
all over the place stay stationary it just makes it harder to play.


At 05:23 PM 5/6/2013, you wrote:

Hi Shaun,

The problem is that Directsound 8 is not properly emulated on newer
versions of Windows. The virtual 3d audio support is broken on Windows
Vista, Windows 7, and Windows 8, and especially when it comes to
hardware mixing. The simple solution to this problem is when and where
possible set the games up for simple 2d stereo panning. I know in
Shades of Doom, for example, you can go into settings and use stereo
output which works on Windows 7, but the virtual 3d does not work
correctly if at all with some games. So hope that answers your
questions.

Cheers!


On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:
 Hi all.
 Today I was fiddling round with my box while setting it up.
 or rather continuing to do so.
 I decided to play sod I assume this is going to be the same issue on
 gtc to not sure about lonewolf.
 I can navigate and shoot ok.
 if I find say a door, or an object to pick up it stays in the same
 position no matter where I am.
 I even have the sound at full 3d mode and no real change.
 otherwise the game works quite well.
 If this thing can only work on xp  properly then that potentually
 could become an issue as xp is retired.
 is there any way to get round the issue and have the game play as it
 should or do I just muddle through.
 Otherwise the gameplay on my new hd card really sounds realistic with
 a wide stereo image and I sertainly know where I am and where enemies
 are coming from though there is no variation if its coming from the
 left then its really at the left.


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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread Thomas Ward
Hi Shaun,

Now, you know why I am encouraging audio game developers to switch to
XAudio2 or something else. Directsound is broken on Windows 7 and
Windows 8, and the only real world solution for that problem is to
scrap Directsound and switch to something else such as XAudio2 which
is Microsoft's new sound library on Vista, Windows 7, and Windows 8.
Either that or switch to OpenAL. :D

Cheers!

On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:
 Yeah I set the games to stereo always have done however the objects
 all over the place stay stationary it just makes it harder to play.

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[Audyssey] R: freedom Millionaire

2013-05-06 Thread Angela Delicata
Hi,
Where can i find the game please?
Thanks in advance.
Angela from Italy.


-Messaggio originale-
Da: Gamers [mailto:gamers-boun...@audyssey.org] Per conto di Nicole white
Inviato: domenica 5 maggio 2013 22:01
A: Games list\
Oggetto: [Audyssey] freedom Millionaire

Does anyone know how to create their own custom sets and add their own music
to create your own sets? A review says that it is possible to do that. i
haven't been able to figure that out.
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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread Phil Vlasak

Hi Thomas,
David is working on a fix for the way sounds pan in Shades of Doom, Tank 
Commander and yes, my Sarah game for Vista and newer versions of Windows.
Even in the stereo setting the distance from far left to far right is half 
what it should be.

He is in the process of testing the new engine, so state tuned.
I haven't gotten an update message from him in a while.
Phil
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 06, 2013 1:23 AM
Subject: Re: [Audyssey] shades of doom and gtc and windows7



Hi Shaun,

The problem is that Directsound 8 is not properly emulated on newer
versions of Windows. The virtual 3d audio support is broken on Windows
Vista, Windows 7, and Windows 8, and especially when it comes to
hardware mixing. The simple solution to this problem is when and where
possible set the games up for simple 2d stereo panning. I know in
Shades of Doom, for example, you can go into settings and use stereo
output which works on Windows 7, but the virtual 3d does not work
correctly if at all with some games. So hope that answers your
questions.

Cheers!


On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:

Hi all.
Today I was fiddling round with my box while setting it up.
or rather continuing to do so.
I decided to play sod I assume this is going to be the same issue on
gtc to not sure about lonewolf.
I can navigate and shoot ok.
if I find say a door, or an object to pick up it stays in the same
position no matter where I am.
I even have the sound at full 3d mode and no real change.
otherwise the game works quite well.
If this thing can only work on xp  properly then that potentually
could become an issue as xp is retired.
is there any way to get round the issue and have the game play as it
should or do I just muddle through.
Otherwise the gameplay on my new hd card really sounds realistic with
a wide stereo image and I sertainly know where I am and where enemies
are coming from though there is no variation if its coming from the
left then its really at the left.


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[Audyssey] sapi5 voice

2013-05-06 Thread Jim Kitchen

Hi Thomas,

I'm not sure about the sapi5 SDK that you are using, but the one that I am 
using has such commands as

Voice.Speak g$
Voice.Speak g$, SVSFlagsAsync
Voice.Volume = 100
Voice.Rate = 0

So with the rate command you can change the rate of the speech from within the 
game and don't need to do it in the control panel.

Like when I am playing the game of Life since I have played it so many times 
over the years and really know each square on the board I really crank up the 
rate of speech, but for other games, reading Email etc I have it more around 3.

I still really like programming using the sapi5 speech.  The only thing that 
might make it even funner would be if it had some of the weird things that the 
software DecTalk can do.  You know I'm sure that you have heard it sing etc.

BFN

Jim

You're just jealous because the voices only talk to me.

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

2013-05-06 Thread Jim Kitchen

Hi James,

Sounds cool that you plan to learn how to and then program games.

I was going to ask, are you thinking of using the BGT tool kit, or learn a full 
programming language?

Good luck.

BFN

Jim

I like Visual Basic 6.0 because I can not C.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] sapi5 voice

2013-05-06 Thread Thomas Ward
Hi Jim,

I'm using the Windows 7 Platform SDK. The SAPI 5 SDK was discontinued
and rolled into newer versions of the Windows Platform SDK which makes
sense.

Anyway, for some reason every time I try to do something like
g_voice-Rate = 5;
in C++ it gives me an error. However, it works fine in C# .NET and VB .NET.

That said, there is an alternative way to change rate, pitch, and
volume in newer versions of SAPI. Versions of SAPI 5.3, 5.4, and 5.5
now use SML tagging to control the rate, pitch, and volume on the fly
like
g_voice-Speak(ABSOLUTE_RATE=5Hello world!, SVSFlagsAsync, 0);
which works fine if a person is running Windows Vista, Windows 7, or
Windows 8, but isn't available on Windows XP and earlier. So that is
why I chose to use the Control Panel. :D

Cheers!


On 5/6/13, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I'm not sure about the sapi5 SDK that you are using, but the one that I am
 using has such commands as

 Voice.Speak g$
 Voice.Speak g$, SVSFlagsAsync
 Voice.Volume = 100
 Voice.Rate = 0

 So with the rate command you can change the rate of the speech from within
 the game and don't need to do it in the control panel.

 Like when I am playing the game of Life since I have played it so many times
 over the years and really know each square on the board I really crank up
 the rate of speech, but for other games, reading Email etc I have it more
 around 3.

 I still really like programming using the sapi5 speech.  The only thing that
 might make it even funner would be if it had some of the weird things that
 the software DecTalk can do.  You know I'm sure that you have heard it sing
 etc.

 BFN

  Jim

 You're just jealous because the voices only talk to me.

 j...@kitchensinc.net
 http://www.kitchensinc.net
 (440) 286-6920
 Chardon Ohio USA
 ---
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[Audyssey] learning ally: was Re: Programming Resources was Suggestion to the Developer ofSoundscape Explorer

2013-05-06 Thread Ken The PionEar
I never even thought about it, but i bet Learning Ally has some good stuff 
too?

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, May 05, 2013 10:47 AM
Subject: [Audyssey] Programming Resources was Suggestion to the Developer 
ofSoundscape Explorer




Hi Lenron,

If you are interested in learning to program I can think of a couple
of places to get started. If you are a citizen of the United States
and have a Bookshare account they have a number of books from O'reilly
on their web site on a number of programming languages such as Visual
Basic .NET. If you want a larger selection and are willing to spend
$50 a month you can get a Safari account on
http://safari.oreilly.com
and read hundreds of programming books on various languages, math and
physics used in games, and tech articles, etc. Its a pretty awesome
deal for a person wanting college level and corporate level
documentation.

Cheers!

On 5/2/13, lenron brown lenro...@gmail.com wrote:

I would love some books so i can learn to write code


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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread Thomas Ward
Hi Phil,

Yeah, I heard he was working on a possible fix, and I'm glad to hear
it. I'll definitely stay tuned. :D

Cheers!

On 5/6/13, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 David is working on a fix for the way sounds pan in Shades of Doom, Tank
 Commander and yes, my Sarah game for Vista and newer versions of Windows.
 Even in the stereo setting the distance from far left to far right is half
 what it should be.
 He is in the process of testing the new engine, so state tuned.
 I haven't gotten an update message from him in a while.
 Phil

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Re: [Audyssey] learning alley: was Re: Programming Resources was Suggestion to the Developer ofSoundscape Explorer

2013-05-06 Thread Thomas Ward
Hi Ken,

Well, Learning Alley does have programming materials, but I'm not sure
what they have these days. Back when I used their programming
materials for college, which was like 10 years ago, all they had were
tapes which made learning difficult because I couldn't go back and
review it line by line at my own pace. However, if they have something
in daisy format or text that might be a big help to new game
programmers.

Cheers!


On 5/6/13, Ken The PionEar kenwdow...@me.com wrote:
 I never even thought about it, but i bet Learning Ally has some good stuff
 too?
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken

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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Ken The PionEar
Three mods? I only know about your mod and Derek London's mod. What's the 
third one?
I did a little modding myself a while back by the way. I created a 
low-level, slow-moving rocket that would find the nearest enemy. It didn't 
do much damage, because that wasn't the intent. The intent was to use it to 
lead you to the next room where monsters were hiding. I also used x to give 
the coordinates, and used different keys to increase and decrease scan speed 
and distance. Unfortunately, when you mess with scanning distance in game, 
some of the sounds, like buttons,  disappear. I also wrote a few maps.
I think the biggest reason I don't play quake much anymore is all the 
beeping. It gets on my nerves. It's easily fixed though, and I just need to 
do it. I think that Swamp and other similar games have shown us how.


Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Cara Quinn caraqu...@caraquinn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 04, 2013 9:48 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries 
oftheAncientsConsiderations




Paul, you're right.

when a player was above you you would hear a rising tone and a falling 
tone would sound when a player was below you.


What you and others may not know is that you could enable the mouse so you 
could fluidly look up, down, or left / right to move or target as well.


So head shots were actually possible though there was no accessibility 
features implemented to make this easier for VI players.


Since Audio quake is itself a mod of Quake, in order to create mods of 
Audio Quake you must actually know how to code the game. You need to use 
Quake C  to do this so it's actually quite a nice easy way of coding yet 
not coding the game! lol!


What I mean is that while you could create new game elements from the 
ground up you didn't need to if you didn't want to. You could also simply 
just rely on game elements which were already created.


this made game modding quite fun and rewarding.

Anyway, I guess my point is that more things are possible with quake and 
its three current accessible mods. Really the sky is the limit and I hope 
people still consider working with it.


Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote:

Not sure how Jeremy planned to use the vertical axis, but I think 
(although

it wasn't exactly for head shots) in audio quake since there could be
enemies on different heights you had the standard  left and right stereo
panning  for aiming left and right and then 2 bleeps  that sounded at
different  speeds until you lined them up for the vertical axis.  Have
played many main stream zombie games such as resident evil and have always
loved the ability to head shot and take out a zombie with just one shot,
there's just  something very satisfying about it lol. I know Jeremy's not
planning on any more updates to swamp but maybe if he did as a compromise 
to

not make it seem to complex  that people don't want to try it maybe there
could be that head shot choice just when using the sniper. Even without 
the

head shots though swamp is still an amazing game  and to me feels like
playing a main stream game   already and I look forward to seeing what
Jeremy produces next.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement 
Chou

Sent: 04 May 2013 22:16
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

I think I remember you telling me that at some point. And honestly, the
problem with audiogamers... is that a lot of people, not all but a fair 
few,
want things to be easy. What audio gamers consider a difficult game would 
be

standard affair for mainstream gamers, and I think that headshot aspect
should've remained in, especially since it wasn't technically necessary. 
I'm

curious though... how would you have people centre the sound in both
horrizontal and vertical planes? Most headphones can't handle up and down
all that well when panning sounds, at least, not that I know... I was
thinking to have some sort of elongated sound for when you were lined up 
for
a headshot. That's how I would've done it. I've just always found that to 
be
an aspect of fps games that've been missing in audio shooters and would 
add

so much more skill and challenge.


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Re: [Audyssey] sapi5 voice

2013-05-06 Thread Philip Bennefall

Hi Thomas,

Without knowing the issue first hand, I just wanted to mention that if Sapi 
5.3 and above is COM and is structured in a similar fashion to 5.1, you 
can't just say rate=5. Managed code probably gives you a wrapper that causes 
a function invokation to occur internally. In C++ you have to invoke the 
setter function for the property accessor. If you have the professional 
version of Visual Studio you can use ATL for that, otherwise you have to 
fiddle with variant structures directly. Setting a property is actually 
quite similar to making a method call.


Kind rewgards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 06, 2013 11:30 AM
Subject: Re: [Audyssey] sapi5 voice


Hi Jim,

I'm using the Windows 7 Platform SDK. The SAPI 5 SDK was discontinued
and rolled into newer versions of the Windows Platform SDK which makes
sense.

Anyway, for some reason every time I try to do something like
g_voice-Rate = 5;
in C++ it gives me an error. However, it works fine in C# .NET and VB .NET.

That said, there is an alternative way to change rate, pitch, and
volume in newer versions of SAPI. Versions of SAPI 5.3, 5.4, and 5.5
now use SML tagging to control the rate, pitch, and volume on the fly
like
g_voice-Speak(ABSOLUTE_RATE=5Hello world!, SVSFlagsAsync, 0);
which works fine if a person is running Windows Vista, Windows 7, or
Windows 8, but isn't available on Windows XP and earlier. So that is
why I chose to use the Control Panel. :D

Cheers!


On 5/6/13, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

I'm not sure about the sapi5 SDK that you are using, but the one that I am
using has such commands as

Voice.Speak g$
Voice.Speak g$, SVSFlagsAsync
Voice.Volume = 100
Voice.Rate = 0

So with the rate command you can change the rate of the speech from within
the game and don't need to do it in the control panel.

Like when I am playing the game of Life since I have played it so many 
times

over the years and really know each square on the board I really crank up
the rate of speech, but for other games, reading Email etc I have it more
around 3.

I still really like programming using the sapi5 speech.  The only thing 
that

might make it even funner would be if it had some of the weird things that
the software DecTalk can do.  You know I'm sure that you have heard it 
sing

etc.

BFN

 Jim

You're just jealous because the voices only talk to me.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] sapi5 voice

2013-05-06 Thread Thomas Ward
Hi Philip,

Thanks. Now, that makes sense, and unfortunately I am not running
Visual Studio Pro. All I have here is the express versions so I don't
have ATL. Gr.

Anyway, your assessment was right on the money. SAPI 5.3 and above are
Com based, and that is why I can't just pass a value like 5 to rate
and 75 to volume. So for me, at least, I think the only workaround
will be to use SML tags since it doesn't require either A, paying mega
bucks for Visual Studio Pro, or B, fiddling with varient structures
directly.

Cheers!


On 5/6/13, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Without knowing the issue first hand, I just wanted to mention that if Sapi

 5.3 and above is COM and is structured in a similar fashion to 5.1, you
 can't just say rate=5. Managed code probably gives you a wrapper that causes

 a function invokation to occur internally. In C++ you have to invoke the
 setter function for the property accessor. If you have the professional
 version of Visual Studio you can use ATL for that, otherwise you have to
 fiddle with variant structures directly. Setting a property is actually
 quite similar to making a method call.

 Kind rewgards,

 Philip Bennefall

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Re: [Audyssey] sapi5 voice

2013-05-06 Thread Philip Bennefall

Hi Thomas,

Just a couple of tips that apply whether you choose the speech markup or 
not:


1. Avoid the direct interface from C++ to Sapi. Use IDispatch. This is a 
little harder, but when you call Sapi directly from the provided C++ API a 
lot of commercial voices don't work for whatever reason. Early versions of 
the tts_voice implementation in BGT did this, and I had to rewrite the code 
from scratch to use IDispatch. Now it works everywhere.


2. I do recommend you take the time to fiddle with variants, at least if you 
want to have a completely reliable method of setting the rate and volume 
etc. With the tags you have to supply them each time you invoke speak, which 
adds unnecessary overhead. In short, the settings are apparently not 
persistent across speak method calls. I had to do this for pitch as it is 
the only way, but I am very thankful that I didn't have to do it for rate 
and volume as well. BGT now uses IDispatch calls for all Sapi communication, 
and it works really well and was definitely worth the time fiddling with the 
variants.


Good luck.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 06, 2013 12:07 PM
Subject: Re: [Audyssey] sapi5 voice


Hi Philip,

Thanks. Now, that makes sense, and unfortunately I am not running
Visual Studio Pro. All I have here is the express versions so I don't
have ATL. Gr.

Anyway, your assessment was right on the money. SAPI 5.3 and above are
Com based, and that is why I can't just pass a value like 5 to rate
and 75 to volume. So for me, at least, I think the only workaround
will be to use SML tags since it doesn't require either A, paying mega
bucks for Visual Studio Pro, or B, fiddling with varient structures
directly.

Cheers!


On 5/6/13, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Without knowing the issue first hand, I just wanted to mention that if 
Sapi


5.3 and above is COM and is structured in a similar fashion to 5.1, you
can't just say rate=5. Managed code probably gives you a wrapper that 
causes


a function invokation to occur internally. In C++ you have to invoke the
setter function for the property accessor. If you have the professional
version of Visual Studio you can use ATL for that, otherwise you have to
fiddle with variant structures directly. Setting a property is actually
quite similar to making a method call.

Kind rewgards,

Philip Bennefall



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Re: [Audyssey] R: freedom Millionaire

2013-05-06 Thread Kaveinthran Pulanthran
hi,

click on link below

http://www.themillionweb.net/games/index.html
thanks

On 5/6/13, Angela Delicata angeladelic...@email.it wrote:
 Hi,
 Where can i find the game please?
 Thanks in advance.
 Angela from Italy.


 -Messaggio originale-
 Da: Gamers [mailto:gamers-boun...@audyssey.org] Per conto di Nicole white
 Inviato: domenica 5 maggio 2013 22:01
 A: Games list\
 Oggetto: [Audyssey] freedom Millionaire

 Does anyone know how to create their own custom sets and add their own
 music
 to create your own sets? A review says that it is possible to do that. i
 haven't been able to figure that out.
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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread shaun everiss
I have no problem with the new libs, the only thing I liked about 
direct sound was that panning especially the panning for side 
scrolers worked quite well though I only had mota as a base mode when 
you were fiddling with sfml and other things.


At 07:50 PM 5/6/2013, you wrote:

Hi Shaun,

Now, you know why I am encouraging audio game developers to switch to
XAudio2 or something else. Directsound is broken on Windows 7 and
Windows 8, and the only real world solution for that problem is to
scrap Directsound and switch to something else such as XAudio2 which
is Microsoft's new sound library on Vista, Windows 7, and Windows 8.
Either that or switch to OpenAL. :D

Cheers!

On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:
 Yeah I set the games to stereo always have done however the objects
 all over the place stay stationary it just makes it harder to play.

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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread shaun everiss

Well I do hope it comes soon phill.
Yes I fully admit that while I was secure with my xp box I was 
content to think that everything newer was a bunch of crap because I 
had not the need to play games on anything bar my personal pc.
Now that I have another pc and all that I realise that direct sound 
is now out dated and everything that uses it is now actually crap and 
totally does matter which shows you that if you stay with something 
for to long you start thinking everything else doesn't matter at all 
and thats a big mistake to fall into and not realise you were doing it.


At 08:45 PM 5/6/2013, you wrote:

Hi Thomas,
David is working on a fix for the way sounds pan in Shades of Doom, 
Tank Commander and yes, my Sarah game for Vista and newer versions of Windows.
Even in the stereo setting the distance from far left to far right 
is half what it should be.

He is in the process of testing the new engine, so state tuned.
I haven't gotten an update message from him in a while.
Phil
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, May 06, 2013 1:23 AM
Subject: Re: [Audyssey] shades of doom and gtc and windows7



Hi Shaun,

The problem is that Directsound 8 is not properly emulated on newer
versions of Windows. The virtual 3d audio support is broken on Windows
Vista, Windows 7, and Windows 8, and especially when it comes to
hardware mixing. The simple solution to this problem is when and where
possible set the games up for simple 2d stereo panning. I know in
Shades of Doom, for example, you can go into settings and use stereo
output which works on Windows 7, but the virtual 3d does not work
correctly if at all with some games. So hope that answers your
questions.

Cheers!


On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:

Hi all.
Today I was fiddling round with my box while setting it up.
or rather continuing to do so.
I decided to play sod I assume this is going to be the same issue on
gtc to not sure about lonewolf.
I can navigate and shoot ok.
if I find say a door, or an object to pick up it stays in the same
position no matter where I am.
I even have the sound at full 3d mode and no real change.
otherwise the game works quite well.
If this thing can only work on xp  properly then that potentually
could become an issue as xp is retired.
is there any way to get round the issue and have the game play as it
should or do I just muddle through.
Otherwise the gameplay on my new hd card really sounds realistic with
a wide stereo image and I sertainly know where I am and where enemies
are coming from though there is no variation if its coming from the
left then its really at the left.


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Re: [Audyssey] Looking for Wheel of fortune games

2013-05-06 Thread Chris H
This is actually another top class game! Am definitely considering 
purchasing it. Cheers! P.S. Reminds me of my childhood when Wheel of 
Fortune was on Uk Terestrial Television.



Christopher Hallsworth
E-mail and Facebook:
challswor...@sky.com
Skype:
chrishallsworth7266
Twitter:
http://www.twitter.com/@christopherh40
Find my blog at
challsworth2.wordpress.com

On 05/05/2013 23:18, Damien C. S. Pendleton wrote:

Hi Randy,
The Wheel of Fortune show is simulated as much as possible, sounds as
well, in the game X-Wheel. You can find this at
http://www.x-sight-interactive.net.
Hope this helps.
Regards,
Damien.
-Original Message- From: randy tijerina
Sent: Sunday, May 05, 2013 6:21 PM
To: gamers@audyssey.org
Subject: [Audyssey] Looking for Wheel of fortune games

hello everyone, Randy here.
I'm trying to remember I believe it was jim kitchen's website, I believe?
You could download a wheel of fortune game with the actual sounds
from the show?
or if it's not there, where can I download it?
sincerely
, randy tijerina.


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[Audyssey] Thank you

2013-05-06 Thread Chris H
I just would like to thank everyone for this great list. Without you I 
wouldn't have heard of games from

http://www.x-sight-interactive.net/
and so on. Although I have heard of and played games from the infamous 
Draconis Entertainment, Gma Games, etc, before I was even on this list, 
I wasn't actually aware of other games that are out there.

So thank you once again, keep up the good work!
Chris.
--

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challswor...@sky.com
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Re: [Audyssey] shades of doom and gtc and windows7

2013-05-06 Thread Thomas Ward
Hi Shaun,

That's a bit strong don't you think? I wouldn't go as far to say games
using Directsound are crap just outdated as are a lot of the APIs and
technologies on Windows XP.  That said, I haven't upgraded to XAudio2
myself for the primary reason although XAudio2 is newer and resolves
some issues with Directsound it has some bugs and stability issues of
its own to deal with. So either way a developer is between the
proverbial rock and a hard place.

I have considered myself going with a third-party solution such as
OpenAL which doesn't have the 3d problems in DirectSound, is
cross-platform, and as far as I know doesn't have the same issues as
XAudio2. Panning might be a bit tricky, but hey it is another choice.

Cheers!

On 5/6/13, shaun everiss sm.ever...@gmail.com wrote:
 Well I do hope it comes soon phill.
 Yes I fully admit that while I was secure with my xp box I was
 content to think that everything newer was a bunch of crap because I
 had not the need to play games on anything bar my personal pc.
 Now that I have another pc and all that I realise that direct sound
 is now out dated and everything that uses it is now actually crap and
 totally does matter which shows you that if you stay with something
 for to long you start thinking everything else doesn't matter at all
 and thats a big mistake to fall into and not realise you were doing it.

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Re: [Audyssey] 3D Velocity and workouts in games -was- Re: Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-06 Thread Ron Kolesar

Hey Tom, this would be awsome if we could pring the wii to the blind.
My brother Matt and I won a wii system about three years ago now.
But as we know, the wii system isn't for the blind.
I know that the people at the Navata univerity with the vi fit program are 
working on a project to have physical interaction with their computers.
But if we could get some cool games like what we already have for our 
computers.

This would be awsome.
Let me know how we can help out.



Ron and current Leader Dog boz who states
that a service dog beats a cane paws down any day of the week.
-Original Message- 
From: Thomas Ward

Sent: Sunday, May 05, 2013 11:51 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] 3D Velocity and workouts in games -was- Re: Some 
updates on what I'm up to, since I forget to keep audyssey in the loop.


Hi Cara,

Well, speaking of working out in games one thing I want to research
for my own games is Wii-Mote support. I heard some other developers
like Che from Blind Adrenaline and a couple of others were looking
into it, but I haven't heard any more about it since then. If audio
gamers could support the Wii-Motes in their games that would bring in
a hole slue of wireless devices that could be used to get a gamer
physically into the game which could itself revolutionize the types of
games available for blind gamers.

For example, one of the devices my wife and I have is a snowboard
which is wireless. We mainly use it with Wii Olympics when
snowboarding down hills and around trees and things. The board senses
movement of the board so all you need to do is tilt one way or the
other to turn or avoid trees and things of that nature. Just imagine
if that technology could be added to an audio game.

Someone could wear a wireless set of headphones, stand on a snowboard,
and go snowboarding down hills  in an accessible version of Wii
Olympics, or at least something like it. Either that or someone could
develop an accessible surfing game where you try to catch the largest
waves without falling off. Lots of interesting ideas with that one
device.

With the standard Wii-Mote you could simulate sword fights, light
saber duels, and other forms of physical combat just by having the
gamer stand there with a Wii-Mote in his/her hands and them go through
the motions of a furious fight with an enemy which gets passed
wirelessly to the computer game. Cool stuff.

Cheers!


On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote:

Hi there,

firstly, I'm wondering if there is an audio demo online of 3D Velocity? 
I've
Googled and found a bunch of broken / outdated links. What am I missing? 
;)


ON the subject of workouts in games, as I'd mentioned to Jeremy, I'm
currently incorporating the idea of using the compass and accelerometers 
in
a first person 3D environment with the iPhone so you can actually turn 
your

body to turn your avatar as well as tilt / move the phone to perform
actions. Obviously there is also use of the touch screen but one idea that
other games sometimes use is to employ the accelerometers to monitor 
steps.

(think Zombies run)

While this doesn't really apply to the current project I'm working on, it 
is

something I'm thinking of adding as I really like the idea of getting your
body involved in a game. I also like fast action 3D so we'll see what is 
in

the cards. :)

thanks for this topic All!

Smiles,

Cara :)
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Re: [Audyssey] Magicassette, new text adventure game, out now

2013-05-06 Thread Sarah Haake

Hi,

exactly, I also already reported the exact same thing. Just try it yourself 
if you don't believe it, but ignorance won't solve the problem. We don't 
send those message for fun or something, and saying I don't believe it is 
not a good way to deal with problems for a game developer. If every 
developer would deal with bugs in games in such a way we would never get a 
working product.


Best regards
Sarah

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Tyler programmer...@comcast.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, May 06, 2013 5:55 AM
Subject: Re: [Audyssey] Magicassette, new text adventure game, out now



Hi Tyler,

The next time I get a chance to play the game I'll do that, but you
better believe it. After playing a few minutes it always gives me an
error that the page limit has been reached and please fill in the
CAPCHA to continue with the game. Believe me it is quite annoying, and
I'm not the only one who has seen this problem. Don't you think two
different people validating the same thing is evidence that something
is going on?

On 5/5/13, Tyler programmer...@comcast.net wrote:
What? I think you better send me a link. Whatever's in your address bar 
when

the captcha comes up,
so I can see it. I, the developer, don't believe it.
Tyler Z


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Re: [Audyssey] Magicassette, new text adventure game, out now

2013-05-06 Thread Charles Rivard
Just as in beta testing of a game, when two or more people, independently, 
report the same bug, there is no doubt that it exists.


---
Shepherds are the best beasts, but Labs are a close second.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Tyler programmer...@comcast.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Sunday, May 05, 2013 10:55 PM
Subject: Re: [Audyssey] Magicassette, new text adventure game, out now



Hi Tyler,

The next time I get a chance to play the game I'll do that, but you
better believe it. After playing a few minutes it always gives me an
error that the page limit has been reached and please fill in the
CAPCHA to continue with the game. Believe me it is quite annoying, and
I'm not the only one who has seen this problem. Don't you think two
different people validating the same thing is evidence that something
is going on?

On 5/5/13, Tyler programmer...@comcast.net wrote:
What? I think you better send me a link. Whatever's in your address bar 
when

the captcha comes up,
so I can see it. I, the developer, don't believe it.
Tyler Z


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Re: [Audyssey] to the alter aeon players, intro

2013-05-06 Thread Mike Wassel
My characters names are phalange, silenced and japhrimel.  Feel free to send me 
a tell if you need help. I'm a member of clan Dominion.
Mike.
On May 5, 2013, at 11:29 AM, Keith ks.steinbac...@gmail.com wrote:

 Hi, my character's name is Jedeye,  (at least my current chracter).  I 
 restarted the character, didn't like the way he was handling higher levels. 
 I'm a necro right now, perhaps a mage as 2nd, but I'm not sure yet.
 
 Order of Chaos clan member
 
 Hope to see you all in the land
 
 Keith 
 
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Dakotah Rickard
I have to say, having played and gotten pretty good at both Swamp and
AudioQuake, I have to say that I like the immersion of Swamp. There
aren't as many beeps in Swamp. None of the targets beep, and that's
amazing. There are ways of producing or providing sounds that aren't
beeping. For example, if you were going to do a headshot, maybe you
could hear the zombie actually breathing, rather than just growling or
stepping, if you were lined up, and the volume would throttle up and
down, depending on how close you were to the head.

As for AudioQuake, I didn't end up using the mouse, but I did put in
aliases to look up and down with keys, so I used to hang from the
ceiling on maps and shoot down at players. I used to play with the
sniper all the time, and people were fun to play with.

But the immersion I was talking about above wouldn't really work for
AudioQuake. I mean, Quake has many kinds of maps with many kinds of
objects and pickups. It wouldn't work to provide natural sounding
notifications for pickups and the like, because the maps were so
widely varied Still, I think that immersion and environmental sounds
is the way to go, especially as it makes the game feel a lot more
mainstream not to hear all the beeping.

Still, I'd be playing AudioQuake today if I could make it work on Win7
64-bit, but when I tried, I failed.

I want to thank the developers of Swamp and AudioQuake, as well as the
modders, because they opened up a whole new experience, online
competition and cooperation.

It's been great.

Signed:
Dakotah Rickard

On 5/6/13, Ken The PionEar kenwdow...@me.com wrote:
 Three mods? I only know about your mod and Derek London's mod. What's the
 third one?
 I did a little modding myself a while back by the way. I created a
 low-level, slow-moving rocket that would find the nearest enemy. It didn't
 do much damage, because that wasn't the intent. The intent was to use it to

 lead you to the next room where monsters were hiding. I also used x to give

 the coordinates, and used different keys to increase and decrease scan speed

 and distance. Unfortunately, when you mess with scanning distance in game,
 some of the sounds, like buttons,  disappear. I also wrote a few maps.
 I think the biggest reason I don't play quake much anymore is all the
 beeping. It gets on my nerves. It's easily fixed though, and I just need to

 do it. I think that Swamp and other similar games have shown us how.

 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Cara Quinn caraqu...@caraquinn.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, May 04, 2013 9:48 PM
 Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries
 oftheAncientsConsiderations


 Paul, you're right.

 when a player was above you you would hear a rising tone and a falling
 tone would sound when a player was below you.

 What you and others may not know is that you could enable the mouse so you

 could fluidly look up, down, or left / right to move or target as well.

 So head shots were actually possible though there was no accessibility
 features implemented to make this easier for VI players.

 Since Audio quake is itself a mod of Quake, in order to create mods of
 Audio Quake you must actually know how to code the game. You need to use
 Quake C  to do this so it's actually quite a nice easy way of coding yet
 not coding the game! lol!

 What I mean is that while you could create new game elements from the
 ground up you didn't need to if you didn't want to. You could also simply

 just rely on game elements which were already created.

 this made game modding quite fun and rewarding.

 Anyway, I guess my point is that more things are possible with quake and
 its three current accessible mods. Really the sky is the limit and I hope

 people still consider working with it.

 Smiles,

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote:

 Not sure how Jeremy planned to use the vertical axis, but I think
 (although
 it wasn't exactly for head shots) in audio quake since there could be
 enemies on different heights you had the standard  left and right stereo
 panning  for aiming left and right and then 2 bleeps  that sounded at
 different  speeds until you lined them up for the vertical axis.  Have
 played many main stream zombie games such as resident evil and have
 always
 loved the ability to head shot and take out a zombie with just one shot,
 there's just  something very satisfying about it lol. I know Jeremy's not
 planning on any more updates to swamp but maybe if he did as a compromise

 to
 not make it seem to complex  that 

Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Dakotah Rickard
The thing to remember is that we can afford any of the audiogames. In
my humble opinion, and I refuse point blank to point fingers or accept
the blame for others' finger pointing, some people have charged more
than I feel is reasonable for their games, especially when you
consider how much entertainment you get for the cost.
Still, in my opinion, if a person wants to play a paid game, they need
to own it, or they could obtain the information, transfer the
licenses, etc. from a person who swears they're done. Honestly, I know
that that seems like piracy, and maybe it is, especially since most
people don't like transference of a license, and I'd much prefer
people buy their own license, but it's kind of the lesser of two
evils.

I'll put it this way. Developers want to make money, if they are
charging for their games. Whether they want a Christmas bonus or a
steady income, they want a profit, especially if they are spending
time to code and selling their product. If those developers don't make
a profit, then they have little reason to continue making games. If
even fewer games are made, and if those games ask for profit in order
to be played, then we introduce the potential for monopolies to occur,
wherein a couple of developers make all the games and charge what they
want, and we won't be in a position to complain, because we made it
happen by denying them what they ask, profit.
On the other hand, it's up to the developer to charge appropriately.
If your game offers a playthrough time of, say, two hours, and you ask
fifty dollars for it, is that fair? Yeah, maybe the playthrough is
amazing, but unless the next play is wildly different, each
playthrough is less and less fun, and the overall entertainment is
probably not going to be worth fifty dollars to anyone but a die-hard
fan of either the developer, the series, or of having every game ever.
That's why I recommended that we put up that survey site, somewhere,
to collect info about how much players are willing to pay for x number
of features and what types of features they want.

I'll put in the same example I used before. I love online play. It
makes a game great for me, but many games don't really work well with
multiplayer in concept, and a game has to be designed from the ground
up with multiplayer, or a developer has to redesign a lot. It is a lot
harder than many people are willing to accept or admit to put in a
feature like that. If we had a site where developers were given the
statistical information on how much people are willing to pay, then
they would have, in very rough terms, an idea of how much they could
make from a game. Obviously, a game with a great story or a great
mechanic would sell better than a game that had neither, even if both
had similar features.

I don't know how to make this work, though I wish I did.

Signed:
Dakotah Rickard

On 5/2/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm interesting way of looking at that decota.
 It doesn't help that we can't afford it or that orgs put it as
 standard weather we care for it or not.
 Its a vicious cycle no one wants to break.
 On the subject of audiogames maybe on smartphones but not on pc.
 And if the industry for audiogames is so vast we hear almost nothing
 on it or at least not many seem to make it to audiogames.
 ofcause we are looking for blind only games though.

 At 03:39 AM 5/3/2013, you wrote:
Also, the audiogame genre is growing outside the VI community. Many
app developers are starting to consider the value of making audiogames
or in making games that have extensive audio interfaces, a sort of
audiogame videogame hybrid, where both are equally important, hence my
push to try to make ourselves more available to the mainstream world.

As for piracy, I can't really expect that it is truly as high as
people say it is.  mean, unless you got a survey out there that paid
good money for honest answers and got every audiogamer to take that
survey, saying that the piracy rate is that high, or anything like it,
sounds to me like an epic exaggeration.

However, I will provide this info to keep piracy a little less likely.

All of you guys are indie developers. Very very soon, though this
isn't an official announcement, I will be also.

Some of the developers offer their games for free. Pirating a free
game is basically impossible.

Others offer their games for typical indie developer prices, ten to
thirty dollars. Then, others offer their games for studio prices,
anything above that.
I am not an economist, but I've studied enough economics to predict
the developer answer, we want to get paid for our work, and we want to
make enough to justify that work. The problem is this. People in our
community, for one reason or another, are used to getting for free
stuff. I mean, look at accessibility tech, how expensive it is, then
look at the number of scholarships, organizations, circumstances, etc.
whereby people get that awesome tech for free or for a lot less.
It's an entitlement 

[Audyssey] New Version of... whatever this is going to be

2013-05-06 Thread Ken The PionEar
Fixed more bugs. The program shouldn't sound so crackly now.
You're notified when you kill all enemies
You can press c to get your current kill count
You can destroy the band for a new weapon since fists get old after a while
https://dl.dropboxusercontent.com/u/96692612/SoundscapeExplorer.zip

What's coming next: First, find out why some cars are off-roading. Not cool.
Next, build a map maker into the game that appends to the file.Check out my 
games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com . 
Crazy Ken
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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Thomas Ward
Hi Dakotah,

As to your point about a survey that is something I've been planning
to do for Audyssey. The only issue is I'm currently tied up working on
my own game projects right now and let the survey slide. However, I'll
try to find a bit of time to write a survey form and post it for
people to answer.

As to the point about pricing I personally think most games are fairly
priced. The GMA Games, for example, run between $30 and $35 USD and I
think that is a fair price for a game of their quality. Classic
Troopanum from BSC ran about $25 and I don't think it was out of line
either. Although, I don't see myself paying more than $25 for a Space
Invader type game. The only games I think were over priced were the
Bavisoft games. I couldn't see myself paying $45 for what essentially
amounts to an audio text adventure.

All and all most audio games are cheaper than mainstream games. A lot
of mainstream games range from $30 to $50 USD and most audio games
aren't that high. I know when my wife and I got Mario for the Wii I
think it was $39 USD and I honestly can say I haven't seen many audio
games priced quite that high. So I don't think many blind gamers have
much to complain about when it comes to pricing.


Speaking of great mechanics that is the discussion we are having over
on the USA Games testers list this week. We are throwing around ideas
on ways to improve the mechanics of Mysteries of the Ancients such as
giving each weapon its own attack speed or rate so that something like
a knife does less damage but is faster than say an ancient sword. Good
stuff there.

Cheers!


On 5/6/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 The thing to remember is that we can afford any of the audiogames. In
 my humble opinion, and I refuse point blank to point fingers or accept
 the blame for others' finger pointing, some people have charged more
 than I feel is reasonable for their games, especially when you
 consider how much entertainment you get for the cost.
 Still, in my opinion, if a person wants to play a paid game, they need
 to own it, or they could obtain the information, transfer the
 licenses, etc. from a person who swears they're done. Honestly, I know
 that that seems like piracy, and maybe it is, especially since most
 people don't like transference of a license, and I'd much prefer
 people buy their own license, but it's kind of the lesser of two
 evils.

 I'll put it this way. Developers want to make money, if they are
 charging for their games. Whether they want a Christmas bonus or a
 steady income, they want a profit, especially if they are spending
 time to code and selling their product. If those developers don't make
 a profit, then they have little reason to continue making games. If
 even fewer games are made, and if those games ask for profit in order
 to be played, then we introduce the potential for monopolies to occur,
 wherein a couple of developers make all the games and charge what they
 want, and we won't be in a position to complain, because we made it
 happen by denying them what they ask, profit.
 On the other hand, it's up to the developer to charge appropriately.
 If your game offers a playthrough time of, say, two hours, and you ask
 fifty dollars for it, is that fair? Yeah, maybe the playthrough is
 amazing, but unless the next play is wildly different, each
 playthrough is less and less fun, and the overall entertainment is
 probably not going to be worth fifty dollars to anyone but a die-hard
 fan of either the developer, the series, or of having every game ever.
 That's why I recommended that we put up that survey site, somewhere,
 to collect info about how much players are willing to pay for x number
 of features and what types of features they want.

 I'll put in the same example I used before. I love online play. It
 makes a game great for me, but many games don't really work well with
 multiplayer in concept, and a game has to be designed from the ground
 up with multiplayer, or a developer has to redesign a lot. It is a lot
 harder than many people are willing to accept or admit to put in a
 feature like that. If we had a site where developers were given the
 statistical information on how much people are willing to pay, then
 they would have, in very rough terms, an idea of how much they could
 make from a game. Obviously, a game with a great story or a great
 mechanic would sell better than a game that had neither, even if both
 had similar features.

 I don't know how to make this work, though I wish I did.

 Signed:
 Dakotah Rickard

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[Audyssey] iDevice chess

2013-05-06 Thread Charles Rivard
While looking for a good chess game for my iPhone, I found the following when I 
typed Shredder Chess Pro, without the quotation marks, into my search query:  
There is a version that will work with an iPhone.  It is Voice-Over friendly, 
and I highly recommend it.  Here are the results of the search:

iTunes store

App Store


Games


Eiko Bleicher, Skizzix.com

Description: Shredder Chess for iPad

$7.99 Buy 
Gift This App

?

4.5 stars, 24 ratings

(24)

Rated 4+
DEVELOPER WEBSITE ?
© 2010 - 2012 shredderchess.com

Shredder Chess for iPad
Eiko Bleicher, Skizzix.com
 ?
iPad Screenshots
Description

Shredder, the most successful chess program ever, is now also available for the 
iPad. You can play against Shredder, analyze with him and solve chess puzzles.
It offers the usual Shredder standard on your iPad.In addition to the 
outstanding playing strength of the 12 times computer chess world champion, 
Shredder
is also able to mimic the play of a human chess player with any playing 
strength. He even deliberately makes typical human mistakes in those 
levels.Solve
1000 built in chess puzzles. Shredder keeps track of your performance and 
offers advice if needed.You can adjust Shredder's playing strength from beginner
to master level. If you like, Shredder automatically adjusts his strength to 
yours. He even calculates an Elo rating for you. This is how the playing 
strength
of chess players is typically measured.During the game a coach is watching your 
moves and warns you if you are about to make a mistake.See how you are
getting better and better the more games you play and the more chess puzzles 
you solve.* Adjustable playing strength* Intuitive and very easy to operate*
1000 built in chess puzzles* Watch your rating improve in a diagram* 
Outstanding playing strength on the iPad* Analyse your games with Shredder, 
find your
mistakes and improve your play* Coach shows your mistakes* Different playing 
styles from passive to aggressive* Great variety: browsable opening book with
more than one million moves* Access 1200 GB of endgame databases online* Enter 
and analyze any position you like* Load and save games (incl. names, date,
etc.)* Send games via email* Different chess boards and pieces* VoiceOver / 
Accessibility support* Improve your play whenever and wherever you likeSave
10 USD/EUR when buying Shredder 12 or Deep Shredder 12 (Mac, Windows or Linux). 
You will find your coupon code in the program info section.
?

What's New in Version 1.3.0
Posted Nov 29, 2012

This update brings you chess clocks and awesome retina ready graphics.We also 
added a guest mode to allow unrated games and puzzles if you let a friend
play on your device.You need iOS 5.0 or better to run Shredder now - so please 
update your device if you haven't done so already. If you don't want to
update your device for any reason, your current installed version will continue 
working just fine, of course.Please help us improving Shredder by rating
it on every update. Thank you! :-)
?

Information

Seller

Eiko Bleicher

Category

Games

Updated

Nov 29, 2012

Version

1.3.0

Size

24.2 MB

Rating

Rated 4+

Requires

Compatible with iPad. Requires iOS 5.0 or later.

Languages

English, German

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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-06 Thread Scott Chesworth
So this is what happens when I step away from the list for a few days;
Aprone reinvents the definition of awesome, provided of course that
your awesomeness threshold can be reached without the thing you're
rating as reinventing awesome being edible. It was a stretch, but
apparently mine can.

I know he doesn't check in here much, but I've already got fingers and
toes crossed that Che gets his hands on one of these and incorporates
it in to the next version of Rail Racer. The thought of leaning into
turns with a 5.1 system cranked up is a good thought indeed.

Waiting eagerly, with £37.31 ready to send stateside at a moments notice.

Scott

On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hey Dallas,

 I haven't checked into the specs of the lightning / 30 pin connector but if
 the headset is USB as Jeremy says, then I'd just need to get a connector to
 go from female USB to female USB to make the connection.

 As I said, I haven't yet checked into the software logistics of the
 connection and if you have, then please do share, but this seems like it
 might be possible. No wireless necessary… :)

 thanks,

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On May 5, 2013, at 3:04 AM, Dallas O'Brien dallas.r.obr...@gmail.com
 wrote:

 Hi Cara, the problem with linking this device with the iPhone, iPad, or iPod
 touch, is that it would either have to be wireless, with a Bluetooth
 connection, or a lightning connector, or the older 30 pin connector.
 And as he has already stated, aprone has already constructed the device, and
 a wireless connection would be too expensive to incorporate.
 And to incorporate anything like the dock connector, or lightning connector,
 would be very difficult. And it would mean that you would have to have a
 separate device, for iPhone, iPad, and iPod touches. Separate completely,
 from the original device type, which is USB.
 Although I agree, it would be handy, I think the current abilities of the
 iPhones, iPods, Andy limited degree of iPad support, is more than enough for
 most games.
 Best regards:
 Dallas


 On 05/05/2013, at 11:33, Cara Quinn caraqu...@caraquinn.com wrote:

 Jeremy, Awesome! I'd love to see about incorporating using this with the
 iPhone.

 I'm currently working on a little something which uses the compass /
 accelerometers etc for motion like you describe in a first-person
 situation. -And yes, I do my own calculations, but I'd sure also dig a
 device doing it for me as well! :)

 Kudos to you for your efforts in creating a device like this! Woohoo!

 Totally love your idea! Thanks for sharing it!

 Smiles,

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:

 Hey guys,

  I spend most of my time on the audiogames.net forum, and every now and
 then I'm reminded that I've shared news with them but forgot to post it
 here as well.  My apologies, people of the audyssey list!  :D  LOL.

  After my 2.9 patch for Swamp I began working on a new project.  To make a
 long story short, I learned I was going to need to get a second job in 2
 months so I wanted to make the most of them.  I officially ended
 development on Swamp and have dedicated myself to getting some stuff
 accomplished in the 2 months I have left.  After I get the additional job
 I will have a lot less time available to work on projects, so I don't know
 how that will impact my efforts as a game developer.

  The new project can actually be thought of as 2 separate, but linked,
 projects.  My new game is going to be an RPG based in the
 Daytona/Castaways storyline.  It will take place many years after the
 Daytona game, and you will learn what happened to the leader from the end
 of the Castaways game.

  The mouse hardware requirement for Swamp was a terribly unpopular move
 for a very very long time.  Using the word unpopular may even be an
 understatement, ROFL!  Well that battle was fought and won, and I feel the
 audio games community is a better place now that the mouse is an accepted
 tool for gaming.  This opens up more options for game developers, and that
 is always a good thing!  Well this RPG is going to follow in those foot
 steps and require a new piece of hardware.  In a move that will go down in
 audio games' history as an epic mistake, or as a revolution, my RPG will
 require players to have a 3D head tracking headset I have named the See
 Munkey.  (I still crack a smile when I say See Munkey out loud.)  While
 wearing the headset in the RPG you can simply move your head around to
 move the head of your in-game character.  This will give a more natural
 playing experience plus allow you to easily look up or down to get a 3D
 feeling of your
 surroundings.  To determine the locations of sounds in the real world, we
 

[Audyssey] From a newby to the list!

2013-05-06 Thread Shirley and guide dog nitro
I'm new. My name is Shirley and I live in Ireland. I am just getting into 
computer games. I use my iphone for playing games a lot and have a few for the 
iphone. Clever clues is one of my favourites, now if only I was good at solving 
the clues! I also like hanging with friends! I am 32 years old. I look forward 
to meeting you all!
Shirley
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Re: [Audyssey] Wondering about the size of the audio gaming community

2013-05-06 Thread Dallas O'Brien
hi. i know exactly what you mean. I, for example, would love a flight
sim of some type, and online playable at that. for example. when you
log in, you could be asigned randomly to a team, and you have to fly
together with a wing man, to fight against other teams. and each team
would be flying out of and in to, the same airfield. or, similarly,
make it that all players are together, in one or more airfields, and
they again, have to work together, to defend their airspace from
random aircraft, ships, and vehicles, and so on.  the possibilities
are endless, and this would be so cool as an online game. sure, we
have a couple flight sims of a sort now, but nothing like this. or
even some kind of travel one, similar to flight sim, but one where a
person can choose if they are going to fly at the moment, or work as a
tower operator, or even ground staff. and traveling would mean
traveling from point to point, at the given directions from airsapce
controlers, and having a planned rout, and all that. again.
possibilities are endless as to what you could do.
i realize such games would be very complex to make, but i for one,
would be more then ready to pay for a well created game such as these.
and yes, online is the  way to go. simply because it offeres something
that playing against the computer simply can't give you. humans do not
think in logical ways all the time, and they can do things out of the
blue, that a computer player simple wouldn't. a human thinks. the
computer player doesn't. it simply follows its coding.
best regards:
Dallas


On 07/05/2013, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 The thing to remember is that we can afford any of the audiogames. In
 my humble opinion, and I refuse point blank to point fingers or accept
 the blame for others' finger pointing, some people have charged more
 than I feel is reasonable for their games, especially when you
 consider how much entertainment you get for the cost.
 Still, in my opinion, if a person wants to play a paid game, they need
 to own it, or they could obtain the information, transfer the
 licenses, etc. from a person who swears they're done. Honestly, I know
 that that seems like piracy, and maybe it is, especially since most
 people don't like transference of a license, and I'd much prefer
 people buy their own license, but it's kind of the lesser of two
 evils.

 I'll put it this way. Developers want to make money, if they are
 charging for their games. Whether they want a Christmas bonus or a
 steady income, they want a profit, especially if they are spending
 time to code and selling their product. If those developers don't make
 a profit, then they have little reason to continue making games. If
 even fewer games are made, and if those games ask for profit in order
 to be played, then we introduce the potential for monopolies to occur,
 wherein a couple of developers make all the games and charge what they
 want, and we won't be in a position to complain, because we made it
 happen by denying them what they ask, profit.
 On the other hand, it's up to the developer to charge appropriately.
 If your game offers a playthrough time of, say, two hours, and you ask
 fifty dollars for it, is that fair? Yeah, maybe the playthrough is
 amazing, but unless the next play is wildly different, each
 playthrough is less and less fun, and the overall entertainment is
 probably not going to be worth fifty dollars to anyone but a die-hard
 fan of either the developer, the series, or of having every game ever.
 That's why I recommended that we put up that survey site, somewhere,
 to collect info about how much players are willing to pay for x number
 of features and what types of features they want.

 I'll put in the same example I used before. I love online play. It
 makes a game great for me, but many games don't really work well with
 multiplayer in concept, and a game has to be designed from the ground
 up with multiplayer, or a developer has to redesign a lot. It is a lot
 harder than many people are willing to accept or admit to put in a
 feature like that. If we had a site where developers were given the
 statistical information on how much people are willing to pay, then
 they would have, in very rough terms, an idea of how much they could
 make from a game. Obviously, a game with a great story or a great
 mechanic would sell better than a game that had neither, even if both
 had similar features.

 I don't know how to make this work, though I wish I did.

 Signed:
 Dakotah Rickard

 On 5/2/13, shaun everiss sm.ever...@gmail.com wrote:
 hmmm interesting way of looking at that decota.
 It doesn't help that we can't afford it or that orgs put it as
 standard weather we care for it or not.
 Its a vicious cycle no one wants to break.
 On the subject of audiogames maybe on smartphones but not on pc.
 And if the industry for audiogames is so vast we hear almost nothing
 on it or at least not many seem to make it to audiogames.
 ofcause we are looking 

Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-06 Thread Dakotah Rickard
I'm going to skip all the responses that have come down the pipe,
which may mean I'm asking a question that has already been asked, but
I wonder how different the data is from the Sea Monkey to something
with similar functions, say a Wiimote.
I mean, are the protocols you've designed capable of being translated
into Wiimote input? I ask this, because we discussed privately, at one
point, using a wiimote and nunchuk to control Swamp, and if the
protocols are similar, it gives people a way to play your game in a
crude way before investing in the headset. Essentially, I imagine it'd
be like trying to play Swamp with the keyboard, but it would also open
up even more development potential of the software was similar or
could be made to work either in tandem or instead of.
I know it's sort of a crap question, but I do want to check on it,
even though the devices are dissimilar.

Also, thanks for sharing all this information and good news with us.

I'm glad you're opening up whole new worlds again.

Signed:
Dakotah Rickard

On 5/5/13, Cara Quinn caraqu...@caraquinn.com wrote:
 Hey Dallas,

 I haven't checked into the specs of the lightning / 30 pin connector but if
 the headset is USB as Jeremy says, then I'd just need to get a connector to
 go from female USB to female USB to make the connection.

 As I said, I haven't yet checked into the software logistics of the
 connection and if you have, then please do share, but this seems like it
 might be possible. No wireless necessary… :)

 thanks,

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On May 5, 2013, at 3:04 AM, Dallas O'Brien dallas.r.obr...@gmail.com
 wrote:

 Hi Cara, the problem with linking this device with the iPhone, iPad, or iPod
 touch, is that it would either have to be wireless, with a Bluetooth
 connection, or a lightning connector, or the older 30 pin connector.
 And as he has already stated, aprone has already constructed the device, and
 a wireless connection would be too expensive to incorporate.
 And to incorporate anything like the dock connector, or lightning connector,
 would be very difficult. And it would mean that you would have to have a
 separate device, for iPhone, iPad, and iPod touches. Separate completely,
 from the original device type, which is USB.
 Although I agree, it would be handy, I think the current abilities of the
 iPhones, iPods, Andy limited degree of iPad support, is more than enough for
 most games.
 Best regards:
 Dallas


 On 05/05/2013, at 11:33, Cara Quinn caraqu...@caraquinn.com wrote:

 Jeremy, Awesome! I'd love to see about incorporating using this with the
 iPhone.

 I'm currently working on a little something which uses the compass /
 accelerometers etc for motion like you describe in a first-person
 situation. -And yes, I do my own calculations, but I'd sure also dig a
 device doing it for me as well! :)

 Kudos to you for your efforts in creating a device like this! Woohoo!

 Totally love your idea! Thanks for sharing it!

 Smiles,

 Cara :)
 ---
 View my Online Portfolio at:

 http://www.onemodelplace.com/CaraQuinn

 Follow me on Twitter!

 https://twitter.com/ModelCara

 On May 4, 2013, at 4:33 PM, Jeremy Kaldobsky jer...@kaldobsky.com
 wrote:

 Hey guys,

  I spend most of my time on the audiogames.net forum, and every now and
 then I'm reminded that I've shared news with them but forgot to post it
 here as well.  My apologies, people of the audyssey list!  :D  LOL.

  After my 2.9 patch for Swamp I began working on a new project.  To make a
 long story short, I learned I was going to need to get a second job in 2
 months so I wanted to make the most of them.  I officially ended
 development on Swamp and have dedicated myself to getting some stuff
 accomplished in the 2 months I have left.  After I get the additional job
 I will have a lot less time available to work on projects, so I don't know
 how that will impact my efforts as a game developer.

  The new project can actually be thought of as 2 separate, but linked,
 projects.  My new game is going to be an RPG based in the
 Daytona/Castaways storyline.  It will take place many years after the
 Daytona game, and you will learn what happened to the leader from the end
 of the Castaways game.

  The mouse hardware requirement for Swamp was a terribly unpopular move
 for a very very long time.  Using the word unpopular may even be an
 understatement, ROFL!  Well that battle was fought and won, and I feel the
 audio games community is a better place now that the mouse is an accepted
 tool for gaming.  This opens up more options for game developers, and that
 is always a good thing!  Well this RPG is going to follow in those foot
 steps and require a new piece of hardware.  In a move that will go down in
 audio games' history as an epic mistake, or as a revolution, my RPG will
 require players to have a 3D head tracking headset I have named the See
 

[Audyssey] freedom millionaire

2013-05-06 Thread Nicole white
Click on what?
Wht is Aqy?
Where is that and what is that?
---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] Some updates on what I'm up to, since I forget to keep audyssey in the loop.

2013-05-06 Thread Ken The PionEar
There you go Jeremy, let's see pirates try to crack this! I guess there's an 
upside to making your own hardware lol.
This is something I'll be saving up for. I was trying to find a way to use 
the iPhone in just such a manner, but there's really nothing out there 
except custom controllers for specific games, which is a real pity. I can 
just imagine mapping the three axes on my iPhone to specific keys, and, 
let's say, driving around in Top Speed using it as a steering wheel, or 
strapping it to my head and playing Swamp like it's meant to be played. Now 
we'll have a way to do some of those things.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .

Crazy Ken
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 04, 2013 7:33 PM
Subject: [Audyssey] Some updates on what I'm up to,since I forget to keep 
audyssey in the loop.




Hey guys,

   I spend most of my time on the audiogames.net forum, and every now and 
then I'm reminded that I've shared news with them but forgot to post it 
here as well.  My apologies, people of the audyssey list!  :D  LOL.


   After my 2.9 patch for Swamp I began working on a new project.  To make 
a long story short, I learned I was going to need to get a second job in 2 
months so I wanted to make the most of them.  I officially ended 
development on Swamp and have dedicated myself to getting some stuff 
accomplished in the 2 months I have left.  After I get the additional job 
I will have a lot less time available to work on projects, so I don't know 
how that will impact my efforts as a game developer.


   The new project can actually be thought of as 2 separate, but linked, 
projects.  My new game is going to be an RPG based in the 
Daytona/Castaways storyline.  It will take place many years after the 
Daytona game, and you will learn what happened to the leader from the end 
of the Castaways game.


   The mouse hardware requirement for Swamp was a terribly unpopular move 
for a very very long time.  Using the word unpopular may even be an 
understatement, ROFL!  Well that battle was fought and won, and I feel the 
audio games community is a better place now that the mouse is an accepted 
tool for gaming.  This opens up more options for game developers, and that 
is always a good thing!  Well this RPG is going to follow in those foot 
steps and require a new piece of hardware.  In a move that will go down in 
audio games' history as an epic mistake, or as a revolution, my RPG will 
require players to have a 3D head tracking headset I have named the See 
Munkey.  (I still crack a smile when I say See Munkey out loud.)  While 
wearing the headset in the RPG you can simply move your head around to 
move the head of your in-game character.  This will give a more natural 
playing experience plus allow you to easily look up or down to get a 3D 
feeling of your
surroundings.  To determine the locations of sounds in the real world, we 
naturally move our heads to see how the sounds will change.  This gives us 
far more data than we can get from being perfectly still, which is how we 
normally are in games.  I'm trying to give players that same advantage 
inside of the game world.


   Development of this device has burned through 3 weeks, which is more 
than I planned for.  The good news is that I not only have a working 
prototype but I've already ordered a shipment of parts to produce 13 more. 
More detailed information about the Munkey will show up once I'm ready 
to sell them but here are the basics:


   The device clips on to your existing headphones, or clips on to a 
plastic headband that comes with it in case you use ear buds instead of 
headphones.  It does not produce sound to replace your headphones, which 
is a common misconception, but rather tracks the orientation of your head 
in all 3 axis.  This data can be read by games and programs to customize 
the experience.  This is similar to how a game can be designed to receive 
input from a mouse or a joystick.


   The device can be used by other developers!  If these do find their way 
into the hands of many players, it will be a brand new tool for 
developers.  It is my understanding that BGT is already set up to handle 
serial communications, which means programmers who use BGT will be able to 
incorporate the headset immediately into their own projects.  Other 
developers can easily look up how to read and write to the device using 
serial communication, which will give them the same ability.


   Games that aren't designed for the headset won't suddenly become 3D 
when you use it.  This is the same as playing a game that isn't designed 
to work with a joystick or mouse.  Separate software can be used to map 
the See Munkey to the 

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Cara Quinn
Hi Ken,

yes, there are actually three mods because Audio Quake itself is a mod. So the 
two other mods besides AQ itself are mine (Jedi Quake) and Overkill from Derek 
London, which is an excellent mod.

So in this case, coding mods for Audio Quake is basically coding Audio quake 
itself.

This leads in nicely to your comments on the beeping. Those beeping sounds were 
only ever meant to be placeholders and in Jedi Quake, I did actually substitute 
steady wind sounds of differing pitches to replace the pitched beeps for ledges 
and such. -Because the obnoxious beeping got on my nerves too! lol! :)

I also did experiment with making the walls a steady pitch as well but I found 
that it seemed to interfere with the game play a bit because of the way the 
sounds needed to be looped in terms of their timing. In essence, it would 
equate to a video game with its graphics leaving trails. Perhaps I'll look at 
it again one of these days to rewrite some of the basic Audio Quake 
accessibility routines.

As for your own modding, cool beans!

I think I do remember you doing that. I personally hadn't seen what you'd done 
but I'm sure psyched that you got involved. the more the merrier! :)

thanks and talk soon!…

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 6, 2013, at 2:54 AM, Ken The PionEar kenwdow...@me.com wrote:

Three mods? I only know about your mod and Derek London's mod. What's the third 
one?
I did a little modding myself a while back by the way. I created a low-level, 
slow-moving rocket that would find the nearest enemy. It didn't do much damage, 
because that wasn't the intent. The intent was to use it to lead you to the 
next room where monsters were hiding. I also used x to give the coordinates, 
and used different keys to increase and decrease scan speed and distance. 
Unfortunately, when you mess with scanning distance in game, some of the 
sounds, like buttons,  disappear. I also wrote a few maps.
I think the biggest reason I don't play quake much anymore is all the beeping. 
It gets on my nerves. It's easily fixed though, and I just need to do it. I 
think that Swamp and other similar games have shown us how.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
- Original Message - From: Cara Quinn caraqu...@caraquinn.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 04, 2013 9:48 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries 
oftheAncientsConsiderations


 Paul, you're right.
 
 when a player was above you you would hear a rising tone and a falling tone 
 would sound when a player was below you.
 
 What you and others may not know is that you could enable the mouse so you 
 could fluidly look up, down, or left / right to move or target as well.
 
 So head shots were actually possible though there was no accessibility 
 features implemented to make this easier for VI players.
 
 Since Audio quake is itself a mod of Quake, in order to create mods of Audio 
 Quake you must actually know how to code the game. You need to use Quake C  
 to do this so it's actually quite a nice easy way of coding yet not coding 
 the game! lol!
 
 What I mean is that while you could create new game elements from the ground 
 up you didn't need to if you didn't want to. You could also simply just rely 
 on game elements which were already created.
 
 this made game modding quite fun and rewarding.
 
 Anyway, I guess my point is that more things are possible with quake and its 
 three current accessible mods. Really the sky is the limit and I hope people 
 still consider working with it.
 
 Smiles,
 
 Cara :)
 ---
 View my Online Portfolio at:
 
 http://www.onemodelplace.com/CaraQuinn
 
 Follow me on Twitter!
 
 https://twitter.com/ModelCara
 
 On May 4, 2013, at 2:58 PM, Paul Lemm paul.l...@sky.com wrote:
 
 Not sure how Jeremy planned to use the vertical axis, but I think (although
 it wasn't exactly for head shots) in audio quake since there could be
 enemies on different heights you had the standard  left and right stereo
 panning  for aiming left and right and then 2 bleeps  that sounded at
 different  speeds until you lined them up for the vertical axis.  Have
 played many main stream zombie games such as resident evil and have always
 loved the ability to head shot and take out a zombie with just one shot,
 there's just  something very satisfying about it lol. I know Jeremy's not
 planning on any more updates to swamp but maybe if he did as a compromise to
 not make it seem to complex  that people don't want to try it maybe there
 could be that head shot choice just when using the sniper. Even without the
 head shots though swamp is still an amazing game  

Re: [Audyssey] From a newby to the list!

2013-05-06 Thread Lisa Hayes

shirley  yOu're here.
Lisa Hayes




www.nutrimetics.com.au/lisahayes

- Original Message - 
From: Shirley and guide dog nitro shirley1...@eircom.net

To: gamers@audyssey.org
Sent: Tuesday, May 07, 2013 5:32 AM
Subject: [Audyssey] From a newby to the list!


I'm new. My name is Shirley and I live in Ireland. I am just getting into 
computer games. I use my iphone for playing games a lot and have a few for 
the iphone. Clever clues is one of my favourites, now if only I was good 
at solving the clues! I also like hanging with friends! I am 32 years old. 
I look forward to meeting you all!

Shirley
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Cara Quinn
Hi Dakotah,

As I'd mentioned to Ken, the beeps were only ever meant to be placeholders and 
were supposed to be replaced with other ways of communicating the same data.

Yes, the way Swamp communicates targets is something I've been sort of keeping 
an eye on as I was curious about it as I love 3D experiences.

There are a couple of switches in Jedi Quake which eliminate some of the 
beeping and perhaps one of these days I'll revisit it. :)

I also do need to eventually get into Swamp a bit but since I'm not running 
Windows (and really have no desire to) many current games are out of reach at 
the moment. :) When I have time, I'll probably set up a vM for the heck of it 
and set up a few games. For now though my work on Mac / iOS is really my focus…

Dakotah, what issues are you having with Audio quake on Win 7? Perhaps we can 
get this up and running for you.

Also, thank you very much for your thanks! :) I too love online multiplayer 
real-time interaction and I think we need more of that.

Thanks so much for supporting this kind of development! It means a lot!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 6, 2013, at 11:56 AM, Dakotah Rickard dakotah.rick...@gmail.com wrote:

I have to say, having played and gotten pretty good at both Swamp and
AudioQuake, I have to say that I like the immersion of Swamp. There
aren't as many beeps in Swamp. None of the targets beep, and that's
amazing. There are ways of producing or providing sounds that aren't
beeping. For example, if you were going to do a headshot, maybe you
could hear the zombie actually breathing, rather than just growling or
stepping, if you were lined up, and the volume would throttle up and
down, depending on how close you were to the head.

As for AudioQuake, I didn't end up using the mouse, but I did put in
aliases to look up and down with keys, so I used to hang from the
ceiling on maps and shoot down at players. I used to play with the
sniper all the time, and people were fun to play with.

But the immersion I was talking about above wouldn't really work for
AudioQuake. I mean, Quake has many kinds of maps with many kinds of
objects and pickups. It wouldn't work to provide natural sounding
notifications for pickups and the like, because the maps were so
widely varied Still, I think that immersion and environmental sounds
is the way to go, especially as it makes the game feel a lot more
mainstream not to hear all the beeping.

Still, I'd be playing AudioQuake today if I could make it work on Win7
64-bit, but when I tried, I failed.

I want to thank the developers of Swamp and AudioQuake, as well as the
modders, because they opened up a whole new experience, online
competition and cooperation.

It's been great.

Signed:
Dakotah Rickard

On 5/6/13, Ken The PionEar kenwdow...@me.com wrote:
 Three mods? I only know about your mod and Derek London's mod. What's the
 third one?
 I did a little modding myself a while back by the way. I created a
 low-level, slow-moving rocket that would find the nearest enemy. It didn't
 do much damage, because that wasn't the intent. The intent was to use it to
 
 lead you to the next room where monsters were hiding. I also used x to give
 
 the coordinates, and used different keys to increase and decrease scan speed
 
 and distance. Unfortunately, when you mess with scanning distance in game,
 some of the sounds, like buttons,  disappear. I also wrote a few maps.
 I think the biggest reason I don't play quake much anymore is all the
 beeping. It gets on my nerves. It's easily fixed though, and I just need to
 
 do it. I think that Swamp and other similar games have shown us how.
 
 Check out my games at
 www.ThePionEar.net
 and my music, and that of my band, at
 www.ThePionEar.net/BlindLabyrinth.html .
 If you want to reach me, you can call 419-744-0517, friend me on Facebook,
 (KenWDowney,) or write me at kenwdow...@me.com .
 Crazy Ken
 - Original Message -
 From: Cara Quinn caraqu...@caraquinn.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, May 04, 2013 9:48 PM
 Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries
 oftheAncientsConsiderations
 
 
 Paul, you're right.
 
 when a player was above you you would hear a rising tone and a falling
 tone would sound when a player was below you.
 
 What you and others may not know is that you could enable the mouse so you
 
 could fluidly look up, down, or left / right to move or target as well.
 
 So head shots were actually possible though there was no accessibility
 features implemented to make this easier for VI players.
 
 Since Audio quake is itself a mod of Quake, in order to create mods of
 Audio Quake you must actually know how to code the game. You need to use
 Quake C  to do this so it's actually quite a nice easy way of coding yet
 not coding the game! lol!
 
 What I mean is that while you could create new game 

Re: [Audyssey] From a newby to the list!

2013-05-06 Thread Cara Quinn
Hi Shirley! nice to have you with us!

Have a lovely day and happy gaming!

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 6, 2013, at 12:32 PM, Shirley and guide dog nitro 
shirley1...@eircom.net wrote:

I'm new. My name is Shirley and I live in Ireland. I am just getting into 
computer games. I use my iphone for playing games a lot and have a few for the 
iphone. Clever clues is one of my favourites, now if only I was good at solving 
the clues! I also like hanging with friends! I am 32 years old. I look forward 
to meeting you all!
Shirley
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Re: [Audyssey] From a newby to the list!

2013-05-06 Thread Thomas Ward
Hi Shirley,

Welcome to the list. Hope you have a good time here.

Cheers!


On 5/6/13, Shirley and guide dog nitro shirley1...@eircom.net wrote:
 I'm new. My name is Shirley and I live in Ireland. I am just getting into
 computer games. I use my iphone for playing games a lot and have a few for
 the iphone. Clever clues is one of my favourites, now if only I was good at
 solving the clues! I also like hanging with friends! I am 32 years old. I
 look forward to meeting you all!
 Shirley
 ---
 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://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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You can make changes or update your subscription via the web, at
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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.