Re: [Audyssey] Using braille displays with accessible games

2009-02-13 Thread Lukás Hosnedl

Hi,
I can help you using a Focus 40-80. It amazed me that you can't read braille 
yourself. Then I realized that you probably weren't forced nor had any 
reason to learn it when you lost your sight in your early 20's, as far as I 
remember, but braille output can help and even speed things up a great deal 
if you want to double-check any longer piece of text or probably even a 
program code. :-) Not to mention mathematical or chemical formulas. *smile*

Lukas
- Original Message - 
From: Che c...@blindadrenaline.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 13, 2009 6:49 PM
Subject: [Audyssey] Using braille displays with accessible games



 Hi all,
 I am almost done with my online card games hearts and hold em poker.
 I am wanting to include braille output for those dependant on braille 
displays.
 Both games can currently use jaws as the speech engine as well as sapi, 
so it seems it wouldn't be too hard to convert the output to work with 
braille.
 I cannot read braille myself, but if anyone is on list that can either 
test the games with a braille display or let me know where I can get more 
info on making jaws play nice with braille displays, I'd really appreciate 
it.
 And before anyone says it isn't worth the time due to the few folks 
playing games with braille, sometimes you just got to do the right thing 
and put yourself in another persons shoes. I know if I were deaf and 
blind, I would very much appreciate having access to entertainment like 
this.  If it helps only one person take their mind off their troubles for 
a little hwile, it is well worth it.

 Thanks for any help,
 Che
c...@blindadrenaline.com
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Re: [Audyssey] GMA Games unresponsive to licence requests

2009-02-12 Thread Lukás Hosnedl
Yeah, automating the thing might not be a bad idea, would probably save 
David Greenwood lots of time, as I imagine every developer must be flooded 
with similar requests. But maybe he's just enjoying a short vacation that he 
forgot or didn'T have time to announce, or some other real life 
circumstances are preventing him from responding faster... Don't forget that 
we're all just ordinary human beings, not perfect flawless machines, 
performing 100% all the time, so life often interferes with our decisions 
and intentions. *smiles*
Just my thoughts, not that this would happen commonly with GMA, as far as I 
know.

Lukas
- Original Message - 
From: Scott Chesworth scottcheswo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, February 13, 2009 5:06 AM
Subject: Re: [Audyssey] GMA Games unresponsive to licence requests



Hey Dark,

Yep, I've already installed GTC on my laptop and been through the
order wizzard.  Copied in my original user code and key too in the
hope that it'd speed up the process for me and make life easy for the
folks at GMA.  It's been a few days since the reminder email, perhaps
it's time for another.

Hmmm, surely automating this kind of thing isn't a big job for a
proper programmer.  In fact there's probably a few free to use
solutions already in existance is there not.

Scott 



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Re: [Audyssey] New MOTA Trailer Released

2009-02-11 Thread Lukás Hosnedl

Now! This! Is! Just! Wonderful!
Great news to hear! I never would believe how a side scroller could 
successfully resemble the most modern Tomb Raider if someone told it to me 
before I heard your MOTA trailers. You are introducing such new, 
revolutionary elements into audiogames, both features and atmospheric 
details and more, that all other games start looking like the old 8-bit 
Atari classics right next to your avesome inventive creations. :-D

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 11, 2009 2:31 AM
Subject: Re: [Audyssey] New MOTA Trailer Released


Hi Lukas,
As of todays builds Angela does speak some stuff now using a real human
voice. For example if she steps into a room with an enemy in it she will
say something like what now, we've got company, hostiles, etc.
Though my absolute favorite fraze is, get out of my way! Quite
apparently not going to take any crap off of centaurs, skeleton
warriors, or flying harpies.
Another new addition that didn't make it into the trailer that has been
added to the game just over the passed 24 hours are warning messages. If
she is walking, not running, when approaching a fire, lava pit, chasm,
etc she will let you know when she is in danger. Angela will say
something like watch out, look out, watch it, etc. It is a great
cue that you are in mortal danger.Especially for silent traps like
spikes and poison darts that don't make any sound until you trip them.
Although Angela can see them so she points them out to you along the way. 



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Re: [Audyssey] New MOTA Trailer Released

2009-02-10 Thread Lukás Hosnedl
Yeah, this trailer sounds tons better to me than the first one. The music 
and new voiceovers make such a great difference in terms of the game's 
overal feeling or atmosphere... Only the new Angela sounds perhaps a bit too 
aggressive to me. Do you think that mixing the two voices together, choosing 
the best fitting sounds for each event from the two sets of screams and 
grunts, would make a noticeable difference in the end? Like two different 
persons? :-) Cause I would definitely replace at least the jump scream with 
something less urgent. :-D
Other than that, keep up the unbelievable great work, Tom, I just still 
can't believe that a game of such professionality is gonna be completed one 
day.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, February 07, 2009 9:17 PM
Subject: [Audyssey] New MOTA Trailer Released



Hello gamers,
We have just released an all new audio trailer of Mysteries of the 
Ancients 0.5. This all new trailer includes new background music, new 
character sounds, as well as Acapela Heather doing audio voice overs for 
the game. You can download the new trailer on our products page

http://www.usagamesinteractive.com/products.php
under the Mysteries of the Ancients product section.

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] New MOTA Trailer Released

2009-02-10 Thread Lukás Hosnedl
Aha, yeah, I see then... That's perfectly ok. Well, having listened to the 
thing several times, I must say that it doesn't sound as shocking at last as 
it did the first time. Maybe you could just get the actress to do a less 
fierce jump scream for you, but that really doesn't hurry at all. Something 
like  Scot's suggestion to slow down the running speed, which I find myself 
agreeing with. :-) Now just make sure that everything is done as best as you 
could from the coding pov. :-)

Best of luck!
Lukas
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 10, 2009 9:12 PM
Subject: Re: [Audyssey] New MOTA Trailer Released



Hi Lucas,

Snip
Only the new Angela sounds perhaps a bit too  aggressive to me. Do
you think that mixing the two voices together, choosing  the best fitting 
sounds
for each event from the two sets of screams and  grunts, would make a 
noticeable

difference in the end? Like two different  persons?
End snip

I really can't do that. Reason is in the early Alphas I was using the 
sounds of Lara Croft, from the Tomb Raider games, as place holder sounds 
until I got someone else to do the character effects for Angela. As a 
result using the Lara Croft effects would technically be breaking 
international copyright laws, and having had this sort of trouble before 
with Montezuma's Revenge i won't do that. So officially I have my own 
character effects for Angela Carter.

Smile.


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Re: [Audyssey] New MOTA Trailer Released

2009-02-10 Thread Lukás Hosnedl
Yeah, definitely! Now you are right! REminds me of Angel of Darkness, where 
Lara Croft also used to talk to herself at several occasions. :-D Like when 
you attempted a task that you were too weak for, so she just said: I'm not 
strong enough. Or there were several little cluess to help you solve a 
particularly tough puzzle that sounded misterious at first but later made 
perfect sense. For example, I remember that there was a place where you 
unarmed a timed bomb or something like that and then had to get underwater 
somehow, so she just told you: Dive, girl, dive, or something like that. 
Wonderful ideas you have, Thomas. Besides, it will be cool to have Angela 
say something, actual fluent sentences rather than just screams of pain or 
shock, at certain places in the game. You are moving the audiogaming world 
forward by a light year and not just a single step, really! :-D

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 10, 2009 9:16 PM
Subject: Re: [Audyssey] New MOTA Trailer Released



Hi Will and all,
Actually, when I get finished with one of the newer patches for 0.5 Angela 
will do something different when she encounters a wall. Instead of a 
thump/scream she will say this is a dead end or something like that. I am 
assuming here that a person wouldn't actually run into the wall face first 
so she will tell you that the wall is there and stop before hitting it. 
The coolness of this game is in the detail I put into it.


william lomas wrote:
I think the screams are fitting since she is walking into a wall and it 
is shock more than anything.



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Re: [Audyssey] New MOTA Trailer Released

2009-02-10 Thread Lukás Hosnedl
Now that's gonna be so cool! You are pretty brave if you eventually dare to 
do that. But it's not too probable that the authorities would notice. 
*smile*

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 10, 2009 10:01 PM
Subject: Re: [Audyssey] New MOTA Trailer Released



Hi,
Right. Officially I can't support a Tomb Raider mod, but unofficially I 
plan to release a freeware mod for the game after it is released that 
turns Tomb Hunter into Tomb Raider complete with sounds, music, etc. I'll 
most likely post that puppy on sendspace as not to have it officially 
connected with my web site.

HTH.

Matheus wrote:

but not officialy you can just made a pack with the old sounds and
musics tow and put in the sendspace for who wants tow, right?
smile.



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Re: [Audyssey] New MOTA Trailer Released

2009-02-10 Thread Lukás Hosnedl
Definitely agree here. The complainers just seem to have nothing else to do 
in their lives, or just be completely out of range, having no idea as to 
what they're talking about in fact. The task is much more complex than it 
might seem.

Lukas
- Original Message - 
From: Constantine tcwoo...@shaw.ca
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, February 10, 2009 10:11 PM
Subject: Re: [Audyssey] New MOTA Trailer Released


35 dollars isn't that much, considering a new game for ps3, psp, etc costs 
like 50 bucks. I get all of mine used, and the resale value goes way, way 
down to like 25 bucks, sometimes less.
They shouldn't be whining. In my eyes, audiogames should be that price or 
more, especially since the ag market is so small to begin with and devs 
get hardly any recognition for there work. Maybe that's just me, though.




contact details:

email: tcwoo...@shaw.ca

and others
msn: the_conman...@hotmail.com
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, 
Fujitsu 100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 10, 2009 5:02 PM
Subject: Re: [Audyssey] New MOTA Trailer Released


I've gotten a couple of comments about the price.  They say stuff like, 
No way!, or $35?  They're nuts!.  I just told them to wait and see, 
and don't judge the final product by the sound of the first small 
portion. I'll bet the game will be well worth it.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 10, 2009 12:53 PM
Subject: Re: [Audyssey] New MOTA Trailer Released



Hi,
Smile. Thanks for the vote of confidence. WE have been working long and 
hard to deliver this game, and it has taken many hours of work to get 
where we are. So if the quality is good when the final product is 
released it is because of the time and energy put into it.  The Windows 
release is quite a bit further along than the Mac and Linux ports, but 
eventually we hope to get it ported to Mac OS and Linux too.


Constantine wrote:
Yeah, this game might actually change the audiogames market. No, I'm 
not kidding.




contact details:

email: tcwoo...@shaw.ca

and others
msn: the_conman...@hotmail.com
skype: the_conman283

system details:
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AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, 
Fujitsu 100 gb 4500 RPM Hard Drive, connecsant AC-link audio



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Re: [Audyssey] super liam lava lake level

2009-01-31 Thread Lukás Hosnedl

Hi,
that's strange, cause if you jump, you should have enough time and speed to 
leave the volcano far behind you. Just don't be afraid to jump up as soon as 
you land, again and again, you should always hear a little single troop or a 
firepit long before you jump into it. Then you can slow down and walk or run 
towards it and start jumping again. Even running works fine if you do not 
hesitate too much, but the sucker stays much closer at your heels. :-)

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

To: audyssey gamers group Gamers@audyssey.org
Sent: Tuesday, January 27, 2009 10:45 PM
Subject: [Audyssey] super liam lava lake level


What's the best way to escape the volcano in the final section of this 
level?  I've tried jumping through the level as well as holding the space 
bar down to run through it.  The darned volcano still catches me.  This! 
burns! me! up!!  Heh heh heh.


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Re: [Audyssey] Would you pay $50 for a killer controller?

2009-01-31 Thread Lukás Hosnedl
This concept really caught my attention but I just don't know as of yet, as 
my resources are still very limited and I have to spend them carefully and 
wisely. *smiles*
Hey, I wouldn't call off-line play so much more fun at all. Just a poor 
replacement for times when you are bored and wanna play but have no internet 
connection available at the time. :-)

Lukas
- Original Message - 
From: Matheus an...@bol.com.br

To: gamers@audyssey.org
Cc: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 30, 2009 3:32 AM
Subject: Re: [Audyssey] Would you pay $50 for a killer controller?



well, i really can't pay for it man.
especialy to play only this game... it's tow much. unless you are going
to make the game in a version for keyboard, and a version to this
controller.
also, if you make a offline version against the computer it will be so
much more fun.

-Mensagem original-
De: tim kilgore tim8...@sbcglobal.net
Para: Che c...@blindadrenaline.com,Gamers Discussion list 
gamers@audyssey.org

Data: Quarta, 28 de Janeiro de 2009 17:38
Assunto: Re: [Audyssey] Would you pay $50 for a killer controller?

I might be willing.

Tim
- Original Message -
From: Che c...@blindadrenaline.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 29, 2009 4:37 PM
Subject: [Audyssey] Would you pay $50 for a killer controller?



Hi all,
I am ramping up plans for an online head to head fighting game. At first
it will mostly be a test bed for latency issues, so I can see what the
limitations are for head to head combat over the internet.
 One idea I am picking at is the inclusion of The nintendo Wii 
controllers

for the game.
 It is possible to use the Wii controllers via a blue tooth hookup with a
PC.
 Having used these controlers on my Wii, I can tell you they are amazing.
 In the boxing game, the faster you punch with the controller, the harder
your character punches. In Mortal Combat, you draw a pattern in the air
with your controller to execute certain moves.
 All of this functionality is available with the PC port of the 
controller

software.
 My question is, how much would the average blind gamer be into this?
 I think the draw to a head to head fighting game would be good, assuming
lag issues could be worked out, but would the average gamer be willing to
drop the $50 or so necessary to buy a controller and blue-tooth hook up?
 The possibilities for useing the Wii controllers is immense for
accessible gaming, most especially for action titles.
 The balance board can be used as well, another $80 or so. Think of the
ability to dodge your opponent simply by leaning, or run away from a
monster by, well, running.
 Anyhow, it is an exciting concept, what do you guys think?
Later,
che
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Re: [Audyssey] commenting on the phillips game controler.

2009-01-21 Thread Lukás Hosnedl
Hi,wow, this sounds just cool! Looks like this controller would be perfectly 
usable with a Play STation console emulator on the PC, as it has all the 
necesary buttons and even in similar shapes and places, and 4 more in 
addition. I would definitely buy it but maybe would prefer to have a look at 
it first, but well, this doesn't seem to be a possibility... You know, 
controlling the games in the emulator just with the keyboard is a pain in 
the budd. The games were not designed for such controls and it's too slow 
and awkward.

Lukas
- Original Message - 
From: The Kolesar Brothers kolesar16...@roadrunner.com

To: Audyssey Mailing list gamers@audyssey.org
Sent: Wednesday, January 21, 2009 3:00 AM
Subject: [Audyssey] commenting on the phillips game controler.



   Hi To all, from Ron and Boz.
I finally got a chance to pick up the Phillips hand held game controller
model sgc2909.
The controller looks like this.
With the unit facing you. You have the cable plugged into your usb 
connecter
and it is on the top of the unit. There are two flat buttons to the left 
of

the cable one button to
the back and there is one directly under that button. Then across the top 
of
the controller to the right of the cable on the right hand edge of the 
unit

are two more buttons and they're located just like the two buttons on the
left side of the connection cable. One button above another button. Maybe
DJC AKA Don can tell us what these four buttons are and what their 
functions

are.
Now looking at the face of the unit. The best way to describe the unit is
that we have a left column of buttons, a center column of buttons and a 
last

column of buttons on the far right hand side.
Lets take the far left buttons first.
These four buttons are your basic four directional buttons. They're 
triangle
shaped buttons. You have your up arrow, which is at the top. Diagonally 
from

this button about three o'clock is the right arrow button, then at the six
o'clock is the down arrow button, then at the nine o'clock is the left 
arrow

button.
Now we come to the center. You'll feel a slight bubble, this is the visual
display. Just to the left is the escape key and to the right of the 
display

is the enter key.
Now if you find the display bubble as your center,Just below the display 
is

a group of four buttons in a diamond like shape. The top button is just
under the display . This button is the digital analog mode button. I don't
think we'll want to play with this button to much. I could be wrong on 
this

since I'm still learning the unit myself. But if you keep coming down from
that button you'll see nothing then if you go down a little further, 
you'll

run into another button. This button is the game mouse button. If you get
back in between these two buttons, you'll see a button to your left and a
button to your right. This makes up the diamond shape of these four 
buttons.

Maybe DJC could refresh my memory on these buttons once again.
This takes care of the center column of buttons.
Now we come to the far right hand side of the unit. We run  into another
diamond shape of four buttons once again. But these buttons are round in
shape.
Now I don't know what these buttons are either.
But for an example for puppy one. I have the three o'clock button as  my
view button and my nine o'clock button as my fire button.
This was the only thing I had to do so that Puppy one would work
with the flight controller.
The one main thing I have to remember is that the two round knobs at the
bottom are your joysticks and they are very very touchy. They don't take
much to go in the direction that you want to fly in.
So for Puppy one, it is real easily to fly past the enemy planes and then
you get shot down. GRIN.
I did manage to shoot down 67 enemy planes down on the experience level
though.
So I do have one game under my belt thus far.
I now have to work with out back, blast chamber, troopanum, hunter and the
new three d velocity flying game.
I'll keep everyone up to date on my opinion on this hand controller.
But so far I kind of like it.
But so far with just puppy one. I like it.
So this is my opinion of the flight controller for now.
Ron who finally broke away from the keyboard. GRIN.
Matt  Ron Kolesar  there great Dogs!

kolesar16...@roadrunner.com


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Re: [Audyssey] Cross Platform Speech Support

2009-01-21 Thread Lukás Hosnedl
Just great! This should also make the development a bit faster and much less 
exhausting for you, I think. I just can't wait to see the results and to 
give you constructive feedback as one who has also seen and played a few of 
the Tomb Raider games with sighted assistance when the right time and 
something to base the feedback on arrives. And the alternative system gamers 
should also be pretty happy. Your projects will be the first really complex 
and immersive audiogames that are portable. Thumbs up and keep up the great 
work! :-)

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 21, 2009 4:18 PM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi Lukas,
Correct. Besides a desire to do the game my own way, with my own
imagination, etc I've been writing a story that goes along with the
game. In fact, I have a couple of different Tomb Hunter game stories in
the works. This time I really want to do something that is based on my
own merit for the most part.
If I want help deciding something such as which speech voice to use I'll
ask for it. If I want user feedback on a specific fature I'll ask.
however, I've drawn the line between gathering feedback and taking a lot
of end user suggestings that may or may not change the course of the
game and story.
Smile.

Lukás Hosnedl wrote:
Yeah, I am glad to hear you've taken this course of action. This way the 
result is gonna be as interesting and promising as it ever could. Feedback 
is fine but everything has its limits, and as you work on this as your own 
game, not a community driven project, it wouldn't be good to stray too far 
from the original imagination, right? *smiles*

Lukas



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Re: [Audyssey] commenting on the phillips game controler.

2009-01-21 Thread Lukás Hosnedl
If only I had known there were converters like this around. Thanks so much 
for the advice. Just for clarification, how do these things actually work? 
Are they another small device that you just plug the controller into and it 
can then be connected to a USB port or so? This would be the very coolest 
option! :-)

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 21, 2009 3:53 PM
Subject: Re: [Audyssey] commenting on the phillips game controler.


You know, you could always use an actual ps2 controller. I got this
converter from ebay a while back for around $3 that allows me to do this. so
now I play killer instinct on snes emulaters using my ps2 controller. pretty
cool actually.

Original Message - 
From: Lukás Hosnedl lukas.hosn...@seznam.cz

To: The Kolesar Brothers kolesar16...@roadrunner.com; Gamers Discussion
list gamers@audyssey.org
Sent: Wednesday, January 21, 2009 6:36 AM
Subject: Re: [Audyssey] commenting on the phillips game controler.


Hi,wow, this sounds just cool! Looks like this controller would be 
perfectly usable with a Play STation console emulator on the PC, as it has 
all the necesary buttons and even in similar shapes and places, and 4 more 
in addition. I would definitely buy it but maybe would prefer to have a 
look at it first, but well, this doesn't seem to be a possibility... You 
know, controlling the games in the emulator just with the keyboard is a 
pain in the budd. The games were not designed for such controls and it's 
too slow and awkward.

Lukas
- Original Message - 
From: The Kolesar Brothers kolesar16...@roadrunner.com

To: Audyssey Mailing list gamers@audyssey.org
Sent: Wednesday, January 21, 2009 3:00 AM
Subject: [Audyssey] commenting on the phillips game controler.



   Hi To all, from Ron and Boz.
I finally got a chance to pick up the Phillips hand held game controller
model sgc2909.
The controller looks like this.
With the unit facing you. You have the cable plugged into your usb 
connecter
and it is on the top of the unit. There are two flat buttons to the left 
of

the cable one button to
the back and there is one directly under that button. Then across the top 
of
the controller to the right of the cable on the right hand edge of the 
unit

are two more buttons and they're located just like the two buttons on the
left side of the connection cable. One button above another button. Maybe
DJC AKA Don can tell us what these four buttons are and what their 
functions

are.
Now looking at the face of the unit. The best way to describe the unit is
that we have a left column of buttons, a center column of buttons and a 
last

column of buttons on the far right hand side.
Lets take the far left buttons first.
These four buttons are your basic four directional buttons. They're 
triangle
shaped buttons. You have your up arrow, which is at the top. Diagonally 
from
this button about three o'clock is the right arrow button, then at the 
six
o'clock is the down arrow button, then at the nine o'clock is the left 
arrow

button.
Now we come to the center. You'll feel a slight bubble, this is the 
visual
display. Just to the left is the escape key and to the right of the 
display

is the enter key.
Now if you find the display bubble as your center,Just below the display 
is

a group of four buttons in a diamond like shape. The top button is just
under the display . This button is the digital analog mode button. I 
don't
think we'll want to play with this button to much. I could be wrong on 
this
since I'm still learning the unit myself. But if you keep coming down 
from
that button you'll see nothing then if you go down a little further, 
you'll

run into another button. This button is the game mouse button. If you get
back in between these two buttons, you'll see a button to your left and a
button to your right. This makes up the diamond shape of these four 
buttons.

Maybe DJC could refresh my memory on these buttons once again.
This takes care of the center column of buttons.
Now we come to the far right hand side of the unit. We run  into another
diamond shape of four buttons once again. But these buttons are round in
shape.
Now I don't know what these buttons are either.
But for an example for puppy one. I have the three o'clock button as  my
view button and my nine o'clock button as my fire button.
This was the only thing I had to do so that Puppy one would work
with the flight controller.
The one main thing I have to remember is that the two round knobs at the
bottom are your joysticks and they are very very touchy. They don't take
much to go in the direction that you want to fly in.
So for Puppy one, it is real easily to fly past the enemy planes and then
you get shot down. GRIN.
I did manage to shoot down 67 enemy planes down on the experience level
though.
So I do have one game under my belt thus far.
I now have to work with out back, blast chamber, troopanum

Re: [Audyssey] Cross Platform Speech Support

2009-01-20 Thread Lukás Hosnedl
Yeah, I am glad to hear you've taken this course of action. This way the 
result is gonna be as interesting and promising as it ever could. Feedback 
is fine but everything has its limits, and as you work on this as your own 
game, not a community driven project, it wouldn't be good to stray too far 
from the original imagination, right? *smiles*

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 20, 2009 4:08 AM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi Lukas,
Well, you aren't the only one who didn't like karen. I rather like her
voice, but  there are those who don't. It is one of those things that
not everyone likes/dislikes the same TTS voices. Can't please everyone I
guess. Smile.
Anyway, getting too much feedback is one of the reasons I am waiting to
release a demo. With Montezuma's Revenge and STFC I got a lot of
feedback. In many cases I would work on a feature or suggestion I myself
wasn't interested in doing, and as a result I became disinterested in
the project. With MOTA I am trying to keep end user input to a minimum,
and let my own ideas dominate the projects final outcome.

Lukás Hosnedl wrote:
That was Karen in the original trailer? Oh Aha. :-D-D I didn't like 
her very much either then... But well, the voice used doesn't matter that 
much to me after all. Just keep up the good work and do whatever you feel 
is best for the game (it's you who's creating it and who is so familiar 
with the Tomb Raider series and so many other mainstream games, and who 
knows how to code things best, what accessibility solutions to invent...) 
and don't hurry anything too much or change things the way you don't want 
them to be just because someone is complaining. After all, you have been 
forced to do this stuff, although you would personally prefer to do more 
complicated and interesting games. I am glad to see that MOTA is turning 
out much better than you expected it could, as you said, so don't let it 
suffer. :-D Best of luck and my sincere support!

Lukas



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Re: [Audyssey] Cross Platform Speech Support

2009-01-20 Thread Lukás Hosnedl
Wow, I didn't have a slightest clue that there were so many cross-platform 
engines out there. This is what results from ignorance and lack of interest 
or research. :-D But yeah, I see, it has more cons than pros for your 
purpose, so self-voicing is really gonna be a better choice. Not too many 
gamers would probably buy a voice along with the game itself. :-)

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 20, 2009 4:21 AM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi Lukas,
Well, yes and no.  There are cross platform text to speech engines for
Mac, Linux, and Windows but they aren't necessarily ideal for accessible
gaming.  The ESpeak TTS Engine is cross platform, free, works well, but
it sounds too robotic for mine. The Cepstral Swift engine is cross
platform, most voices sound alright,  but then we are talking a
distribution license or ask everyone to buy one of the Cepstral voices
independantly to play my games. The Dectalk Access software is cross
platform, but has the same  hang up as the Cepstral voices. Diddo for
the ATT Voices and Eloquence.

Lukás Hosnedl wrote:
I see, I know this fact very well myself, first from other self-voicing 
games and second from a project I am working on myself (that's still only 
in czech though). But I still like this method of reading messages to the 
player more than using SAPI voices. But that's probably because the czech 
ones aren't very nice yet. Other than that, SAPI has great advantages of 
the game becoming much smaller in size, you can create more flexible 
messages or even include player names in the score recordings, etc., and 
it's not very difficult to code. But you are right that one must forget 
SAPI when they want to make their games cross-platform portable, as there 
is not a similar speech engine that would work on all three systems: 
Windows, Linux and Mac, currently. Am I right? This is how I understand it 
from your posts, as I've never researched the possibilities of the other 
two systems in this regard. But it's cool to hear about SDL as a working 
solution.

Lukas



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Re: [Audyssey] Cross Platform Speech Support

2009-01-20 Thread Lukás Hosnedl
Then you should hear some of the czech voices out there. Eloquence sounds 
so much better than anyone of them. :-D Actually, Acapela has just 
developed a czech voice now that just rocks and puts every other voice out 
of place. But it's too expensive and responds rather slowly as well. Oh 
well, but this is getting off-topic I guess. Just to agree that what is good 
for a screen reader doesn't have to be good for a game. I actually liked 
Heather pretty much - I checked her out when I was looking at that czech 
voice of theirs, so I think this is one of the best available choices for 
the game. So this is 38 reasons to use her already. *grin* Don't know the 
other mentioned voices myself, so this is perfect for me.

Lukas
- Original Message - 
From: Bryan Peterson b-peter...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 20, 2009 5:35 AM
Subject: Re: [Audyssey] Cross Platform Speech Support


As I've said before, the response time is the only reason, and i repeat 
the ONLY reason, why I use Eloquence as my screen reader voice. As for 
whether it sounds human, I've rarely heard a less human sounding voice. 
But I guess it's a matter of opinion. But you're right in that it would be 
horribly out of place, to say the least, in a game like MOTA, even if it 
were just used in the menus 



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Re: [Audyssey] Cross Platform Speech Support

2009-01-19 Thread Lukás Hosnedl
That was Karen in the original trailer? Oh Aha. :-D-D I didn't like her 
very much either then... But well, the voice used doesn't matter that much 
to me after all. Just keep up the good work and do whatever you feel is best 
for the game (it's you who's creating it and who is so familiar with the 
Tomb Raider series and so many other mainstream games, and who knows how to 
code things best, what accessibility solutions to invent...) and don't hurry 
anything too much or change things the way you don't want them to be just 
because someone is complaining. After all, you have been forced to do this 
stuff, although you would personally prefer to do more complicated and 
interesting games. I am glad to see that MOTA is turning out much better 
than you expected it could, as you said, so don't let it suffer. :-D Best of 
luck and my sincere support!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 19, 2009 5:20 AM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi,
Well, I had Scansoft Karen in the original trailer and some people
complained about the voice. So i switched over to Scansoft Daniel for
the newer trailer. Though, since I am going to record all the messages
from scratch to wav files I'll need to know peopls thoughts on this in
advance.
Smile.

Lukás Hosnedl wrote:

Hi Tom,
nice job done there, I'm glad to hear that cross-platform support is 
eventually possible. I actually do not know any of these voices personally 
(have probably heard most of them but can't tell which is which :-), but I 
would certainly prefer a female voice when the main game character is also 
female. Just didn't sound nice enough to me when I heard a male voice 
(Daniel???) in the MOTA trailer when it's a Tomb Raider like game. :-) 
Just my not very useful thoughts,

Lukas



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Re: [Audyssey] Cross Platform Speech Support

2009-01-19 Thread Lukás Hosnedl
I see, I know this fact very well myself, first from other self-voicing 
games and second from a project I am working on myself (that's still only in 
czech though). But I still like this method of reading messages to the 
player more than using SAPI voices. But that's probably because the czech 
ones aren't very nice yet. Other than that, SAPI has great advantages of the 
game becoming much smaller in size, you can create more flexible messages or 
even include player names in the score recordings, etc., and it's not very 
difficult to code. But you are right that one must forget SAPI when they 
want to make their games cross-platform portable, as there is not a similar 
speech engine that would work on all three systems: Windows, Linux and Mac, 
currently. Am I right? This is how I understand it from your posts, as I've 
never researched the possibilities of the other two systems in this regard. 
But it's cool to hear about SDL as a working solution.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 19, 2009 6:11 AM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi Lukas,
One of the disadvantages to using pre-recorded speech is the fact that
you can't exactly get fluent more natural speech. Even with a human
voice you are at the mercy of how fast the game can load process and
play x number of messages in the right order. It can result in some
slightly unnatural speech output.

Lukás Hosnedl wrote:
Yeah, thanksfor the voice introduction. They were pretty okay. Maybe I 
would welcome Cristal in MOTA then but a more fluent, natural sounding 
voice would still be cool if there is any among the offered ones :-)

Lukas



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Re: [Audyssey] Cross Platform Speech Support

2009-01-18 Thread Lukás Hosnedl
Yeah, thanksfor the voice introduction. They were pretty okay. Maybe I would 
welcome Cristal in MOTA then but a more fluent, natural sounding voice would 
still be cool if there is any among the offered ones :-)

Lukas
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 18, 2009 2:15 PM
Subject: Re: [Audyssey] Cross Platform Speech Support


Hi Lukas,
I used AT  and T Mike for the GMA Tank Commander information voice while you
are driving, and the Crystal voice for f1 help.
Phil 



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Re: [Audyssey] SoundRTS question

2009-01-18 Thread Lukás Hosnedl
Certainly not. look at soundrts.blogspot.com, a small informative update on 
what's going on was posted there recently.

Lukas
- Original Message - 
From: Shadow Dragon elementalult...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 18, 2009 5:43 PM
Subject: Re: [Audyssey] SoundRTS question



I have a sound pack for sound RTS up on my site at:

http://www.bladestorm360.net

Its one of the better ones I know of, I have to say.

Kind of sad that we haven't seen a sound rts update in almost half a year. 
I hope the project hasn't been abandoned.


--
From: Christian christia...@runbox.com
Sent: Sunday, January 18, 2009 8:01 AM
To: gamers@audyssey.org; gamers@audyssey.org
Subject: Re: [Audyssey] SoundRTS question


Hello,
OK, I will have a look.
There was some improved sound package for Sound RTS, is this correct?
If so, where can I find it?
Many thanks,
Christian


On 2009-01-18 at 10:51 Kelvin Tan wrote:


hi. u should be able to find people to have a game or 2 with by selecting
the multi player in the main menu and selecting choose a server from a
list.
there should be at least 1 or 2 servers that are up almost all the time
that
i know of.
- Original Message - 
From: Christian christia...@runbox.com

To: gamers@audyssey.org
Sent: Saturday, January 17, 2009 11:43 PM
Subject: [Audyssey] SoundRTS question



Hi all,
I have a question if anyone would be interested in eventually having a
game of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-14 Thread Lukás Hosnedl
Maybe right and left shift could also be used for the top r and l buttons, 
and the controls for the bottom ones. Just looks more like the controller 
layout to me. Other than that, your suggestion sounds quite usable and 
represents the layout as much as possible on a keyboard, I think. This 
sounds interesting. :-)
You know, cause you are usually holding the r and l buttons with another 
one, much like the shift and ctrl, I thought this was more natural.
Then there are also directional keys on the controller, but these can be 
easily substituted with the arrows.
It's really a bit awkward to describe or simulate the controller without 
actually using it, but I think you've got the idea.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 8:24 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.


There are 4 buttons on the front of the controller. circle is on the right 
side, triangle is to the left of it. under circle is the x button, and to 
the left of it, square button. There are also 4 buttons on the top edge, 2 
on the left and two on the right. They are r1, with r2 above it, and on 
the left you have l1 and l2 above that. Then of course you have the start 
and select buttons twards the middle. It's all a little difficult to 
explain if you're not holding the controller. If you've played systems 
like the super nintendo, it's sorta like that. If you want to emulate the 
keys as closely as possible, then your best bet is to use something like e 
and r to represent triangle and circle, d f for square x. and perhaps b 
and n for start and sellect buttons? for the r and l buttons perhaps 
something useing the number row? lol. what do you guys think?
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 1:53 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
I am interested in the position of the buttons on the controller .
Is the square next to the triangle?
Is it to the left or right, up or down from it?
If the triangle is in the center of three buttons, then the end key can 
substitute for it.
I would assume the position of the buttons will determine how difficult a 
certain combination is.

phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 12:09 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.


Are you wanting to make a fighting game similar to mk? I'm not sure how 
you
can relate a keyboard to buttons on a playstation controller. They're 
just
so completely different. Now that I'm considering it, if you were to 
create

let's say a mortal kombat game for the pc, it'll be a lot harder to play
using a standard keyboard. this is because many of the attacks we 
perform

with a controller would be too awkward with out it. If anyone's played
emulators using a keyboard then you know what I'm referring to. Give me 
an
idea of the games you wish to create and I'll see what I can come up 
with.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:50 AM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to 
come

up with standard keyboard choices that would simulate those on the
controller.
For example PCS did a boxing game using the six pack keys to throw
punches.
You used the insert, home and page up keys to throw left punches to the
head, center punches to the head or right punches to the head of your
opponent.
The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, 
triangle

etc keys you listed?
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.


oops! my bad. Replace down left square down left square, with down 
left x
down left x. Or you can simply redownload the new file below. I also 
want

to
point out something else I forgot. If you're doing a challenge and you
want
to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the 
other
side quickly without the need to jump over your opponent or 
teleporting

yourself, or if you're in the middle of a wrong animation you can just
hit
select and it'll be cancelled. This only works in practice and 

Re: [Audyssey] SoundRTS question

2009-01-14 Thread Lukás Hosnedl
Wow! What a long time, the changes are numerous and cool then. Not much more 
to build or recruit, but other than that, everything you demanded. I think 
there is no real limit now besides the size of the map and the amount of 
resources, which depends on the map creator. And everything can be much 
faster and much more fun to play, even on the net, cause these changes make 
it possible for more players to connect to one game, of course. Just give it 
a go, I promise you won't be disappointed. :-)

Lukas
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:11 PM
Subject: Re: [Audyssey] SoundRTS question



What changes has there been since I last played which was about a year
or so ago now?

Are the maps bigger? Can you us more than 20 moving objects at any 1
time? What's the limis now? Are there far more things you can build?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Ron Schamerhorn
Sent: 13 January 2009 19:06
To: Gamers Discussion list
Subject: Re: [Audyssey] SoundRTS question


Hi Christian
 I know I've done some online games before, the thing is to contact
people
to get a good game together.  I'd say getting a few contacts on
msn/Skype or
whatever that way everyone knows whose around.  Time zones can also be a

little tricky for some.  I'm up for a game possibly.

All the best
Ron
Audyssey editor

- Original Message - 
From: Christian christia...@runbox.com

To: gamers@audyssey.org
Sent: Sunday, January 11, 2009 3:21 PM
Subject: [Audyssey] SoundRTS question


Hi all,
I have a question if anyone would be interested in eventually having a
game
of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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Re: [Audyssey] question about video game developers

2009-01-14 Thread Lukás Hosnedl

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the lava. 
Well, after you realized what that sound represented. And either a sound 
that increased in pitch as you prepared yourself for the jump or there would 
be no such feature, that depends on whether there was a jump meter of any 
sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be 
centered and quite loud, would start to decrease in pitch, meaning that it 
has been sinking.
This would involve some trial and error, finding out and mistakes while the 
challenge could still be preserved, I think. Of course you would need a key, 
for example x for examine, that would describe the layout of the room or 
place to you aloud like in Terraformers, etc, while the game was paused at 
that time. This would not leave you absolutely stuck and clueless in an 
unknown environment. Do you get my point? I think this is a possibility for 
your future Tomb Hunter games. *smiles*

Lukas
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers


The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution 



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Re: [Audyssey] question about video game developers

2009-01-14 Thread Lukás Hosnedl

That's natural and not a problem, I think. :-)
Just a normal realistic landing sound on a stony type of surface, that would 
also have to be used at many other places in the game, would represent a 
successful landing, and as for failure and death, remember any of the old 
Monty or MOTA sounds when you jump across too wide gap when the vanishing 
platform you need to get to the other side is currently enjoying a vacation. 
*smiles*

Lukas
- Original Message - 
From: shaun everiss shau...@xtra.co.nz

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 9:51 AM
Subject: Re: [Audyssey] question about video game developers



that would be cool
oh you also have to get success and falier sounds if a true vid game, you 
here a chime if you miss you hear a falling down sound then the classic 
death movie thing.

At 09:43 p.m. 14/01/2009, you wrote:

Hi,
what I imagined was the lava bubbling and the stones bubbling just a bit 
differently and louder, so that you could tell their position in the lava. 
Well, after you realized what that sound represented. And either a sound 
that increased in pitch as you prepared yourself for the jump or there 
would be no such feature, that depends on whether there was a jump meter 
of any sort in Angel of Darkness. There was not as far as I remember.
Once you landed on the stone, its bubbling sound, which would now be 
centered and quite loud, would start to decrease in pitch, meaning that it 
has been sinking.
This would involve some trial and error, finding out and mistakes while 
the challenge could still be preserved, I think. Of course you would need 
a key, for example x for examine, that would describe the layout of the 
room or place to you aloud like in Terraformers, etc, while the game was 
paused at that time. This would not leave you absolutely stuck and 
clueless in an unknown environment. Do you get my point? I think this is a 
possibility for your future Tomb Hunter games. *smiles*

Lukas
- Original Message - From: Clement Chou chou.clem...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 14, 2009 2:44 AM
Subject: Re: [Audyssey] question about video game developers


The only way I could see this working is to have some sort of general 
ambiance audio that gives one a hint as to how far they're jumping. Of 
course there'd be problems there, but it seems to me to be the most 
practical solution



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Re: [Audyssey] SoundRTS question

2009-01-14 Thread Lukás Hosnedl

http://jlpo.free.fr/soundrts
is the home page where you can also download the latest version (it should 
still be 1.0 beta 10 o) and various contributions such as tutorials and much 
better sound packs, etc.

http://soundrts.blogspot.com
is the development blog of the game. Here you can find a detailed change log 
as well as some promising plans for new releases.

Lukas
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, January 14, 2009 11:54 AM
Subject: Re: [Audyssey] SoundRTS question


Really? He's lifted the limit from only 20 to the limit of resources?
Wow! What's the address for it as I've lost it.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Lukás Hosnedl
Sent: 14 January 2009 08:29
To: Gamers Discussion list
Subject: Re: [Audyssey] SoundRTS question


Wow! What a long time, the changes are numerous and cool then. Not much
more
to build or recruit, but other than that, everything you demanded. I
think
there is no real limit now besides the size of the map and the amount of

resources, which depends on the map creator. And everything can be much
faster and much more fun to play, even on the net, cause these changes
make
it possible for more players to connect to one game, of course. Just
give it
a go, I promise you won't be disappointed. :-)
Lukas
- Original Message - 
From: Darren Harris darren_g_har...@btinternet.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 13, 2009 11:11 PM
Subject: Re: [Audyssey] SoundRTS question



What changes has there been since I last played which was about a year



or so ago now?

Are the maps bigger? Can you us more than 20 moving objects at any 1
time? What's the limis now? Are there far more things you can build?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org]
On Behalf Of Ron Schamerhorn
Sent: 13 January 2009 19:06
To: Gamers Discussion list
Subject: Re: [Audyssey] SoundRTS question


Hi Christian
 I know I've done some online games before, the thing is to contact
people to get a good game together.  I'd say getting a few contacts on
msn/Skype or
whatever that way everyone knows whose around.  Time zones can also be

a


little tricky for some.  I'm up for a game possibly.

All the best
Ron
Audyssey editor

- Original Message -
From: Christian christia...@runbox.com
To: gamers@audyssey.org
Sent: Sunday, January 11, 2009 3:21 PM
Subject: [Audyssey] SoundRTS question


Hi all,
I have a question if anyone would be interested in eventually having a



game of SoundRTS with me?
I am new to it, and would like to check it out.
Best regards and thanks,
Christian


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Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.

2009-01-13 Thread Lukás Hosnedl

Hi,
that's a lovely idea, of course, I would love an accessible game of such 
complexity as Mortal Combat, which is one of the cases that would need just 
perhaps a bit more accessibility elements like in the menus, etc., and they 
would be perfectly accessible... But if you ever wanted to start working on 
a game of this kind, I recommend that you have someone sighted whom you 
could check a newer Mortal Combat with first to see what all the game has to 
offer. It certainly is not just a bit more advanced Savage Gambit. :-)

Lukas
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 5:50 PM
Subject: Re: [Audyssey] whoops! I messed up scorpion's 5th challenge.



Hi Yohandy,
Thanks for the list of challenges.
It would be interesting to make a fully accessible game using them.
I would need to know some more about the relationship of the keys to come 
up with standard keyboard choices that would simulate those on the 
controller.
For example PCS did a boxing game using the six pack keys to throw 
punches.
You used the insert, home and page up keys to throw left punches to the 
head, center punches to the head or right punches to the head of your 
opponent.

The delete, end and page down keys punched the body.
And the left and right arrow keys kicked.
The up and down arrow keys moved you in and out.

Could you recommend keyboard keys that would replace the square, triangle 
etc keys you listed?

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 13, 2009 10:55 AM
Subject: [Audyssey] whoops! I messed up scorpion's 5th challenge.



oops! my bad. Replace down left square down left square, with down left x
down left x. Or you can simply redownload the new file below. I also want 
to
point out something else I forgot. If you're doing a challenge and you 
want

to return the characters positions to what they were originally, press
select. this is useful if you teleport and want to get back to the other
side quickly without the need to jump over your opponent or teleporting
yourself, or if you're in the middle of a wrong animation you can just 
hit

select and it'll be cancelled. This only works in practice and in combo
challenges. Here's the new link. let's hope I didn't mess anything else 
up.

http://www.sendspace.com/file/gew661




-
For video game music and related content, check out the following site:
http://gh.ffshrine.org?r=16426


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No virus found in this incoming message.
Checked by AVG - http://www.avg.com
Version: 8.0.176 / Virus Database: 270.10.6/1891 - Release Date: 1/13/2009 
8:17 AM



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Re: [Audyssey] PowerUP

2009-01-11 Thread Lukás Hosnedl
Just explore the site a little. This I call laziness or inability. But the 
game seems absolutely inaccessible from what is written on the site.

Lukas
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, January 11, 2009 12:13 PM
Subject: [Audyssey] PowerUP





Hi

what do I have to do in PU?

Kevin
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Re: [Audyssey] clango player

2009-01-07 Thread Lukás Hosnedl
OF course not. It only uses Sapi voices to present its own output to you but 
it cannot read anything else.
- Original Message - 
From: 0722001...@vodamail.co.za

To: gamers gamers@audyssey.org
Sent: Wednesday, January 07, 2009 8:21 AM
Subject: [Audyssey] clango player



Can we call the clango player a screen reader?


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Re: [Audyssey] SoundRTS maps.

2009-01-04 Thread Lukás Hosnedl

Hi,
definitely the JL1 to JL3 maps, as they were the first multiplayer maps 
created by the author himself, they are the simplest and smallest ones and 
everyone had to grow up on them when the game was first launched. Only later 
were those dozens of custom maps created.

Lukas
- Original Message - 
From: Lindsay Cowell lind...@lindsaycowell.freeserve.co.uk

To: gamers@audyssey.org
Sent: Monday, January 05, 2009 7:36 AM
Subject: [Audyssey] SoundRTS maps.



Hi folks,

Which are the best SoundRTS maps for beginners?

Lindsay Cowell



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Re: [Audyssey] Top Speed 2 Utility Pack

2009-01-03 Thread Lukás Hosnedl

Hi,
seems that X-sight does not really care about the end user's VB libraries 
during the installation process. Those runtime errors are mostly caused by a 
missing library or having a different version than the one that is required 
by the pack, etc.I've had just a single error that prevented me from even 
starting the pack, saying that the file comdlg32.ocx or one of its 
dependencies was not correctly registered or invalid. I fixed that by 
downloading the file from a website and everything runs greatly since then. 
Although everything seemed as if I had all required libraries and the most 
up-to-date versions, I had to download this one from an external source. So 
perhaps including the required files in the installation package would fix a 
lot of these issues people are having.
As for selecting a server, you can easily work around the pack in a faster 
and perhaps more efficient way. Just open the topspeed.cfg file in the 
game folder and find the last line of text, containing the following string: 
multiplayer=
Just write the ip address there after the = sign, save the changes, and you 
are good to go.

HTH,
Lukas
- Original Message - 
From: Kevin Weispfennig kevin.weispfen...@gmx.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 03, 2009 1:00 PM
Subject: [Audyssey] Top Speed 2 Utility Pack



Hi

The pack really really needs some great work. I can not play online 
because if I start or want to enter the IPAdress of a friend to play with 
him it allways crashes if I klick on Select. It gives me an runtime-error.


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Re: [Audyssey] A question about the great toy robery?

2008-12-19 Thread Lukás Hosnedl
Oh, gosh, just do not really uninstall the whole screen reader from your 
system. :-D That would of course be a disaster, just turn it off or put it 
to sleep before starting the game. Many applications, including games, of 
course, that use a complex input based on the arrow keys, interfere with the 
way Jaws processes the key presses on its own, so it has to be shut down or 
sleeping for the program to work properly. Window-Eyes does no harm and the 
game can capture the keyboard freely, I don't know about any other screen 
readers such as NVDA or Hall.

Lukas
- Original Message - 
From: David Standen dstanden1...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 19, 2008 11:16 AM
Subject: Re: [Audyssey] A question about the great toy robery?



Hi Lelia,
 Have you tried uninstalling your screenreader? If not, give this a shot, 
and the game should work fine.

David

- Original Message - 
From: lelia struv...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 19, 2008 10:05 AM
Subject: [Audyssey] A question about the great toy robery?


   Hi all, has any one played the great toy robbery? I think its by 
l-works.


Anyway, for some reason it doesn't seem to get past the first part after 
I choose my game.


Any hints?

Thanks

Lelia

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Re: [Audyssey] the super Liam game?

2008-12-18 Thread Lukás Hosnedl
You've most probably reached the end of the playing area. You have to walk 
backwards the other way.
Lukas, who has no time to reply, but enjoys reading all e-mails about the 
stuff he knows and plays or anticipates
- Original Message - 
From: lelia struv...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 19, 2008 2:55 AM
Subject: [Audyssey] the super Liam game?


So, how come when I'm at the air bot battle level, sometimes I stop and 
can't keep going? makes no sense.


lelia
- Original Message - 
From: Clement Chou chou.clem...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 18, 2008 6:45 PM
Subject: Re: [Audyssey] What games are people playing now?


Okay. Let me correct myself... thanks, Thomas, I completely forgot since 
my knowledge of side scrollers is limmited, not having played too many of 
them. Yes, climbing is also a possibility, so it's basically a game that 
goes left and right, but can also have more than one level. Say you could 
leap onto a platform, leap onto one higher up and there'd be a new area 
to explore. Growing up in the 90s, I didn't get into games until I was 
about 7, and by that time it was already 1999 and side scrollers weren't 
as common anymore.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 18, 2008 5:39 PM
Subject: Re: [Audyssey] What games are people playing now?



Hi,
You are forgetting that most side-scrollers will also let you climb up
and down on staircases, ropes, vines, whatever. Liam's Super Liam game
doesn't have that feature but both my side-scrollers Montezuma's
Revenge and the newer side-scroller, Mysteries of the Ancients, allow
you to climb on things giving you up and down movement as well as left
and right.
Smile.



On 12/18/08, Clement Chou chou.clem...@gmail.com wrote:
A side scroller is a game that only moves in the left and right 
directions.

The up button on a keyboard or controller is used for jumping, down for
ducking. In short, forward and backward are the same as left and right,
because side scrollers are 2d. And the only way direction to turn in is 
to

turn 180 degrees and face the opposite direction.


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Re: [Audyssey] Accessible Online Trucking Sim

2008-12-09 Thread Lukás Hosnedl

Hi Tiffany,
wow, what an impressive start of your posting carrier. :-D This is a 
magnificent and cheerful description, perhaps you should just forward it 
directly to Ron Schammerhorn who is (or I believe he still is :-D) the 
editor of Audyssey to please include it in the next issue as a brief review 
of the game.
I have been getting less and less time into my hands again, and I've never 
really been into multiplayer games of this nature (the only one I've ever 
tried was Travian, I enjoyed that a lot but I found that I was soon being 
crushed by the stronger players, as I simply wasn't able to be present in 
the game as often as the speed of the world development around me demanded), 
but this one game just deserves a go! Thanks for the great news!

Lukas
- Original Message - 
From: Tiffany J Kim [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Monday, December 08, 2008 8:46 PM
Subject: [Audyssey] Accessible Online Trucking Sim



Hello,
I thought I'd jump right in and start my posting career here by discussing 
an accessible trucking simulation that I found.  It's much like Jim 
Kitchen's trucking sim, Trucker, except it is online and multiplayer in 
nature.  It can be found at http://www.trukz.com.  The object is to 
deliver different cargos to the cities that demand it on time.  As you 
deliver your cargo in a timely manner without getting tickets or falling 
asleep at the wheel, your driver rating (DR) increases, allowing you to 
haul other cargo types (hazardous waste at 40 and nuclear waste at 50) and 
buy various endorsements to haul a larger load and make even more money. 
There are many different cargo types to choose from, examples being fruit, 
vegetables, groceries, and appliances.  As you accumulate money, you are 
able to upgrade your truck and buy goodies such as new tires, extra fuel 
tanks, and radar detectors, which will enhance your gaming experience.  I 
will cover some of the basics of this game, including registration and 
features.


Registration: When you start out, you will fill ut a form with your driver 
name (equivalent to a username) and choose the continent where you would 
like to start.  Currently, you can start in Australia, Europe, or North 
America.  North America, by far, has the most companies (explained later), 
Europe's fuel prices are more expensive but there are many shorter routes 
(good to start with at the beginning), and Australia just got released a 
little less than a month ago and people seem to think it has the best 
contract routes.  The site does require you to enter a Captcha but this is 
also available in audio form (and the voice is quite clear without any 
background noise or distortion.)  Also, Firefox's Web Visim application 
can pick up this Captcha if you have difficulties with it.


Starting Out: When you first start out, you are given $5,500.  Depending 
on the continent you start out, you will have different trucks you can 
choose from.  Of course, they won't be very good and are known as beaters. 
If you're lucky, you may find one that goes at around 53mph.  The best 
thing to do here is to either join a company that offers the truck 
discount or take out a $1,000 loan at the bank (click on banking, then on 
request loan) and buy the 1989 Volvo.


Depending on the time of day you join, you will inevitably be flooded with 
messages in your inbox to join up with a company.  A company can best be 
described as a group of drivers working together.  Advantages to companies 
may include 10% truck, item, fuel, and repair discounts, the abilitiy to 
run contracts, and at least one terminal that allows you to refuel and 
repair at a 25% discount without the expenditure of fatigue points (FP). 
These great benefits don't come free, however, as the company will take a 
collection from your driver's earnings.  The lowest possible collection is 
1%.  If you decide to join a company, there are two camps of drivers: 
those that like small companies and those that prefer large ones.  Small 
companies provide more one-on-one attention, mentorship, and camaraderie. 
My favorite small company is by far Everybody's Trucking Company, which is 
run by 2 old-timers in the game.  They will take 1% collection and provide 
20% repairs and fuel assistance, which I haven't yet found anywhere.  This 
will last until you reach a driver rating of 10, when you will be able to 
get your first driver endorsement.  Large companies can provide you with 
the ability to make more money on contract runs.  Contract runs are 
specific requests by cities to haul a set amount of cargo to them within a 
week.  It pays a base rate of $0.99 to $2 per mile and can earn you quite 
a sum.  They can only be run by companies with at least 25 active drivers, 
however.  The best large company I have found is Bulldog Trucking with 
around 60 drivers, lots of contract runs, and 4% collection with 50% 
repairs/20% fuel assistance.


As far as the game goes, once you've purchased your 

Re: [Audyssey] Top Speed 2 multiplayer troubleshooting

2008-12-01 Thread Lukás Hosnedl
That is strange. Seems like some weird incompatibility issue between the 
game and your router then, or something like that, well, frankly I have no 
idea. :-) For me, it was enough to put in just the port number that was 
specified in the documentation for both tcp and udp protocols as both input 
and trigger.

Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 8:38 AM
Subject: Re: [Audyssey] Top Speed 2 multiplayer troubleshooting


I can host audio quake or sound rts fine, but topo Speed is giving me
trouble. Part of it is that I know the inbound port, 25989 but I don't
know the trigger port for the application. I may be moderately stuck.

On 12/1/08, Lukás Hosnedl [EMAIL PROTECTED] wrote:

Hi Dakotah,
strange issues here, I won't probably be much of a help, but I'll try it
anyway. :-)
I have never had any problems when I connected to a working server as a
client, although I am behind a router as well, so that should not be the
issue. If there was ever a problem, it always proved to be on the server
side, this is how things turned for me.
When I wanted to host my own games, I had to do exactly what you 
described:

Forward the appropriate port (or set it as a virtual server, depends how
each individual router calls the same thing) both for TCP and UDP. For 
this

to work, make sure that you have a static ip address set for your lan
adapter, and that the virtual server or port forwarding is linked to that
very address, that should make sense. Also, an active firewall built into
the router itself or a similar functionality of the router could be 
blocking
the transmission, every router is different and I am not really a net 
admin

or so at all. I just managed to set several virtual servers for several
different ports on my router, that's all. I did this the very day Top 
Speed
2.0 was released, and have done it for other multiplayer audiogames as 
well,

such as Audioquake or Soundrts, and have never had a single problem with
this particular business.
Lukas
- Original Message -
From: Dakotah Rickard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 3:12 AM
Subject: [Audyssey] Top Speed 2 multiplayer troubleshooting



I hope this isn't too off-topic for the list. If so, please e-mail
privately with answers.

First, creating a server behind a router can pose problems. Is it
usually workable to be behind a router if you're on the client side or
are the same difficulties present?

Second, if I want to create a server, and I am behind a router, what
are the ports I should forward and under what protocols? I tried 25989
with TCP and UDP but it said I couldn't start the server. Next, I
tried making my computer a DMZ, risky but what the heck. When I tried
that, I didn't even get the server failed message. The program just
kind of froze. What am I missing here. When I patch my computer
straight through to the internet, everything's fine. It's only when I
add my router that there are problems.

Help, please.

Signed:
Dakotah Rickard

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Re: [Audyssey] NOP I did it!

2008-12-01 Thread Lukás Hosnedl

Hi,
well, I hope there is even gonna be a next release at all. Seems like the 
original chinese game has already been completed or perhaps even abandoned, 
and that Francis has just translated it into English now, well, that's just 
my impression... Yeah, I love these suggestions then, and I would also like 
the traps to be audible even when you are not in jumping range. Both traps 
and enemies can be seen if you look right in their direction but you don't 
always look around after every step and it slows down the game somewhat. So 
it would be great if enemies and traps were audible say up to 10 steps in 
advance.
By the way, it would be nice to have a walk-through, or at least sort of a 
map file, describing the layout of the rooms and corridors, as the 
environment can get pretty complex and easy to lose your orientation, at 
least on the first go round. I have gotten to chapter 3 now, actually, I was 
there even yesterday but got lost and killed, so I made everything from the 
beginning today, and I got there in the best shape possible, with lots of 
medkits and ammo left. If noone else does it before I can, then I will write 
something up when I complete the game.

Lukas
- Original Message - 
From: johnny tai [EMAIL PROTECTED]
To: Will [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, December 01, 2008 9:11 AM
Subject: [Audyssey] NOP I did it!


Wh, finally got that black-clothed dude! A bit anti-claimtic though, 
but

I really do look forward to the next release.
Overall, I think the game is quite well executed.
Things I'd like to see added:
way's to adjust music volume.
-Monster descs.
-More weapons--including a chainsaw?
-Be nice if the monsters make some noise even when they're not in shooting
range...so we can gade what's near us even if we don't see it?

I thought in the beginning that there was not going to be enough 
ammo/meds,
but in the end I actually had about 5 meds and 4 lcips left- and all my 
guns

were still loaded. Not bad if I'd say so me self.
Well, that's that.
JST
P.S:
Anyone know how I can set it so JAWs doesn't keep saying top of window 
or

bottom of window when I walk north and south? It's most annoying.


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Re: [Audyssey] top speed 2 issues: was: Top Speed 2 multiplayer troubleshooting

2008-12-01 Thread Lukás Hosnedl

Hi,
no matter what the confusion with reinstalling and upgrading and 
disappearing start menu folders is, you can easily set the server to connect 
to,even without the X-Sight-Interactive TS2 Utlility Pack.
- Original Message - 
From: constantine (on laptop) [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 2:41 PM
Subject: Re: [Audyssey] top speed 2 issues: was: Top Speed 2 multiplayer 
troubleshooting



Hi

I have a d-link wbr-1310 here, but I don't think that was my problem. A
friend of mine reinstalled top speed. WHen he did this, the start menu was
gone - he set it to create a folder. Actually, the problem was this.

He upgraded from top speed rc1 to rc2. Now, he went to connect to my server.
But he couldn't get into the server selector. Our start menu items were
totally different.

Mine has playing in the dark on the web, top speed 2 read me english, and
top speed 2, then it also has x site interactive ts 2 utilitty pack. His
didn't have the latter. I'm really not sure what to think of this. I also
didn't have the tools submenu. He did, so when he clicked on it, and went to
server selector, he got a could not find shortcut error. Could the start
menu items from rc1 stil be there? So he deleted the top speed 2 start menu
folder, uninstalled it, and reinstalled it. The start menu items didn't
reappear - in fact, there was no playing in the dark start menu folder.


contact details:

email: [EMAIL PROTECTED]

and others
msn: [EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: Lukás Hosnedl [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 12:44 AM
Subject: Re: [Audyssey] Top Speed 2 multiplayer troubleshooting



Hi Dakotah,
strange issues here, I won't probably be much of a help, but I'll try it
anyway. :-)
I have never had any problems when I connected to a working server as a
client, although I am behind a router as well, so that should not be the
issue. If there was ever a problem, it always proved to be on the server
side, this is how things turned for me.
When I wanted to host my own games, I had to do exactly what you 
described:

Forward the appropriate port (or set it as a virtual server, depends how
each individual router calls the same thing) both for TCP and UDP. For 
this

to work, make sure that you have a static ip address set for your lan
adapter, and that the virtual server or port forwarding is linked to that
very address, that should make sense. Also, an active firewall built into
the router itself or a similar functionality of the router could be 
blocking
the transmission, every router is different and I am not really a net 
admin

or so at all. I just managed to set several virtual servers for several
different ports on my router, that's all. I did this the very day Top 
Speed
2.0 was released, and have done it for other multiplayer audiogames as 
well,

such as Audioquake or Soundrts, and have never had a single problem with
this particular business.
Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 3:12 AM
Subject: [Audyssey] Top Speed 2 multiplayer troubleshooting



I hope this isn't too off-topic for the list. If so, please e-mail
privately with answers.

First, creating a server behind a router can pose problems. Is it
usually workable to be behind a router if you're on the client side or
are the same difficulties present?

Second, if I want to create a server, and I am behind a router, what
are the ports I should forward and under what protocols? I tried 25989
with TCP and UDP but it said I couldn't start the server. Next, I
tried making my computer a DMZ, risky but what the heck. When I tried
that, I didn't even get the server failed message. The program just
kind of froze. What am I missing here. When I patch my computer
straight through to the internet, everything's fine. It's only when I
add my router that there are problems.

Help, please.

Signed:
Dakotah Rickard

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All messages

Re: [Audyssey] top speed 2 issues: was: Top Speed 2 multiplayer troubleshooting

2008-12-01 Thread Lukás Hosnedl

Hi,
no matter what the confusion with reinstalling and upgrading and
disappearing start menu folders is, you can easily set the server to connect
to,even without the X-Sight-Interactive TS2 Utility Pack.
Just open the topspeed.cfg file in the folder where the game is installed, 
and move to the last line of the file containing text, it's the second most 
bottom one. There, type the ip or hostname of the server right behind the 
multiplayer= string.
Sorry for accidentally sending this message to the list before it was 
complete.

Hope this helps,
Lukas- Original Message - 
From: constantine (on laptop) 

[EMAIL PROTECTED]
To: Gamers Discussion list 
gamers@audyssey.org
Sent: Monday, December 01, 2008 2:41 PM
Subject: Re: [Audyssey] top speed 2 issues: was: Top Speed 2 multiplayer
troubleshooting

Hi

I have a d-link wbr-1310 here, but I don't think that was my problem. A
friend of mine reinstalled top speed. WHen he did this, the start menu was
gone - he set it to create a folder. Actually, the problem was this.

He upgraded from top speed rc1 to rc2. Now, he went to connect to my server.
But he couldn't get into the server selector. Our start menu items were
totally different.

Mine has playing in the dark on the web, top speed 2 read me english, and
top speed 2, then it also has x site interactive ts 2 utilitty pack. His
didn't have the latter. I'm really not sure what to think of this. I also
didn't have the tools submenu. He did, so when he clicked on it, and went to
server selector, he got a could not find shortcut error. Could the start
menu items from rc1 stil be there? So he deleted the top speed 2 start menu
folder, uninstalled it, and reinstalled it. The start menu items didn't
reappear - in fact, there was no playing in the dark start menu folder.

contact details:

email:
[EMAIL PROTECTED]

and others
msn:
[EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu
100 gb 4500 RPM Hard Drive, connecsant AC-link audi 



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Re: [Audyssey] NOP I did it!

2008-12-01 Thread Lukás Hosnedl
Yeah, cut scenes would add another level of enjoyment and would increase the 
game's overall immersiveness a lot! I am planning to replace some sounds 
with better or higher-quality ones and then I would perhaps release a mod, 
if the development of the game has already ceased. I would even record those 
cut scenes but that would require a programming change to implement them, 
although a quite simple one in my opinion: Just play a particular sound file 
before any events occur in the boss room, and possibly check if a certain 
key has been pressed, in which case terminate the sound file and go on. All 
objects making their sounds within a certain range, including perhaps enemy 
footsteps (but that would probably have to be a tough job to do) would 
definitely rock and is what I would ask for most importantly. More guns 
would also be fine but then there would have to be more levels or enemies to 
keep the game challenging to an extend.
By the way, as soon as I defeat that black-cloth sucker, I shall complete my 
walk-through and make it available to the public. I seem to be stuck but I 
am not asking for hints yet, as this is the very first and also last part of 
the game that presents a problem to me.

Lukas
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 7:10 PM
Subject: Re: [Audyssey] NOP I did it!



hmmm.
I'd like some other changes myself if there is ever another release.
1.  the installer in english, it doesn't have to be how it is, but then 
its just me.

Objects to make noise when approaching them, like in shades of doom.
Monsters to scream when being hit.
boss dialog scenes would be good but probably to much to ask.
An interesting thing to note is that all the bosses after level 1 are 
quite hard, I still lose on level2 if I am not centred right.

And level3, don't get me started.
I have not got there yet, actually I don't have much luck, I don't get in 
line, maybe if I jump the acid I can shoot, jump run.
Problem is I may not have enough kits, although this time I was easier 
with amo for guns. 



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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-30 Thread Lukás Hosnedl

Hi,
the only hint I can give here is probably to compare and try many times 
before you can get a feel for it. For example, if you take the cranked up 
quatro which is the fastest of the official game vehicles, or at least used 
to be before v2.1, then its top speed is somewhere around 32000, I believe. 
I used to know the exact number as it has been said somewhere.
So it always helps me to compare the top speed with this value in my head 
when thinking about the design of a vehicle.
As for tracks, the shortest possible length of a section, which is 5000 
units, is so short that when you drive the quatro at full speed, the co 
pilot is unable to finish announcing an easy left turn that is 5000 units 
long, for example, before an easy right turn of the same length comes, etc. 
It's just all a matter of experimenting. How tough a curve is also depends 
on its length, not just the steepness itself. You could easily steer a hard 
or even a hairpin turn if it was short enough and you drove towards the edge 
of the track before the actual curve started, so that your car at full speed 
had enough room inside the curve to go through it safely without crashing. 
Doing that often, along with memorisation of the track, is the only possible 
way to have a really good time in a technically challenging and realistic 
race on a hard track without non-stop crashing. :-)

Hope this helps a bit.
Lukas
- Original Message - 
From: Christopher Bartlett [EMAIL PROTECTED]

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 30, 2008 1:21 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.


One thing that would help me in car and track design would be some notion 
of

what the units of measure are.  How long is a straight-away that is 30,000
units long?  How much turning is in a hard turn vs. a regular turn?  What
does a maximum velocity of 26,000 translate to in real world terms?  I 
find

that when laying out a track, it is very difficult to visualize the final
layout since I don't know how curvy a curve really is.

Chris Bartlett



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Re: [Audyssey] User-Created Top Speed Cars.

2008-11-30 Thread Lukás Hosnedl

Hi,
yeah, this is a point here. It depends on personal approach. You feel that 
the computer should be able to beat you even with your custom vehicle, I 
feel that even the quatro is a bit too slow for some tracks. If you want to 
beat your own times and records and have a technical challenge, trying to 
drive as fast as you can without crashing even with a very strong car on a 
very tight track such as Raly through the desert or the Two Towns Trip, you 
need something faster. I think Corola is still ok, the developers even 
consideret putting it into the game as an official vehicle when there was 
the contest for custom cars. I don't really mind the top speed of a car if 
it's not too much over 3 (it's non-sense to go any higher, in my 
opinion), but the car has to be ballanced otherwise - acceleration, 
deceleration, steering... After all, it's just up to everyone what they like 
and expect from the game. I feel that most of the tracks out there are a bit 
simple for me with the quatro, even at top speed where possible, so I have 
made the faster vehicles, such as the Corola, Flameblaster or Harley 
Davidson, which, I admit, is probably too unrealistic. The rest of the 
usable vehicles seems just a bit too slow, and the computer ain't a very 
skilled opponent, anyway. :-) That's just my opinions. These are my reasons 
why I would welcome the ability to race on multiplayer even with custom cars 
sooo much, as the quatro simply isn't absolutely enough for me. :-D By 
the way, if you want a real challenge, try the Corola in the desert and try 
to make a time under 4 minutes and 54 seconds. Of course, without crashing. 
:-)

Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org; [EMAIL PROTECTED]
Sent: Sunday, November 30, 2008 3:51 AM
Subject: [Audyssey] User-Created Top Speed Cars.



i'm going to begin this thread with a brief apology.

I mean absolutely no offense by some criticisms I'm going to end up
making. I know that some of my cars have bombed, too. Also, if the
developers see me making a mistake, please correct me. I'm doing math
based on e-mails we sent back and forth about two years ago. I'm sure
I'm misremembering something.

A bit of background:
If I remember right, the speeds of the car in units are however many
units it travels in a second. Also, if I remember right, each track
unit of length is about a half a centimeter. Therefore, a car that has
a top speed of 26000, which I think is the speed of the Cuatro, moves
26000 times .5 centimeters a second, which is 468 kilometers an hour,
which is about 291 miles per hour. I'm not entirely sure that my
info's right, but we'll see, I guess. The comments I'm going to make
won't really be affected if I'm wrong.

Now that that's all done, I'm not going to go through every car or
track and say what I do and don't like, because I haven't played all
of them, and because that would take too long anyway.

I will, however, make some general comments. The Cuatro is very, very
fast. There have been cars that go faster, but they're very rare. I've
seen many cars that have a top speed of above this level amongst the
user-created vehicles. The Toyota Corola has a top speed of about
28000. This in combination with the fact that it stears well and
accelerates fast means that no computer car could beat you under any
circumstances unless you crashed. That, in my opinion, is the mark of
a bad car, one in which the computer could not beat you. This doesn't,
obviously, apply to fun cars like the Road Ripper, F18 Fighter, Light
Speeder, Hover Demon etc. Other than it's high top speed, the Corola
is a good car. If the Top Speed was reduced to, say, between 19000 and
22000, it would make sense.

Top speed of a car isn't the only problem I see. People give their
cars rediculus acceleration and deceleration values as well. A car
should not be able to jump from 0 to top speed in like a second and a
half. That just doesn't happen. That's one awesome thing about the
light speeder. It is extremely fast, but you have to have patience to
get it there. Many cars just jump to ludicrous speed and forget
realism.

Then, people give the car this rediculusly high stearing number. I
don't know what standard is, but I'll use the Street racer for a
measuring stick. It's stearing is at 215. I've seen cars up to 300
something, down to 50 something. Too much stearing means that you tap
the arow or whatever and you go insanely off course. Too little means
nothing happens. THen, there's stearingFactor. That measurement is the
percentage that your car's stearing degrades at high speed. The Street
Racer's is at 93. That means that it's 93% as effective at high speed
as at low speed, if I remember correctly. I've never heard of a car
that goes fast and has perfect stearing at that high speed, therefore
I question those cars with StearingFactors of 100.

My basic point throughout this message is this: look at cars 

Re: [Audyssey] Night of parasites

2008-11-30 Thread Lukás Hosnedl
My best tip is to bepatient, read the documentation (the controls are a bit 
unusual but not difficult when you get used to them after a while, and the 
concept of the game itself is nothing difficult to learn but can be a little 
pain to master) and try to get around on your own at first. If you get lost 
or are not certain about something, then feel free to ask for directions. 
:-)

Lukas
- Original Message - 
From: [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Sunday, November 30, 2008 3:55 AM
Subject: [Audyssey] Night of parasites



Hi folks,

I am going to download night of parasites later on today. Has anyone got 
any tips to get me started?


Lindsay Cowell



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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-30 Thread Lukás Hosnedl

Hi,
the streetracer was also cool, I was surprised to not find it in the new 
version. :-)
I don't want to sound like I am standing just behind myself but ... I love 
the Corola. :-D I haven't seen perhaps any other vehicle that I would like 
as much. Well, perhaps the Flameblaster, trying to be fair to the other cars 
as well, but that one is just really for tough neck-breaking competitions 
against your own times, or on multiplayer, the computer doesn't stand a 
chance against it if you are able to maneuver it properly without crashing.

Lukas
- Original Message - 
From: Davy Kager [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 30, 2008 11:23 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.


We've actually requested people to send in their best car, which we then 
may

include in the game.
Now, to have some interesting discussion going, which of the currently
available custom vehicles would you like to see in the game, if you could
choose any of them? 



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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-30 Thread Lukás Hosnedl

Hi,
my sincere apology. I messed the top speed of the Quatro, of course. Now 
that Dakotah reminded me of it, I realize clearly that the value should have 
been 26000. I have probably misplaced the number with the top speed of the 
Flame blaster, which is the fastest of my cars, and the fastest I am ever 
willing to make for the purposes of realism, as I don't remember the 
official vehicle parameters (although I had seen them once) any more. Well, 
actually, the Flameblaster's top speed is 32500 if memory serves, and the 
Harley Davidson I also made has a top speed of 33000, but that's already too 
much, even for a motorcycle. Well, at least it's not that easy to maneuver 
it, as I imagine a motorbike must be when driving quickly.

Lukas
- Original Message - 
From: Lukás Hosnedl [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 30, 2008 10:32 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



Hi,
the only hint I can give here is probably to compare and try many times 
before you can get a feel for it. For example, if you take the cranked up 
quatro which is the fastest of the official game vehicles, or at least 
used to be before v2.1, then its top speed is somewhere around 32000, I 
believe. I used to know the exact number as it has been said somewhere.
So it always helps me to compare the top speed with this value in my head 
when thinking about the design of a vehicle.
As for tracks, the shortest possible length of a section, which is 5000 
units, is so short that when you drive the quatro at full speed, the co 
pilot is unable to finish announcing an easy left turn that is 5000 units 
long, for example, before an easy right turn of the same length comes, 
etc. It's just all a matter of experimenting. How tough a curve is also 
depends on its length, not just the steepness itself. You could easily 
steer a hard or even a hairpin turn if it was short enough and you drove 
towards the edge of the track before the actual curve started, so that 
your car at full speed had enough room inside the curve to go through it 
safely without crashing. Doing that often, along with memorisation of the 
track, is the only possible way to have a really good time in a 
technically challenging and realistic race on a hard track without 
non-stop crashing. :-)

Hope this helps a bit.
Lukas 



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Re: [Audyssey] User-Created Top Speed Cars.

2008-11-30 Thread Lukás Hosnedl
Yeah, of course, if you know the real Corola, then it must be a weird 
experience for you. :-D Of course, I haven't seen neither a Corola or a 
Harley Davidson, so I just chose a well sounding name for the vehicle. :-D 
By the way, it seems as if there are two harleys and that you have remade 
the other one. My Harley has the description file for the menu recorded with 
Eloquence for Jaws. Also, I rather like the quatro's acceleration rather 
than not: If a car is that fast and steers and brakes quite well, then it's 
probably quite heavy, thus needs some time to reach such high speeds. :-) I 
have no problem with criticism, as long as it's constructive and brings an 
interesting point for consideration, which your remarks do. It's fine to 
have a reasonable exchange of opinions that both sides might possibly gain 
something from. :-)

Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 30, 2008 6:56 PM
Subject: Re: [Audyssey] User-Created Top Speed Cars.


I agree that vehicles are all based on personal preference. I think
that even the Cuatro is a bit good. The redeeming factor for that car
is its horrible acceleration. I'm kind of obsessive over balance
though.

If a car is going to be great in all these areas, it has to be crap in
something else, for me. I like the Corola, too. It's just that my wife
owns a Corola, and I can't imagine it going that fast, accelerating
that quickly, or turning that well at top speed. Granted, it's your
car, not mine. I like the car a lot.. I just wish I could crank it
down a notch. My revamp of the Harley Davidson has a lower top speed,
like the other bikes, and is a little harder to drive. Please, feel
free to ask for it, so you can compare the two vhc files.

Thanks for dealing with my criticisms so well.

Signed:
Dakotah RIckard

On 11/30/08, Lukás Hosnedl [EMAIL PROTECTED] wrote:

Hi,
yeah, this is a point here. It depends on personal approach. You feel that
the computer should be able to beat you even with your custom vehicle, I
feel that even the quatro is a bit too slow for some tracks. If you want 
to

beat your own times and records and have a technical challenge, trying to
drive as fast as you can without crashing even with a very strong car on a
very tight track such as Raly through the desert or the Two Towns Trip, 
you

need something faster. I think Corola is still ok, the developers even
consideret putting it into the game as an official vehicle when there was
the contest for custom cars. I don't really mind the top speed of a car if
it's not too much over 3 (it's non-sense to go any higher, in my
opinion), but the car has to be ballanced otherwise - acceleration,
deceleration, steering... After all, it's just up to everyone what they 
like
and expect from the game. I feel that most of the tracks out there are a 
bit

simple for me with the quatro, even at top speed where possible, so I have
made the faster vehicles, such as the Corola, Flameblaster or Harley
Davidson, which, I admit, is probably too unrealistic. The rest of the
usable vehicles seems just a bit too slow, and the computer ain't a very
skilled opponent, anyway. :-) That's just my opinions. These are my 
reasons
why I would welcome the ability to race on multiplayer even with custom 
cars

sooo much, as the quatro simply isn't absolutely enough for me. :-D By
the way, if you want a real challenge, try the Corola in the desert and 
try
to make a time under 4 minutes and 54 seconds. Of course, without 
crashing.

:-)
Lukas
- Original Message -
From: Dakotah Rickard [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org; [EMAIL PROTECTED]
Sent: Sunday, November 30, 2008 3:51 AM
Subject: [Audyssey] User-Created Top Speed Cars.



i'm going to begin this thread with a brief apology.

I mean absolutely no offense by some criticisms I'm going to end up
making. I know that some of my cars have bombed, too. Also, if the
developers see me making a mistake, please correct me. I'm doing math
based on e-mails we sent back and forth about two years ago. I'm sure
I'm misremembering something.

A bit of background:
If I remember right, the speeds of the car in units are however many
units it travels in a second. Also, if I remember right, each track
unit of length is about a half a centimeter. Therefore, a car that has
a top speed of 26000, which I think is the speed of the Cuatro, moves
26000 times .5 centimeters a second, which is 468 kilometers an hour,
which is about 291 miles per hour. I'm not entirely sure that my
info's right, but we'll see, I guess. The comments I'm going to make
won't really be affected if I'm wrong.

Now that that's all done, I'm not going to go through every car or
track and say what I do and don't like, because I haven't played all
of them, and because that would take too long anyway.

I will, however, make some general comments. The Cuatro is very, very
fast

Re: [Audyssey] where is amb or is it abm games

2008-11-30 Thread Lukás Hosnedl

Hi,
yeah, I have made a huge mistake several years ago. I made a huge boom, 
announcing that I am about to start developing some games... That failed 
entirely.
Nowadays, I have really started developing some games with a friend of mine, 
we are learning to program what we need as we progress, thus we have only 
released one small logical game so far, quite similar to 15 numbers from BSC 
games, I think (I don't remember that game exactly, maybe should give it a 
try), but only in my native language - czech. Another game, an emulation of 
a bigger logical game that was made here in the Czech Republic for Eureka a4 
some good years ago, is almost ready, too. We are probably going to 
translate both projects into English in the very near future. More games are 
on the horizon but no details as of yet, in case something goes wrong.

Lukas
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Sunday, November 30, 2008 8:29 PM
Subject: [Audyssey] where is amb or is it abm games



Hi all
Where is amb games?
Lucis I heard you were doing something with this a while back I don't care 
but I just want to know if its in the bin with the other nonsuccessfull 
devs that have dissapeared.

Speaking of devs, where is surrealhorisons.
where is nasoft now and starbase defender, the dev's sites for these are 
all gone away.



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Re: [Audyssey] night of parasites again.

2008-11-30 Thread Lukás Hosnedl

Hi,
that's strange, I've had a similar problem, too. I was not able to download 
the file through the direct link provided at Audiogames, that is with MS 
IE7, at all. There was always an error when the file was already being 
copied to the desired location. I had a friend of mine upload it to my 
private ftp but I was unable to run it, it was denying access. He had to 
package the folder with the installed game itself into an archive and send 
that one to me. AFter unpacking, it works perfectly fine. I am afraid you 
will have to head this way, as well. I could send it to you but it's quite 
large for e-mail transmission. I'll probably upload it to some server such 
as Yousendit for everyone's convenience.

Lukas
- Original Message - 
From: [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Monday, December 01, 2008 1:05 AM
Subject: Re: [Audyssey] night of parasites again.


Hi folks, I couldn't download night of parasites after all. The chinese 
site must be having problems. The file is infected with some sort of 
virus.


Lindsay Cowell



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Re: [Audyssey] night of parasites again.

2008-11-30 Thread Lukás Hosnedl
I didn't get the file either, even without an active virus checker or 
firewall. I am beginning to think that the issue has something to do with a 
specific property of the file not being liked by international systems, that 
is with different local settings from English or Chinese, or something along 
these lines, but that's just a vague and weak idea.

Lukas
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: [EMAIL PROTECTED]; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, December 01, 2008 1:44 AM
Subject: Re: [Audyssey] night of parasites again.



hmph.
that site is real slow, there was a sendspace a little while ago,
but I don't know if its still active or what.
you may have to turn off your virus checker before getting the file.

At 01:05 p.m. 1/12/2008, you wrote:
Hi folks, I couldn't download night of parasites after all. The chinese 
site must be having problems. The file is infected with some sort of 
virus.


Lindsay Cowell



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Re: [Audyssey] NOP boss in lab

2008-11-30 Thread Lukás Hosnedl

Hi,
h
i
n
t
Most importantly, make the medicine the first item in your supply column, or 
maybe put two or three of them right under each other. If the items in a 
column are mixed up in an inconvenient order, you can rearrange their 
position by dropping something and picking it up again in the order you 
want. What you pick up most recently is added to the top of the column. 
Then, you can just press c to use your top most supply right in the middle 
of a battle, even without having to have the supply column or the particular 
supply actually selected.

possible
s
p
o
i
l
e
r
I am unable to give you exact directions, as I have played that chapter only 
once as of yet and I managed to get the boss on the very first run without 
proper thinking. Just make sure that you fight the bosses with the revolver. 
In fact, I didn'T even have to use a medicine during the fight itself, if 
memory serves, I just restored my full hp before I entered that room. There 
are different volumes of the alarm telling you that you are near an enemy. 
Make sure that the sound does not play from the left or right side and that 
you have gotten it as loud as possible by walking towards it before you 
start firing. Many enemies stand behind barriers and shoot at you from 
behind them, making them possibly tough to find. Make sure that you hear the 
enemy hit sound after you fire your shot. You can listen to the exact sound 
in the sounds test.

Hope this helps at least a bit.
Lukas
- Original Message - 
From: Casey Mathews [EMAIL PROTECTED]

To: [EMAIL PROTECTED]; Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 2:00 AM
Subject: [Audyssey] NOP boss in lab


Can anyone tell me how to kill the boss in the lab in chapter 2? I shoot 
and shoot, but it doesn't seem to do any good. He usually kills me in 
about 3 shots. I can't seem to get to the medicine fast enough. Any ideas?

Thanks

Casey

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Re: [Audyssey] where is amb or is it abm games

2008-11-30 Thread Lukás Hosnedl

Hi DArk,
ok, thanks for letting me know about that game, I should definitely check it 
out. Well, the community wouldn't probably be interested in a third game of 
the same type, except that this one has interesting sounds and music, in my 
opinion, Sapi 5.1 support, making it smaller in size and easier to voice, 
and contains funny things told to the player. Well, when the game we are 
currently working on is finished, we will translate them and let everyone 
know. As for that other game, I don't know about any audiogame like this 
being released yet, so it might be much more interesting to the community. 
Actually, we already have a working site where people can download that 15 
numbers like game from, but everything is still in czech only, so no reason 
to post any official news at Audiogames as of yet. We will sure keep you all 
updated. All our games will be free, at least we plan them to be, and 
everything we arealready working on that is worth mentioning at present will 
be.

Lukas
- Original Message - 
From: dark [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 7:24 AM
Subject: Re: [Audyssey] where is amb or is it abm games



Hi Lukas.

good to know about your games. please keep us posted, - and remember 
when you have anything news worthy for audiogames.net give me a yell on 
[EMAIL PROTECTED]


Btw, there is a 15 puzle game from Ian humphries in the Blind gamers 
series.


See http://www.omninet.net.au/~irhumph/blindgamers.htm for details.

As spacial logic isn't something I'm great at I haven't tried either that 
or the bsc game, but from the descriptions they sound very similar, and 
Ian's is free.


hth.

Beware the Grue!

Dark.
- 


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Re: [Audyssey] Top Speed 2 multiplayer troubleshooting

2008-11-30 Thread Lukás Hosnedl

Hi Dakotah,
strange issues here, I won't probably be much of a help, but I'll try it 
anyway. :-)
I have never had any problems when I connected to a working server as a 
client, although I am behind a router as well, so that should not be the 
issue. If there was ever a problem, it always proved to be on the server 
side, this is how things turned for me.
When I wanted to host my own games, I had to do exactly what you described: 
Forward the appropriate port (or set it as a virtual server, depends how 
each individual router calls the same thing) both for TCP and UDP. For this 
to work, make sure that you have a static ip address set for your lan 
adapter, and that the virtual server or port forwarding is linked to that 
very address, that should make sense. Also, an active firewall built into 
the router itself or a similar functionality of the router could be blocking 
the transmission, every router is different and I am not really a net admin 
or so at all. I just managed to set several virtual servers for several 
different ports on my router, that's all. I did this the very day Top Speed 
2.0 was released, and have done it for other multiplayer audiogames as well, 
such as Audioquake or Soundrts, and have never had a single problem with 
this particular business.

Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 01, 2008 3:12 AM
Subject: [Audyssey] Top Speed 2 multiplayer troubleshooting



I hope this isn't too off-topic for the list. If so, please e-mail
privately with answers.

First, creating a server behind a router can pose problems. Is it
usually workable to be behind a router if you're on the client side or
are the same difficulties present?

Second, if I want to create a server, and I am behind a router, what
are the ports I should forward and under what protocols? I tried 25989
with TCP and UDP but it said I couldn't start the server. Next, I
tried making my computer a DMZ, risky but what the heck. When I tried
that, I didn't even get the server failed message. The program just
kind of froze. What am I missing here. When I patch my computer
straight through to the internet, everything's fine. It's only when I
add my router that there are problems.

Help, please.

Signed:
Dakotah Rickard

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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-29 Thread Lukás Hosnedl

Hi Dakotah,
that I do absolutely agree with! Even most tracks are just a piece of cake 
in the better case, and an absolute non-sense in the worse one. :-) I really 
fancy the Raly through the desert, perhaps the very most of all the official 
tracks. By the way, what do you think about the Flameblaster or Toyota 
Corola? These are creations of me and a friend of mine and we tried to make 
those cars real fun or challenge but still keep them realistic. Flameblaster 
is designed mainly for beating the slower computer opponents on tight tracks 
where there are not too many straight sections while Corola is better suited 
for tracks where you don't need to brake or shift down so often, or you have 
enough time to accelerate up to the top speed again, but still being 
maneuverable when you steer. We have also created the Harley Davidson, Jeep, 
Tank and HOrse but these are mostly for pure fun, except for the Harley 
which attempts to be another usable heavy terrain motorcycle, fast but not 
very good for tight tracks. We found the official vehicles from TS 2.0 a bit 
too slow, except for the cranked up quatro, but didn'T want to push things 
up too much. And, I would almost forget about the Rail racer which is a 
simulation of the vehicle from Che Martin's Rail Racer... If you like an 
enjoyable street adventure, try the Dreamland tour or the Two towns trip, we 
have also made these.

Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 3:17 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



While mildly off topic, I agree with you, concerning many of the
vehicles. People create unrealistic cars. I mean absolutely no
offense, but if the fastest in-game car has a top speed of like 26000
and it's really fast, it makes no sense for a standard street car to
have a top speed of like 4. All cars have this rediculously high
stearing ability and don't get worse with speed. I love some of the
sound effects that people have found, but the vhc files they put to
them are ... well, that's just my personal opinion...

Signed:
Dakotah Rickard

On 11/28/08, shaun everiss [EMAIL PROTECTED] wrote:

hmm that would rock.
Especially the computer ones, especially if the cars can be picked by the
system from the custom list.
Saying that, I have no idea how one races the fun racer as its just to 
fast

for anything but a straight track.
Also you really can't race that car.
At 01:59 p.m. 29/11/2008, you wrote:

hi list.

I think that the following suggestions/ideas would be useful. They
would also allow for lots of customizations.

Here they are.

1. Create a section within the options menu called allowed vehicles
or something. In this section, create several checkbox-style listings
of every available vehicle. From here, players can uncheck or check
different vehicles, customizing the list from which the game could
draw it's selection. For example, the second default motorcycle
crashes very often on tracks with hard or hairpin turns. I'd like the
option to tell the game not to use this vehicle. Plus, I like the
Street Racer. I would like it if this vehicle could be selected.

2. In the same vein, I'd like to see a Custom Race option, in which
you can choose the vehicles for up to the eight player limit. This
would enable you total control over who you're racing with and how
many you're racing against. The difficulty setting would apply to all
other options, but not this one.

3. I'd like the option to fill the empty spots in an internet game
with computer players, if so desired. This could either be random or
custom.

4. Totally random, slightly pointless. I'd like to be able to set up a
strictly computer race and spectate, switching between the cars with
numbers 1 through 8 or however many players.

Signed:
Dakotah Rickard

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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-29 Thread Lukás Hosnedl
Now you have named the finest examples of stupid childish cars. Yeah, they 
are fast but if you want to have a real, funny but challenging and 
especially realistic race, they are no good. The others you mentioned, such 
as the tank, plane, train or horse, are just for pure fun.

Lukas
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 3:24 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



some cars like roadripper, hoverdemon, etc are ok.
the high performance car is also good.
but you would not race an f18 or a plane or train, or tank.
or horse.
although the light speeder is wquite good.
At 03:17 p.m. 29/11/2008, you wrote:

While mildly off topic, I agree with you, concerning many of the
vehicles. People create unrealistic cars. I mean absolutely no
offense, but if the fastest in-game car has a top speed of like 26000
and it's really fast, it makes no sense for a standard street car to
have a top speed of like 4. All cars have this rediculously high
stearing ability and don't get worse with speed. I love some of the
sound effects that people have found, but the vhc files they put to
them are ... well, that's just my personal opinion...

Signed:
Dakotah Rickard

On 11/28/08, shaun everiss [EMAIL PROTECTED] wrote:

hmm that would rock.
Especially the computer ones, especially if the cars can be picked by 
the

system from the custom list.
Saying that, I have no idea how one races the fun racer as its just to 
fast

for anything but a straight track.
Also you really can't race that car.
At 01:59 p.m. 29/11/2008, you wrote:

hi list.

I think that the following suggestions/ideas would be useful. They
would also allow for lots of customizations.

Here they are.

1. Create a section within the options menu called allowed vehicles
or something. In this section, create several checkbox-style listings
of every available vehicle. From here, players can uncheck or check
different vehicles, customizing the list from which the game could
draw it's selection. For example, the second default motorcycle
crashes very often on tracks with hard or hairpin turns. I'd like the
option to tell the game not to use this vehicle. Plus, I like the
Street Racer. I would like it if this vehicle could be selected.

2. In the same vein, I'd like to see a Custom Race option, in which
you can choose the vehicles for up to the eight player limit. This
would enable you total control over who you're racing with and how
many you're racing against. The difficulty setting would apply to all
other options, but not this one.

3. I'd like the option to fill the empty spots in an internet game
with computer players, if so desired. This could either be random or
custom.

4. Totally random, slightly pointless. I'd like to be able to set up a
strictly computer race and spectate, switching between the cars with
numbers 1 through 8 or however many players.

Signed:
Dakotah Rickard

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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-29 Thread Lukás Hosnedl

Hi,
at first, when the whole thing was launched, supporting custom creations, 
and the user-created stuff boom began, we have uploaded everything to the 
PITD community site, which now seems to be down. Then, everything was being 
hosted on DJC's Top Speed ftp server, which is as well up no more. 
Therefore, they are now hosted on X-sight-interactive's server directly, I 
was able to download them successfully with their TS2 utility pack when 2.1 
RC1 was released. If you have problems installing the pack, try visiting 
http://www.xzip.com (I believe), maybe the last domain should be org, 
googling should help) and install it, then try installing the pack itself 
again. If it doesn't work, I can always send my creations directly to you.

Lukas
- Original Message - 
From: constantine (on laptop) [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 9:21 PM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.


Where can we find these?




contact details:

email: [EMAIL PROTECTED]

and others
msn: [EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: Lukás Hosnedl [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 2:10 PM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



Hi Dakotah,
that I do absolutely agree with! Even most tracks are just a piece of cake
in the better case, and an absolute non-sense in the worse one. :-) I 
really
fancy the Raly through the desert, perhaps the very most of all the 
official

tracks. By the way, what do you think about the Flameblaster or Toyota
Corola? These are creations of me and a friend of mine and we tried to 
make
those cars real fun or challenge but still keep them realistic. 
Flameblaster
is designed mainly for beating the slower computer opponents on tight 
tracks
where there are not too many straight sections while Corola is better 
suited
for tracks where you don't need to brake or shift down so often, or you 
have

enough time to accelerate up to the top speed again, but still being
maneuverable when you steer. We have also created the Harley Davidson, 
Jeep,

Tank and HOrse but these are mostly for pure fun, except for the Harley
which attempts to be another usable heavy terrain motorcycle, fast but not
very good for tight tracks. We found the official vehicles from TS 2.0 a 
bit

too slow, except for the cranked up quatro, but didn'T want to push things
up too much. And, I would almost forget about the Rail racer which is a
simulation of the vehicle from Che Martin's Rail Racer... If you like an
enjoyable street adventure, try the Dreamland tour or the Two towns trip, 
we

have also made these.
Lukas
- Original Message - 
From: Dakotah Rickard [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 3:17 AM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



While mildly off topic, I agree with you, concerning many of the
vehicles. People create unrealistic cars. I mean absolutely no
offense, but if the fastest in-game car has a top speed of like 26000
and it's really fast, it makes no sense for a standard street car to
have a top speed of like 4. All cars have this rediculously high
stearing ability and don't get worse with speed. I love some of the
sound effects that people have found, but the vhc files they put to
them are ... well, that's just my personal opinion...

Signed:
Dakotah Rickard

On 11/28/08, shaun everiss [EMAIL PROTECTED] wrote:

hmm that would rock.
Especially the computer ones, especially if the cars can be picked by 
the

system from the custom list.
Saying that, I have no idea how one races the fun racer as its just to
fast
for anything but a straight track.
Also you really can't race that car.
At 01:59 p.m. 29/11/2008, you wrote:

hi list.

I think that the following suggestions/ideas would be useful. They
would also allow for lots of customizations.

Here they are.

1. Create a section within the options menu called allowed vehicles
or something. In this section, create several checkbox-style listings
of every available vehicle. From here, players can uncheck or check
different vehicles, customizing the list from which the game could
draw it's selection. For example, the second default motorcycle
crashes very often on tracks with hard or hairpin turns. I'd like the
option to tell the game not to use this vehicle. Plus, I like the
Street Racer. I would like it if this vehicle could be selected.

2. In the same vein, I'd like to see a Custom Race option, in which
you can choose the vehicles for up to the eight player limit. This
would enable you total control over who you're racing with and how
many you're racing against. The difficulty setting would apply

Re: [Audyssey] topspeed error was Re: Top Speed 2.1 tournament

2008-11-29 Thread Lukás Hosnedl
The straight track should still be up somewhere on the X-sight server, I saw 
it in the database with his TS2 utility pack, but if you want such an 
incredibly tremendous, difficult, complex and challenging track like this, 
then why not create a similar one by yourself? *smiles*

Lukas
- Original Message - 
From: jason [EMAIL PROTECTED]
To: Leonard de Ruijter [EMAIL PROTECTED]; Gamers Discussion 
list gamers@audyssey.org

Sent: Saturday, November 29, 2008 10:34 PM
Subject: Re: [Audyssey] topspeed error was Re: Top Speed 2.1 tournament


Hello I was wondering what happened to the staight track that used to be 
in the game, and is thee any new vehicles coming out soon for this game?



Sincerely,
Jason known as Blind Fury
windowslive contact [EMAIL PROTECTED]
skype contact kb3icc
- Original Message - 
From: Leonard de Ruijter [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 28, 2008 10:04 AM
Subject: Re: [Audyssey] topspeed error was Re: Top Speed 2.1 tournament



Hey,

I can tell you, we are working on it. Until it's fixed, make sure you
are running the installer as an administrator, or install the game
without the ts2 utility pack, what's using the dll for packaging
tracks and vehicles.
-
Regards,
Leonard de Ruijter
e-mail: mailto:[EMAIL PROTECTED]


On vrijdag 28 november 2008, at 7:50:33, wrote Valiant8086:


Hi.
I remember seeing this error code once when I forgot a dependency for an
installer that was supposed to be copying com audio. I wish I knew what 
x
zip was I could perhaps tell you where to get what ever is missing. I 
wonder
if installing something like jim kitchen's winkit could install the 
missing

dependency for you. Did the developers forget a dll that might have been
needed in windows vista? Hrm 2 worked fine for my vista but who knows.
- Original Message - 
From: Yohandy [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 24, 2008 11:46 AM
Subject: [Audyssey] topspeed error was Re: Top Speed 2.1 tournament



Well the game isn't even completing the install for me. Here's the 
error I

get.
c:\windows\system32\xzip.dll. unable to register the dll/ocx. regsvr32
failed with exit code 0x5. any clues?

- Original Message - 
From: K. Matthew [EMAIL PROTECTED]

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, November 23, 2008 9:57 PM
Subject: Re: [Audyssey] Top Speed 2.1 tournament



Your not the only one, I just downloaded the game, and installed.  And
click. . . Crash.  We are sorry, but you can't play this game due to 
it's

not compatible with Vista. . .

Odd. 2.0 worked.  Oh well.  I'll wait.

Matt

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On
Behalf Of Yohandy
Sent: Sunday, November 23, 2008 8:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Top Speed 2.1 tournament

I'd take part, but unfortunately I can't install the game. anyone have
any
fix for this dll error I'm getting?


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Re: [Audyssey] Top Speed 2.1 suggestions/ideas.

2008-11-29 Thread Lukás Hosnedl
Nice ideas out there. Season mode seems quite wast beyond the current 
complexity of the game, but would be a nice addition. It's just up to the 
developers how far they're willing to go.

Lukas
- Original Message - 
From: Bryan Mckinnish [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, November 29, 2008 10:39 PM
Subject: Re: [Audyssey] Top Speed 2.1 suggestions/ideas.



Hi.
Also, The custom race feature gives me an idea. What about where you can 
pick a list of tracks to race on, kind of like a season or something.

That would be cool as well.


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Re: [Audyssey] top speed rc2

2008-11-25 Thread Lukás Hosnedl

Hi,
this inaccurate description seems to be refering to a new physics model in 
Top Speed 2.1 rather than a mistake. If your car reaches higher speeds, you 
will notice that you cannot accelerate and that your speed is actually even 
decreased slightly when steering. This is much more realistic than in 
previous versions. If the speed was decreased a great deal, or if you had to 
steer a sharp curve in the middle of accelerating to a higher gear, the 
engine of your car might just not have enough power to maintain the 
acceleration again. You will have to shift down a gear to accelerate again.

Lukas
- Original Message - 
From: Hayri Tulumcu [EMAIL PROTECTED]

To: gamers@audyssey.org
Sent: Tuesday, November 25, 2008 6:25 PM
Subject: [Audyssey] top speed rc2


 when I spin my car at top speed RC2, go down in the pace and I 
sometimes can not get it to correct. the mistake?


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Re: [Audyssey] game with lots of things to kill

2008-11-23 Thread Lukás Hosnedl

Lots of stuff. :-)
Shades of Doom from www.gmagames.com, they also have GMA Tank Commander, 
Lone Wolf and Trek 2000 but these are rather simulation games, so you will 
be killing as well but it's much harder to learn to play these games and 
killing is not the main concept here. Then you could play some space 
invaders like arcade stuff: Troopanum 2 from www.bscgames.com, Alien 
OUtback, should be up at www.draconisentertainment.com. Audioquake is quite 
complex to learn for someone who has no experience with games of this kind 
but can be downloaded from http://agrip.org.uk, along with links to some 
mods (sounds that make it look like an all new game). There ought to be some 
ohter first person shooters out there, but they ain't either as high-quality 
and nice-sounding audiogames like I am used to, or they just didn't occur to 
me off the top of my head. These were the few games that I like the best and 
play the most often. Hope this helps.

Lukas
- Original Message - 
From: [EMAIL PROTECTED]

To: Gamers List Gamers@audyssey.org
Sent: Monday, November 24, 2008 12:16 AM
Subject: [Audyssey] game with lots of things to kill


Hi folks, i fancy a game with lots of killing in it, any suggestions what 
I could play?


Lindsay Cowell



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Re: [Audyssey] ran across a very random mod for half life 2

2008-11-23 Thread Lukás Hosnedl
That's ridiculous. When you already got the file, then why not at least try 
it out for yourself? :-D There is a proverb here in the Czech Republic that, 
roughly translated, would sound like trust but check. :-)

Lukas
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 24, 2008 2:09 AM
Subject: Re: [Audyssey] ran across a very random mod for half life 2



aah ok so this thing is not worth the download then.
I just got the file but I'll delete it now.
At 01:11 p.m. 23/11/2008, you wrote:

Hello Alex.

I've actually been in contact with the developer of that Mod in the 
past, - there's a topic about it somewhere on audiogames.net with a 
link to a utube vid of someone playing it (though not doing too well).


I wasn't able to try it myself being totally without a copy of halflife 2, 
but I do know someone visually impared who does. he said it was a fun 
play, but several factors also made it more complex,  such as the fact 
that instead of walls to the playing area, you can just endlessly walk in 
one direction.


Also, while it's a great idea and advert for audio games, the problem was 
the developer had to specifically create and place all of the sound 
objects and sources in the Mod, for the mod.


Many objects in the actual halflife 2 game do not unfortunately have 
properties which could be modified to have them create sound, or have the 
player have tools such as a sonar.


All navigation in the Mod is done by specifically placed sound 
objects, 
and according to my friend who tried the game (who also has played shades 
of doom), the spacing and audio navigation wasn't half as smooth as in 
shades.


so, a fun game, and a great way to get people interested in audio games, 
but sadly not an accessible halflife 2, - though the developer did say 
he was interested in perhaps making more audio games,  maybe something 
actually programmed by himself, so it's not all doom and gloom.


Beware the Grue!

Dark.

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Re: [Audyssey] Top Speed 2.1 tournament

2008-11-23 Thread Lukás Hosnedl
That's very sad and strange. I have never experienced any errors with any 
version of Top Speed (the X-sight utility pack is a different story though), 
not to mention a dll error, so I can't tell what's wrong, but I already 
heard several complaints about an installation error during the two days 
time I am back up on this list... Perhaps the developers should be warned 
about this, might write to them.

Lukas
- Original Message - 
From: Yohandy [EMAIL PROTECTED]

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 24, 2008 3:32 AM
Subject: Re: [Audyssey] Top Speed 2.1 tournament


I'd take part, but unfortunately I can't install the game. anyone have any 
fix for this dll error I'm getting?



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