[Audyssey] new swamp version?

2013-07-21 Thread Johnny Tai
Tried to log in, running 2.9, yet server says I am not running same version
as server...did a new one come out?
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[Audyssey] Looking for wrestling games.

2013-07-21 Thread michael barnes

Hello, All.
I would like to get a copy of the wrestling games that are accessible 
for the blind.

Can someone please send me a link to be able to download the wrestling games?
Thanks for the help!

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Re: [Audyssey] new swamp version?

2013-07-21 Thread Dallas O'Brien
high johnny, yes. here is the post.

While I am officially done developing for Swamp, the recent security
problem forced me to work on the client code to get it fixed.  Well it
is probably too soon to actually say fixed, since I don't know for
sure that it worked, but we'll see.  While working on the code I may
have actually spotted the cause of the item-loss bug, and perhaps even
the crate cheat bug!  Without any testing, and without spending any
serious time working on them I can't know for sure if the changes will
actually fix them, but I hope they do.  Here is the change log for
version 2.9b.  I'm not calling in version 3.0 because this one doesn't
count, and I still plan to release 1 version that is dedicated to bug
fixes, when I eventually have the time to do that.
Changes from version 2.9 to 2.9b
- Altered some security features that were outdated and no longer
being used by Swamp.  These were causing a few players not to be able
to connect, based on their computer's settings.
- Made sure the dx7vb.dll file was actually IN the zip this time!  Haha, oops.
- Made sure the zip now contains the correct versions of the game
maps.  In 2.9 I accidentally sent out super old versions.
- I've updated the sounds folder because in 2.9 I forgot to zip up the
newer copies Kai had provided.  (Thanks again Kai, you rock!)
- The user agreement has been updated, so please be sure to read through it.
- I may have spotted, and fixed, the bug which randomly deleted
people's items when they signed out and back in.  We'll see if it
worked.
- I quickly tossed in some code to stop people from cheating and
taking crates from one mission into another.  People should consider
themselves lucky I didn't ban each and every one of them for doing
that.  It was a clear violation of the loopholes portion of the User
agreement.
- Added in some new code that will help me detect players who alter
the game using speed hacks.
- Added in some new code that will help me track people who try to
guess the passwords of other players.
- Added a Lithuanian chat channel on channel 14.
- Added an Italian chat channel on channel 15.
- I fixed the zones spoken command.
- The odds of getting bloody clothes has been cut in half.  This is
due to many many requests from players ever since 2.9 went live.
- Players no longer get bloody clothes on LMS missions when they get hit.
- I did a little work to hopefully improve the M79 sounds across the
server.  I'm sure it isn't going to be working perfectly, but
hopefully it at least plays more of the sounds it is supposed to play.
- Adjusted a few parts in code that may have been causing subscript
out of range errors for a few people.
- I believe I've fixed a bug which allowed players to open their
inventory menu and be invulerable to zombies.  People who were using
this trick are lucky I didn't ban them all, because it was in clear
violation of the loopholes portion of the User agreement.
- I've added the SCS command, skills menu, to open the skills menu.
- I've added the SCS command, armor menu, to open the armor menu.
- Killing with the sledgehammer now properly gives rep and xp.
- I've fixed the Clan notifications, so they aren't stuck to ON.
All of the records were reverted back to a handful of days ago, so
people may notice that they've lost a few items and perhaps a few
levels.  Many other players will have lost their entire inventory, so
be prepared!  The item loss bug was actually tracked back to a problem
with the 2.8 inventory system, which was of course imported in to 2.9
when it went live on the main server.  I think this might be why no
one reported it on the testing server, since the bug was actually an
issue with the inventories saved on the main server only.  If you
remember, the 2.9 testing server had copied over players but a huge
percentage of the players started fresh as hardcore players, thus
flushing the 2.8 inventory bug into extinction.
I really do hope this ends up solving those 2 huge bugs.  Only time
will tell.  I'm heading to bed now so hopefully the server doesn't
crash or something, 10 minutes from now.  If it does, then I'll tend
to it in the morning.  Good luck everybody!  big_smile
- Aprone

I will post the link to download the latest, below.

www.kaldobsky.com/audiogames/Swamp.zip

about to go grab it myself.

Dallas


On 21/07/2013, Johnny Tai johnnyti...@shaw.ca wrote:
 Tried to log in, running 2.9, yet server says I am not running same version
 as server...did a new one come out?
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[Audyssey] To Thomas.

2013-07-21 Thread michael barnes

Hello, Thomas.
Can I get a copy of the two dos wrestling games that you have?
My copy of the games has gotten deleted awhile ago, and I would going 
to play them last night when I discover that they was gone.

Thanks for the help!

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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Thomas Ward
Hi James,

The sad part is BGT is relatively simple compared to writing a game
completely from scratch in C++ or another advanced programming
language. The interfaces to things such as DirectSound are very very
difficult without a wrapper library like Streemway to provide high
level access. I only wish that more gamers could appreciate the sheer
amount of work that goes into a single audio game.

Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hi there

 Tell me about it. I'm working on a game with BGT. It's my first time
 programing so it's a good program to start with, but I just didn't know how

 much work went into making a game.

 bfn
 James

 --

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Re: [Audyssey] Are there any programmers out there that can help with c++ questions?

2013-07-21 Thread Thomas Ward
Hi James,

I should be able to help you with your C++ questions. I am a C++
developer, and have been for over 14 years. All of my current projects
such as Mysteries of the Ancients, Raceway, etc are written in pure
C++.

Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hello all
 I've been reading and doing a lot of research on c++ and BGT, But I still
 have a lot of questions that the help topics that I find just aren't
 ansering. I have some games in my head that I would like to get working so I
 can share them with others. so if someone has the time to anser some
 questions that would be great thank you. email me off list my email is
 jab8...@gmail.com

 Thank you
 bfn
 James
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
I can attest to that. I'm looking at writing games in c# with xna, and it's 
gonna be rough. That's why I try to at least put implementation details in with 
requests. Also, as Jim has made several successful local multiplayer games, I 
didn't find it too awkward to write out my requests.
By the way, if someone made that cost/feature site thing I talked about a 
couple months ago, putting in descriptions of each feature and its required 
components and workload might help non-programmers more easily comprehend the 
scope of the requests they're making. Also, just a quick thought/tip that I 
keep running across, unless the game's design specifically precludes it, design 
the game's back-end as though their will be some kind of multiplayer, because 
then if people want it, implementation doesn't mean a rewrite of huge chunks of 
your code. Everybody wins, and it usually doesn't require a great divergence 
from standard design principles.

Signed:
Dakotah Rickard

On Jul 21, 2013, at 10:48, Thomas Ward thomasward1...@gmail.com wrote:

 Hi James,
 
 The sad part is BGT is relatively simple compared to writing a game
 completely from scratch in C++ or another advanced programming
 language. The interfaces to things such as DirectSound are very very
 difficult without a wrapper library like Streemway to provide high
 level access. I only wish that more gamers could appreciate the sheer
 amount of work that goes into a single audio game.
 
 Cheers!
 
 On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hi there
 
Tell me about it. I'm working on a game with BGT. It's my first time
 programing so it's a good program to start with, but I just didn't know how
 
 much work went into making a game.
 
 bfn
 James
 
 --
 
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Thomas Ward
Hi Dakotah,

Well, even there C# is much easier to work with than C++. While XNA
would not be my first choice for a .NET game programming API its
nothing like trying to access those libraries such as dinput, xaudio2,
xinput, etc directly through C++ primarily because libraries like
xaudio2 does not have functions to load and decode wav files, mp3s,
wma files, ogg files, etc on its own forcing you to have to write your
own custom load functions even for uncompressed sounds like wav files.
With something like SlimDX, which I think blows XNA away, it has
functions to load and process wav files in xaudio2 and does a decent
job of simplifying access to dinput, xinput, and the rest of the
DirectX API.

On 7/21/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I can attest to that. I'm looking at writing games in c# with xna, and it's
 gonna be rough. That's why I try to at least put implementation details in
 with requests. Also, as Jim has made several successful local multiplayer
 games, I didn't find it too awkward to write out my requests.
 By the way, if someone made that cost/feature site thing I talked about a
 couple months ago, putting in descriptions of each feature and its required
 components and workload might help non-programmers more easily comprehend
 the scope of the requests they're making. Also, just a quick thought/tip
 that I keep running across, unless the game's design specifically precludes
 it, design the game's back-end as though their will be some kind of
 multiplayer, because then if people want it, implementation doesn't mean a
 rewrite of huge chunks of your code. Everybody wins, and it usually doesn't
 require a great divergence from standard design principles.

 Signed:
 Dakotah Rickard

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[Audyssey] mapping in muds

2013-07-21 Thread Keith
Hi, wondering if anyone has any tips or suggestions on how to map an area in 
a mud?  I play alter aeon and cyberassault, and have no clue as to an easy 
and effective way of mapping  areas (like the time tower in the wastelands 
in cyberassault regarding the portals.


Thanks

Keith 



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Re: [Audyssey] mapping in muds

2013-07-21 Thread Bogdan Muresan
Hello. I am also a fan of alteraeon. I play it with mush Z and the sounds 
are great. The mapping is a little problem. When I want to find something, I 
use scan command and it helps me.


-Original Message- 
From: Keith

Sent: Sunday, July 21, 2013 8:35 PM
To: Gamers Discussion list
Subject: [Audyssey] mapping in muds

Hi, wondering if anyone has any tips or suggestions on how to map an area in
a mud?  I play alter aeon and cyberassault, and have no clue as to an easy
and effective way of mapping  areas (like the time tower in the wastelands
in cyberassault regarding the portals.

Thanks

Keith


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Re: [Audyssey] Are there any programmers out there that can help with c++ questions?

2013-07-21 Thread James Bartlett

Hi

   First let me say thank you for replying. I've tried to research the c++ 
code but I can't make heads or tails of it. All the stuff that I do find is 
all visual and makes no sense. is there a place that I can go to research 
where to get started from a blind persons point?


thank you again bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, July 21, 2013 10:51 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Are there any programmers out there that can help 
with c++ questions?



Hi James,

I should be able to help you with your C++ questions. I am a C++
developer, and have been for over 14 years. All of my current projects
such as Mysteries of the Ancients, Raceway, etc are written in pure
C++.

Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:

Hello all
I've been reading and doing a lot of research on c++ and BGT, But I still
have a lot of questions that the help topics that I find just aren't
ansering. I have some games in my head that I would like to get working 
so I

can share them with others. so if someone has the time to anser some
questions that would be great thank you. email me off list my email is
jab8...@gmail.com

Thank you
bfn
James
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Dakotah Rickard
In researching the various languages I could utilize, I found that C++
doesn't seem to offer much in the way of advantage over C# in terms of
what you can actually do with it, especially when you weigh it against
the difficulties inherent in programming in that language.

On 7/21/13, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Dakotah,

 Well, even there C# is much easier to work with than C++. While XNA
 would not be my first choice for a .NET game programming API its
 nothing like trying to access those libraries such as dinput, xaudio2,
 xinput, etc directly through C++ primarily because libraries like
 xaudio2 does not have functions to load and decode wav files, mp3s,
 wma files, ogg files, etc on its own forcing you to have to write your
 own custom load functions even for uncompressed sounds like wav files.
 With something like SlimDX, which I think blows XNA away, it has
 functions to load and process wav files in xaudio2 and does a decent
 job of simplifying access to dinput, xinput, and the rest of the
 DirectX API.

 On 7/21/13, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I can attest to that. I'm looking at writing games in c# with xna, and
 it's
 gonna be rough. That's why I try to at least put implementation details
 in
 with requests. Also, as Jim has made several successful local multiplayer
 games, I didn't find it too awkward to write out my requests.
 By the way, if someone made that cost/feature site thing I talked about a
 couple months ago, putting in descriptions of each feature and its
 required
 components and workload might help non-programmers more easily comprehend
 the scope of the requests they're making. Also, just a quick thought/tip
 that I keep running across, unless the game's design specifically
 precludes
 it, design the game's back-end as though their will be some kind of
 multiplayer, because then if people want it, implementation doesn't mean
 a
 rewrite of huge chunks of your code. Everybody wins, and it usually
 doesn't
 require a great divergence from standard design principles.

 Signed:
 Dakotah Rickard

 ---
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-- 
Signed:
Dakotah Rickard

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[Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-21 Thread Charles Rivard
Jim:  If this already exists, where can it be found?  If not, how about an 
option in the next update that marks, in the list of golf courses to choose 
from, whether a course has been played?  Using this feature, you could play all 
of the courses available without replaying any.  Then you could look at the 
records to see how you did.

Another feature that might be a cool addition would be a running average score 
in comparison to what par would be after that many holes.  For example, if you 
play a course that has 72 as par and score 70, then a course that has 70 as 
par, and you shoot a score of 70, the average par would be 71 and you have shot 
an average of 70.  Overall, so far, you're shooting 1 under par.  Over time, 
you could combine these 2 features and see how you did as far as par for all 
courses.  After all courses have been played at least once, select the random 
course choice and see if you can beat your overall performance.

---
Shepherds are the best beasts, but Labs are a close second.
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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-21 Thread James Bartlett

hI there

   That sounds like a good plan for a game setup.

bfn
James

--
From: Charles Rivard wee1s...@fidnet.com
Sent: Sunday, July 21, 2013 3:46 PM
To: audyssey gamers list gamers@audyssey.org
Subject: [Audyssey] a suggestion for Jim Kitchen's golf game

Jim:  If this already exists, where can it be found?  If not, how about an 
option in the next update that marks, in the list of golf courses to 
choose from, whether a course has been played?  Using this feature, you 
could play all of the courses available without replaying any.  Then you 
could look at the records to see how you did.


Another feature that might be a cool addition would be a running average 
score in comparison to what par would be after that many holes.  For 
example, if you play a course that has 72 as par and score 70, then a 
course that has 70 as par, and you shoot a score of 70, the average par 
would be 71 and you have shot an average of 70.  Overall, so far, you're 
shooting 1 under par.  Over time, you could combine these 2 features and 
see how you did as far as par for all courses.  After all courses have 
been played at least once, select the random course choice and see if you 
can beat your overall performance.


---
Shepherds are the best beasts, but Labs are a close second.
---
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Re: [Audyssey] Are there any programmers out there that can help with c++ questions?

2013-07-21 Thread James Bartlett

Hello

   Thank you for the info. I'll be shore to check it out. again thank you 
for the help.


bfn
James

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, July 21, 2013 4:30 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Are there any programmers out there that can help 
with c++ questions?



Hi James,

I don't know of anything that teaches you to develop in C++
specifically from a blind persons point of view, but any good book
should teach you the basics without getting too visual. One book I
would highly recommend is Teach Yourself C++ in 21 Days by Jesse
Liberty. The 4th edition of the book is all up to date, and takes you
from absolute newbie to an intermediate user of the language. It is
laid out as a three week course, IE 21 days, in which you begin with
simple Hello World type programs and work your way up to more advanced
applications. One place you could read the book is on the Safari site
http://safari.oreilly.com
with a 14 day free trial subscription.


Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:

Hi

First let me say thank you for replying. I've tried to research the 
c++


code but I can't make heads or tails of it. All the stuff that I do find 
is


all visual and makes no sense. is there a place that I can go to research
where to get started from a blind persons point?

thank you again bfn
James



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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread Jim Kitchen

Hi Dakotah,

I did not write the original golf or trucker game.  I had found the source 
code, added sounds and made sure that they worked correctly with dos screen 
readers.  And later converted them to sapi5 windows versions.  But neither game 
can really be made into a multiple player game.  Many have looked at them and 
have the same opinion.  Sorry about that.

BTW all of my other games I did write myself from scratch.

BFN

Jim

If there were no golf balls, how would we measure hail?

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

2013-07-21 Thread Jim Kitchen

Hi,

I have put a new file up on my web site;

File name winpres3.exe  File size 2.4 meg

My rendition of the TV game show Press Your Luck.
Version 3 fixes a bug with the select voice and there is now a big bank, but 4 
whammies puts you out of the game.  The presslog.txt file will now be in your 
documents\kitchensinc folder.

The winpres3.exe file can be found on my free windows sapi5 text to speech 
games page.

Have fun.

BFN
Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] a suggestion for Jim Kitchen's golf game

2013-07-21 Thread Jim Kitchen

Hi Charles,

Truthfully I did not have plans to work on my golf game.  You can look at the 
golfrecords.txt file to see which courses you have played and which you have 
not.

I will keep your suggestions in mind, but really did not plan on working on the 
golf game again.

BFN

Jim

If there were no golf balls, how would we measure hail?

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Kintchens Inc Game Request

2013-07-21 Thread shaun everiss

well I have been spending a lot of time with the deathmatch series.
in particular the deathmatch2 sounds.
and its easy to commit a game to crap when you are a user.
I found it extremely complex to find the sound, the right sound, the 
right licenced sound, and to put it together.
Then there were issues like sounds not looping well, and some decoded 
sounds needing to be recorded again because their decoded ones sounded wrong.
Then again there were times where I knew exactly what I wanted, where 
in my monster lib of free comercial and other sfx it was, down to the 
folder it was in.

and never mind the forking coding of the game sounds, some were in wav.
some were in vorbis.
not to mention the winlame vorbis encoder has access issues with the 
quality contol settings but luckily I didn't need to monkey with it.

Some sounds I had to switch unused stuff round.
I was one of those users that hadn't cared much but yeah if something 
sounds crappy its probably because nothing better could be found at the time.

I spent the last 3 days hacking files, and its really crazy.

At 02:48 AM 7/22/2013, you wrote:

Hi James,

The sad part is BGT is relatively simple compared to writing a game
completely from scratch in C++ or another advanced programming
language. The interfaces to things such as DirectSound are very very
difficult without a wrapper library like Streemway to provide high
level access. I only wish that more gamers could appreciate the sheer
amount of work that goes into a single audio game.

Cheers!

On 7/21/13, James Bartlett jab8...@gmail.com wrote:
 Hi there

 Tell me about it. I'm working on a game with BGT. It's my first time
 programing so it's a good program to start with, but I just didn't know how

 much work went into making a game.

 bfn
 James

 --

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Re: [Audyssey] mapping in muds

2013-07-21 Thread Dennis Towne
The thing to remember about mapping is that it all fits on a grid, or
very nearly fits on a grid.  If you think about north and south as
being one direction on a grid and east and west being in the other
direction, you should be able to keep better track of where things
area.

Unfortunately, because maps are usually on a flat grid like that, it's
very hard to display or show an actual map.  Lists of directions
aren't a map; they're just lists of directions.  The actual map would
have many places on it, and show you how they connect together.
That's really hard to do with a screen reader.

On Alter Aeon, there's a bunch of different ways you can get map
information:  the exits command, the map command, and the nearby
commands for starters.  Each shows different kinds of information that
you can use to get a feel for where things are.

For me, I'd really like some ideas on how to better handle mapping
information for blind players.  Usually the only feedback I get is a
request for exact directions to go various places, which as I said
before, isn't a map and doesn't really help people understand the
actual two dimensional layout of most areas.

Dennis Towne

Alter Aeon MUD
http://www.alteraeon.com

On Sun, Jul 21, 2013 at 10:39 AM, Bogdan Muresan
bogdanmures...@gmail.com wrote:
 Hello. I am also a fan of alteraeon. I play it with mush Z and the sounds
 are great. The mapping is a little problem. When I want to find something, I
 use scan command and it helps me.

 -Original Message- From: Keith
 Sent: Sunday, July 21, 2013 8:35 PM
 To: Gamers Discussion list
 Subject: [Audyssey] mapping in muds


 Hi, wondering if anyone has any tips or suggestions on how to map an area in
 a mud?  I play alter aeon and cyberassault, and have no clue as to an easy
 and effective way of mapping  areas (like the time tower in the wastelands
 in cyberassault regarding the portals.

 Thanks

 Keith


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