Re: [Audyssey] Soundrts

2008-04-02 Thread SoundMUD
Hello Kevin,
Probably this week.
Jean-Luc

2008/3/30, Kevin [EMAIL PROTECTED]:
 Hallo Gamers,

  I'm new at this List and i have a Question.
  Sorry, but my english is not so good;-)
  Dit hehre anny buddy know, wan the german version from Soundrts comming out?

  --
  best Regarts
  Kevin

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[Audyssey] SoundRTS 1.0 beta 10a (unstable version)

2008-03-21 Thread SoundMUD
Hello,

SoundRTS 1.0 beta 10a (unstable version) is available in English at
the following URL:

Windows installer:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10a-en.exe

Multi platform:
http://jlpo.free.fr/soundrts/soundrts-1.0-b10a-en.zip

This unstable version is only meant to test the new multiplayer
architecture. The single player part is probably broken (for example:
the restore feature will not work).

The main change is the way the clients and the server communicate in
multiplayer games: only the orders are sent to the server, and each
client simulates the game. This way the game should be faster and
allow more units, and a server can host more games. New bugs might
appear, though.

Known bugs:
- sometimes, the multiplayer game doesn't start (check this by
pressing control shift f3: you should hear the heartbeat of the game);
if you have this problem, ask to quit twice (the second time will
work) and start a new game; feel free to report this problem, though.
- if you start a server and stop it, and start it again without
closing the program, the server will not start the second time; close
the program if you have to restart the server.

About the reaction time of the game, you will find that there is a fixed delay
between the moment where you give an order and the moment where you
have the confirmation. This delay is necessary because of the latency,
so every player plays in the same conditions even if some of them have
higher latency delays. Later, I will make this delay adjustable,
probably automatically, so the delay is near zero in a LAN game, while
it will be higher in an Internet game, depending on the actual
latency.

If you find a server called JL, please use it, so I will be able to
check if, for example, there are synchronization problems between the
clients.

Jean-Luc

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SoundRTS development log: http://soundrts.blogspot.com/
SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat

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Re: [Audyssey] open source accessible games

2008-03-12 Thread SoundMUD
Hi,
Sound RTS is not open source.

2008/3/12, Valiant8086 (on laptop) [EMAIL PROTECTED]:
 Hi.
  Sound rts is open source, as is technoshock I believe. Audiogames.net can
  tell you how to get to both

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Re: [Audyssey] sound RTS

2008-03-10 Thread SoundMUD
I will release this month an unstable and partially broken version
called beta 10a. It will include the architecture change that should
improve the multiplayer game.

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Re: [Audyssey] sound RTS

2008-03-06 Thread SoundMUD
Hi,
Try to play as a client. Use the beta 9h version, so there will be
servers. Choose a server, and create a game and invite players when
they arrive. Or wait for an invitation. Try for example Sebo's server.
Jean-Luc

2008/3/5, aiden gardiner [EMAIL PROTECTED]:
 hi everyone,

  What's the best way to run a sound RTS server? i've been trying to do it for 
 weeks, but can't get the hang of it, and i don't know how to play an online 
 game as a client.

  Thanks for any help in advance

  Aiden
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Re: [Audyssey] running games on a stick?

2008-02-05 Thread SoundMUD
For SoundRTS, just copy the c:\program files\soundrts test folder to
any USB stick and it might work when you run soundrts.exe . Nothing is
recorded in the Windows registry anyway.

2008/2/5, Willem [EMAIL PROTECTED]:
 copying the folder would work.
 - Original Message -
 From: ari [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, February 05, 2008 7:04 PM
 Subject: Re: [Audyssey] running games on a stick?


  So then, what do you think the best way is? Would it work, if I ran a
  setup
  file, you know the part where you choose the letter to install to, the
  drive
  lettre, if my stick's lettre is G, can I change the directory to G:\? Or
  is
  it better to just copy the Showdown folder from my program files to a
  directory on the stick?
  Ari
 
 
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Re: [Audyssey] Jean Luc, your Tutorials are excelent!

2008-02-02 Thread SoundMUD
Thanks a lot, Claudio! Now that I know that at  least one person have
found the tutorial about pygame useful, I will write more (very simple
but essential) examples, and of course I'll let you know.

Jean-Luc

2008/2/1, Claudio [EMAIL PROTECTED]:
 Hello Jean!
 I have reat your two tutorials and they are excelent!
 Yes, very good!
 If you create more tutorials i will take a look in it!
 Leet mee know if you do so.
 Regards, Claudio.


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Re: [Audyssey] Jean Luc, your Tutorials are excelent!

2008-02-02 Thread SoundMUD
The examples can be found at
http://soundrts.blogspot.com/2008/01/some-pygame-examples-for-audiogame.html
The explanations are in the comments of the code. Each line have a comment.

Jean-Luc

2008/2/2, Liam Erven [EMAIL PROTECTED]:
 where can they be found.  I'm interested in reading more on it

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Re: [Audyssey] Sound RTS and Python version?

2008-01-23 Thread SoundMUD
Hi Thomas, I will include the additional python 2.5 compiled files in
the next release, but build a Linux package only if you really want or
need to, because for future releases I would have problems (or lack of
time) to automate the Linux build from my computer.

Jean-Luc

2008/1/23, Thomas Ward [EMAIL PROTECTED]:
 Hi,
 Ah, I do see why you were using Python 2.4. Debian is notorious for
 supporting older stuff long after Fedora, Ubuntu, and other
 distributions have upgraded to a version or two ahead to the latest
 packages.
 Though, if you would do it I would really really appreciate it if you
 could make a 2.5 build for me. In return I could take your sounds and
 pic files and create a nice dpkg package for Debian and Ubuntu Linux
 systems for easy installation with a shell script to run python and
 launch it out of the box for Linux gamers interested in your game.
 If not what I could do is build Python 2.4, install it to a non-standard
 location like /opt, and run it by setting some export flags to it.

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SoundRTS development log: http://soundrts.blogspot.com/
SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat

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Re: [Audyssey] SoundRTS

2008-01-23 Thread SoundMUD
Hi. I have obtained a similar result. I will fix this bug in the next release.

Jean-Luc

2008/1/23, Jimmy Odin Kristoffersen [EMAIL PROTECTED]:
 Hi.

 Is it only me who have problems?
 When i save a game in the newest beta and trying to play my saved game cant i 
 bilt, and this is in all maps.
 Why cant i bilt after i restore a saved game?
 Thanks.
 Jimmy
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Re: [Audyssey] Sound RTS and Python version?

2008-01-22 Thread SoundMUD
Hi Thomas,

You probably don't need to remove Python 2.5. You can probably install
additionally Python 2.4 and call it from the command line. It may be
called python24, while the default interpreter is called python and is
a link to python25. Then type, for example: python24 soundrts.pyc

If it still doesn't work or you don't like this solution, tell me and
I will compile the sources with Python 2.5 and make a patch.

About the reason of this choice, it is linked to the fact that, at
least recently, pygame for Python 2.5 was not available for the Mac.
Moreover, the default version of Python in Debian Linux was Python
2.4.

Jean-Luc

2008/1/22, Thomas Ward [EMAIL PROTECTED]:
 Hi Jean'Luc and all,
 I have some questions about Sound RTS and the correct Python version.
 The reason I am asking is I want to install Sound RTS Beta 9 on my Linux
 computer, but the only version pre-installed is Python 2.5, and when I
 attempted to uninstall Python 2.5 to install Python 2.4.4 I got the
 warning that several packages depends on Python 2.5 being present. As a
 result I have no real desire to screw something up by downgrading to an
 older release of Python for just one program.
 I have considered the possability of installing Python 2.4.4 side by
 side with Python 2.5, but I have never done that before and am worried
 that might effect something if the wrong Python version is set as the
 default. For example, if I made Python 2.4.4 the default all the apps
 and services I have installed that depend on 2.5 would obviously crash,
 and I can't afford that since my Linux system is rock solid and stable.
 This might have been asked before on list, I can't remember, but is
 there some compelling reason why you can't upgrade to Python 2.5? It
 seams to me that updating to Python 2.5 would be the reasonable thing to
 do since it now ships as a core part of most Linux operating systems and
 allot of Python apps are migrating from Python 2.4.x to Python 2.5.
 Anyway, can you give some advice how to get Sound RTS setup on my Linux
 system?

 Thanks.

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Re: [Audyssey] Risk was Out of the games dimension

2008-01-22 Thread SoundMUD
This reminds me of an RTS game demo I have played recently. It's
probably totally inaccessible because it is heavily mouse based, but
its principles may be interesting. It's called Galcon. It's a very
simplified RTS, with no tech tree, no buildings, no workers, and yet a
very interesting game. There are only planets, with different
production rate. If you own one of them, it creates new battle ships.
The only thing you have to decide is in which planet you send them. In
a multiplayer game I have played, the players started expanding,
without going too far, avoiding premature conflicts with their
neighbors; then, when all the available planets were conquered, the
players did nothing for a long time, just moving their ships randomly;
they used a chat system too (a voice chat would have been even
better), for example to stop a conflict that would have left the 2
opponents behind the others; and then suddenly one player attacked
another one, sometimes triggering the attack of another player, trying
to take the opportunity, etc. A game lasted about 5 to 15 minutes.
Very interesting game because relatively simple, so you can focus on
the diplomatic aspect. Probably like in Risk.

Jean-Luc

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Re: [Audyssey] Sound RTS Feedback and thoughts.

2008-01-19 Thread SoundMUD
Hi Thomas,

About writing maps, the instructions for multiplayer maps are at:
http://jlpo.free.fr/soundrts/mapmaking.htm
But the way to build single player maps is undocumented yet, because
the language is not ready enough.

For example, today, a trigger to say that after 80 seconds the
computer 1 must select 1 footman located in a2 and send it to a1 is:

trigger computer1 (timer 80) (order (a2 1 footman) ((go a1)(go b1)))

I am thinking about using a more flat notation:

add trigger
owner computer1
condition timer 80
action order (a2 1 footman) ((go a1)(go b1))
end

But even in this case the order command may be too nested. Maybe I
don't have the choice. Or maybe I would use the fact that more than
one action would be allowed and that the orders would be added in the
order queue:

add trigger
owner computer1
condition timer 80
action order (a2 1 footman) (go a1)
action order (a2 1 footman) (go b1)
end

Not too bad. Maybe I can totally avoid parenthesis. After all not
everything will be possible, but just enough to have interesting
missions with a balance between specialization and flexibility:

add trigger
owner computer1
condition timer 80
action order 1 footman in a2 to go a1
action order 1 footman in a2 to go b1
end

Hum, I don't know. Or maybe I should go to the opposite direction and
use a LISP-like notation, like EMACS LISP, using even more
parenthesis:

(trigger
 computer1
 (timer 80)
 (order
  (a2 1 footman)
  (
   (go a1)
   (go b1)
  )
 )
)

Not very easy to write. But after all I don't really need the order
command with more than one command. Well...

The problem is that I can't change easily the language when I have
documented it. So I will wait until it is good enough.

Jean-Luc

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SoundRTS development log: http://soundrts.blogspot.com/
SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat

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Re: [Audyssey] Sound RTS Question for Mac

2008-01-19 Thread SoundMUD
Thanks, I didn't know that. So, on a Mac, the F 9 to F 11 keys are
used by expose, and F 12 by the dashboard. From something I have read
in another forum, for example World of Warcraft replaces these
shortcuts when it starts and restores them when it stops. I won't
probably do this, for it is probably a bit complicated (and if the
game isn't closed correctly, the keys are not restored in certain
cases) and not absolutely needed for this game.

One of these days I will put the key bindings in a configuration file,
so they will be customizable. But there is probably already a solution
for the F 10 key: during a game, Control  C and Alt F 4 might have the
same effect than F 10. Try them.

In the future, I will add alternate keys for the F 9 to F 12 keys.

Jean-Luc

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Re: [Audyssey] Sound RTS Feedback and thoughts.

2008-01-19 Thread SoundMUD
Hi Thomas,

Thanks for the feedback!

Yes, the maps are really small. I especially realize this today
because many bigger multiplayer maps have been made since the day I
released the 3 single player maps.

Even if you don't play multiplayer games, you can play on the
multiplayer maps against the computer. This way you will have bigger
maps to explore and much more resources to gather. But you have
reminded me that playing in a single player map is different from in a
multiplayer map against the computer: the former is an asymmetric map,
with a relatively still opponent, except for scripted attacks ; it's a


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Re: [Audyssey] Sound RTS Feedback and thoughts.

2008-01-19 Thread SoundMUD
(I have accidentally sent the email too early. Here is the rest of the message.)

Playing in a single player map is different from playing in a
multiplayer map against the computer: the former is an asymmetric map,
with a relatively still opponent, except for scripted attacks ; the
latter is a balanced map, played against an always too strong or too
weak computer. So I hope it will be possible to write custom single
player maps with scripted attacks (it's the more viable solution for
single player games). I will try to write another bigger single player
map as an exercise.

About the 4 arrow keys for the menus (down and up to select, right to
confirm, left to cancel), they already work even if the help message
doesn't mention them. I will probably keep only the arrow keys. I am
about to use more complex menus or forms, and I will have to define
new keys for that. Maybe something players are used to? Maybe the
default Windows keys? I don't know yet.

Jean-Luc

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Re: [Audyssey] Sound RTS Feedback and thoughts.

2008-01-19 Thread SoundMUD
Hi Cara,

About the game interface, there are at least 2 kinds of selection:
target and control, and there is a third selection: the order to give.
Maybe some keys should be swapped, so it would be more logic, from
left to right you would have fro example: select a unit, then select a
target. But the order menu key is not often used once you know the
backspace key that gives most of the default orders that you need to
attack, repair or move. Difficult...

So allowing the customization of the key bindings might be a solution,
for I have already experimented a lot on the key layout, and I am
still not really satisfied.

Jean-Luc

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Re: [Audyssey] Sound RTS Question for Mac

2008-01-18 Thread SoundMUD
Hi, F 10 should work. This key has not changed, at least. I wonder if
somebody have already asked this question. I don't remember any
answer, though.

Jean-Luc

2008/1/18, Cara Quinn [EMAIL PROTECTED]:
Hey All, am digging on Sound RTS a bit, and am just wondering about
 something.  I'm pressing F 10 for the game menu but it doesn't appear
 to be working.  Has this key changed?  I'm running beta 9 on Leopard
 with Python 2.4.4...

 Thanks for any help / suggestions and apologies if this has been
 brought up before.  I did RTFM, but haven't found anything about it!
 smile

 Have an awesome day!...

 Smiles,

 Cara  :)


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Re: [Audyssey] Sound RTS and Python 2.4.4

2008-01-16 Thread SoundMUD
Hi Cara, thanks for your mail!

The zip archive doesn't really contain the source code but only
compiled files. For the moment I won't release the source code, but
it may not be necessary anyway, because I have just managed to build
the usual SoundRTS executable for Windows without using the source
files but only the compiled files. I had to modify soundrts.py to do
this (so it would not work with the current release, but I will make
some changes for a future release). This way, it will be probably
possible to build a .app file for the Mac, using py2app and the same
setup.py file I have written for py2exe, because the 2 tools are very
similar.

Jean-Luc

2008/1/16, Cara Quinn [EMAIL PROTECTED]:
jean'Luc, thanks very much for your note.  am installing a 2.4
 version now and will see how it goes.  I haven't looked at these
 python files in the zip archive for Mac yet, but if they are the
 actual source code, I could try to compile a .app file for Mac which
 wouldn't require the extra libs if such a thing is possible currently
 in Python as I believe it is for windows...

Now I'm curious, I suppose I'll look into this and see what I can
 find?...

 thanks again and have a great night!  Oh, btw, thanks very much for
 your work in making your game Mac compatible!!!  You Rock!...

 Smiles,

 Cara  :)


 On Jan 15, 2008, at 4:19 PM, SoundMUD wrote:

  Hi, Python 2.5 will not work with SoundRTS. Any 2.4 version of Python
  will probably work.
 
  Jean-Luc
 
  2008/1/15, Cara Quinn [EMAIL PROTECTED]:
 Ah, probably should have been clearer.  smile.  You're exactly
  right, but I was asking if there is another intel version which was
  closer to the specific one that the author is pointing to?...
 
Sorry for the lack of clarity.
 
  Have an awesome day!...
 
  Smiles,
 
  Cara  :)
 
 
  --
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  SoundRTS development log: http://soundrts.blogspot.com/
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Re: [Audyssey] Sound RTS and Python 2.4.4

2008-01-15 Thread SoundMUD
Hi, Python 2.5 will not work with SoundRTS. Any 2.4 version of Python
will probably work.

Jean-Luc

2008/1/15, Cara Quinn [EMAIL PROTECTED]:
 Ah, probably should have been clearer.  smile.  You're exactly
 right, but I was asking if there is another intel version which was
 closer to the specific one that the author is pointing to?...

Sorry for the lack of clarity.

 Have an awesome day!...

 Smiles,

 Cara  :)


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Re: [Audyssey] Creating Audio Games with Pygame for Python

2008-01-09 Thread SoundMUD
Yes, http://www.pygame.org contains tutorials.
About the pygame audio examples I have started to write, feel free to
post comments or questions in the blog (even if it is about why you
don't find it interesting). The blog entry with the examples is at:
http://soundrts.blogspot.com/2008/01/some-pygame-examples-for-audiogame.html

 Does anyone know of any good documentation for creating games
 with Pygame and Python?

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Re: [Audyssey] programming games

2008-01-05 Thread SoundMUD
Hi, while there are tutorials for pygame, they often contain graphical
examples. So I have started to write some very simple examples focused
on audiogames programming.
There are 2 examples at the moment:
The example 1 shows how to play a sound and pan it.
The example 2 shows how to read events from the keyboard.
The tutorial is at:
http://soundrts.blogspot.com/2008/01/some-pygame-examples-for-audiogame.html
I hope it helps.

Jean-Luc

2008/1/2, Valiant (on laptop) [EMAIL PROTECTED]:
 Hi.
 I sort of kind of understand basics of python. I've been able to do the
 assignments that come witrh the tutorials in the help file, but that's a
 very long ways from enough to get me on the road to game development. Is
 there another good resource where someone'll be friendly and tutor me on
 creating more scripts?

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Re: [Audyssey] programming games

2007-12-31 Thread SoundMUD
 I'm learning currently python.
 But my question is, where i can learn SDL?

Pygame is written on top of the SDL library, but you don't really need
to learn SDL itself.
Pygame is at: http://www.pygame.org (the website contains some tutorials)

Jean-Luc

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Re: [Audyssey] Passive Computer on Sound RTS?

2007-12-31 Thread SoundMUD
Hi,

The passive computer never attacks first. Instead, it sends all its
troops to the square where an enemy is found by chance. The passive
computer expands too.

Jean-Luc

2007/12/31, Shadow Dragon [EMAIL PROTECTED]:
 Hi,

 I'm curious about the passive computer on sound RTS. I thought that passive 
 meant it wouldn't attack you? Well, I've been playing around with it, and 
 especially on the bigger maps, the passive compuuters send troops to my base 
 and gang up on me. Is this a bug? Or does passive and agressive signify 
 something else. Thanks.

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Re: [Audyssey] Question about sound rts

2007-12-04 Thread SoundMUD
Hi Tom and all.

I will try to include the voices in the optional pack of the options menu.

Jean-Luc

2007/12/4, Tom Randall [EMAIL PROTECTED]:
 Hi Jean-Luc and all.

 Ok I will check through the single player menu more carefully to see if
 the maps are there.  Perhaps I just missed them.

 As to the soundpack, I am talking about the better one that a couple of
 users had put together for the older version of soundrts mainly
 enhancing some of the unit voices and I believe some of the sounds as
 well.  The older version I was talking about was beta 7, I believe the
 original filename for the enhanced soundpack is soundrts_soundpack4.zip.
 And yes the unit voices in beta 9F are ok as you say, I just slightly
 preferred the unit voices in the older soundpack.

 Thanks very much for getting back to me I appreciate it.

 Tom

 -Original Message-
 From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
 On Behalf Of SoundMUD
 Sent: Monday, December 03, 2007 2:36 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Question about sound rts


 Greetings.

 The single player menu should contain the tutorial and the multiplayer
 maps against the computer.

 Can you say exactly about which voices you are talking? the units voices
 (ok, attack, retreat)? is the older version the beta 6?

 Jean-Luc

 2007/12/3, Tom Randall [EMAIL PROTECTED]:
  Greetings Gamers.
 
  I have recently upgraded to the beta 9F version of sound rts.  One
  thing I am noticing is that I do not seem to be able to play the
  single player game other than the tutorials.  I have completed all
  three tutorials.  I seem to recall the author saying something about
  having to quit and restart the game or some such thing in order to get

  the single player to work.
 
  Is anyone else having this problem?  While I am at it are there plans
  to recode the old sound pack so that we have the better voices as in
  the older version?  If not no worries the game is still really cool
  but this would be nice.
 
  Thanks for any info.
 
  Tom
 
 
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Re: [Audyssey] Question about sound rts

2007-12-03 Thread SoundMUD
Greetings.

The single player menu should contain the tutorial and the multiplayer
maps against the computer.

Can you say exactly about which voices you are talking? the units
voices (ok, attack, retreat)? is the older version the beta 6?

Jean-Luc

2007/12/3, Tom Randall [EMAIL PROTECTED]:
 Greetings Gamers.

 I have recently upgraded to the beta 9F version of sound rts.  One thing
 I am noticing is that I do not seem to be able to play the single player
 game other than the tutorials.  I have completed all three tutorials.  I
 seem to recall the author saying something about having to quit and
 restart the game or some such thing in order to get the single player to
 work.

 Is anyone else having this problem?  While I am at it are there plans to
 recode the old sound pack so that we have the better voices as in the
 older version?  If not no worries the game is still really cool but this
 would be nice.

 Thanks for any info.

 Tom


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Re: [Audyssey] Sound RTS inquiry

2007-12-02 Thread SoundMUD
I must add that the optional sounds may disable some features (like the pitch
difference of the enemy sounds) so full experience is not necessarily correct.
If all the sounds from the sound pack were absolutely better, I would have
included all of them by default.

2007/12/1, SoundMUD [EMAIL PROTECTED]:
 For a full and better experience install the 9f. [...] Then go in the options
 menu and choose the pack which contains most of the sound pack.

 2007/12/1, [EMAIL PROTECTED] [EMAIL PROTECTED]:
  Also, is it necessary for me to download the sound pack from Ken's
  website in order to get a full and better experience while playing the
  game?

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Re: [Audyssey] Sound RTS inquiry

2007-12-01 Thread SoundMUD
Hi,
For a full and better experience install the 9f. Especially for
multiplayer games. Then go in the options menu and choose the pack
which contains most of the sound pack. The only annoying bug is that
you have to quit the single player menu and enter again to play the
next chapter in the tutorial (fixed in the future 9g).
Jean-Luc

2007/12/1, [EMAIL PROTECTED] [EMAIL PROTECTED]:
 Hi list,
 I am wondering which version of Sound RTS I should install or does it
 matter. I see 3 available downloads... version 6, 8, and now 9F.
 Which should I use?
 Also, is it necessary for me to download the sound pack from Ken's
 website in order to get a full and better experience while playing the
 game?
 Thanks,
 AC


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[Audyssey] English voicepack

2007-11-30 Thread SoundMUD
Hi,

I have found recently in the spam folder of my email client a notification
from YouSendIt about a voice pack for SoundRTS (US English Kate). The
link had expired so I couldn't download it.

Jean-Luc

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Re: [Audyssey] sound rts

2007-11-27 Thread SoundMUD
According to a recent message I have received, sound rts is working
fine on mac os 10.5 leopard.

2007/11/2, william lomas [EMAIL PROTECTED]:
 hi all

 for those who may be using a macintosh, sound r t s no longer works
 under leopard


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Re: [Audyssey] undocumented sound rts function question

2007-11-26 Thread SoundMUD
Hi,

control F5: remove collisions on/off
control F6: don't play combat sounds simultaneously on/off
control F8/F7 (not active): add/remove dummy informations to slow the
connexion (for debugging purposes)
control F2: display on/off

Jean-Luc

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Re: [Audyssey] question about maps in sound rts

2007-11-14 Thread SoundMUD
This problem is only in the English version that uses a different
translation of the game. The flying machine is not ready anyway.

By not ready, I mean that the flying machine is not much different
from a dragon, while it would be more interesting to allow it to
transport troops.

2007/11/14, Dakotah Rickard [EMAIL PROTECTED]:
 I'm sorry, let me rephrase:
 The unit name, when looking around with the tab key, when observing a
 flying machine, is New login. It is just unusual and presents no
 real problems.

 By not ready do you mean that it still has bugs?

 Signed:
 Dakotah Rickard

 On 11/13/07, SoundMUD [EMAIL PROTECTED] wrote:
  The flying machine is a unit that is not really ready. Maybe someone
  is using the sound flying machine as a login.
 
  Jean-Luc
 
  2007/11/11, Dakotah Rickard [EMAIL PROTECTED]:
   Thank you very much for your help.
  
   I have yet one more question:
   If a flying machine is a unit that is available to be given, why are
   there no facilities to build them? Are they strictly a test? Why are
   they referred to as a new login
  
   Signed:
   Dakotah Rickard
  
   On 11/8/07, SoundMUD [EMAIL PROTECTED] wrote:
I realize that the previous question was about single player maps
while there is no guide yet for this.
   
About giving players different resources, this is yet undocumented and
may change, and I am not sure to remember, but for example in a
multiplayer map for 2 players, instead of starting_squares,
starting_units and starting_resources, there would be 2 lines, one for
each player:
player 10 10 b1 townhall farm peasant 2 footman archer c1 farm
player 10 10 c8 townhall farm peasant 2 footman archer b8 farm
The first line means: add a player with 10 gold, 10 wood, a town
hall, a farm, a peasant, 2 footmen and 1 archer in b1 and a farm in
c1.
   
Jean-Luc
   
2007/11/8, Dakotah Rickard [EMAIL PROTECTED]:
 Please explain the player command to give players different resources.

 I would like to understand that.

 Signed:
 Dakotah Rickard

 On 10/30/07, SoundMUD [EMAIL PROTECTED] wrote:
   What's all those stars and pluses for at the beginning?
 
  They are just a drawing of the map.
 
   Are those required to build maps, or are they just there?
 
  No, they are only comments.
 
   I can't wait to learn how to create single player maps .
 
  Just in case: the map making guide is at
  http://jlpo.free.fr/soundrts/mapmaking.htm
 
  --
  SoundRTS web site: http://jlpo.free.fr/soundrts
  SoundRTS development log: http://soundrts.blogspot.com/
  SoundRTSChat mailing list:
  http://groups.google.com/group/soundrtschat
 
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Re: [Audyssey] question about maps in sound rts

2007-11-12 Thread SoundMUD
The flying machine is a unit that is not really ready. Maybe someone
is using the sound flying machine as a login.

Jean-Luc

2007/11/11, Dakotah Rickard [EMAIL PROTECTED]:
 Thank you very much for your help.

 I have yet one more question:
 If a flying machine is a unit that is available to be given, why are
 there no facilities to build them? Are they strictly a test? Why are
 they referred to as a new login

 Signed:
 Dakotah Rickard

 On 11/8/07, SoundMUD [EMAIL PROTECTED] wrote:
  I realize that the previous question was about single player maps
  while there is no guide yet for this.
 
  About giving players different resources, this is yet undocumented and
  may change, and I am not sure to remember, but for example in a
  multiplayer map for 2 players, instead of starting_squares,
  starting_units and starting_resources, there would be 2 lines, one for
  each player:
  player 10 10 b1 townhall farm peasant 2 footman archer c1 farm
  player 10 10 c8 townhall farm peasant 2 footman archer b8 farm
  The first line means: add a player with 10 gold, 10 wood, a town
  hall, a farm, a peasant, 2 footmen and 1 archer in b1 and a farm in
  c1.
 
  Jean-Luc
 
  2007/11/8, Dakotah Rickard [EMAIL PROTECTED]:
   Please explain the player command to give players different resources.
  
   I would like to understand that.
  
   Signed:
   Dakotah Rickard
  
   On 10/30/07, SoundMUD [EMAIL PROTECTED] wrote:
 What's all those stars and pluses for at the beginning?
   
They are just a drawing of the map.
   
 Are those required to build maps, or are they just there?
   
No, they are only comments.
   
 I can't wait to learn how to create single player maps .
   
Just in case: the map making guide is at
http://jlpo.free.fr/soundrts/mapmaking.htm
   
--
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Re: [Audyssey] question about maps in sound rts

2007-11-08 Thread SoundMUD
I realize that the previous question was about single player maps
while there is no guide yet for this.

About giving players different resources, this is yet undocumented and
may change, and I am not sure to remember, but for example in a
multiplayer map for 2 players, instead of starting_squares,
starting_units and starting_resources, there would be 2 lines, one for
each player:
player 10 10 b1 townhall farm peasant 2 footman archer c1 farm
player 10 10 c8 townhall farm peasant 2 footman archer b8 farm
The first line means: add a player with 10 gold, 10 wood, a town
hall, a farm, a peasant, 2 footmen and 1 archer in b1 and a farm in
c1.

Jean-Luc

2007/11/8, Dakotah Rickard [EMAIL PROTECTED]:
 Please explain the player command to give players different resources.

 I would like to understand that.

 Signed:
 Dakotah Rickard

 On 10/30/07, SoundMUD [EMAIL PROTECTED] wrote:
   What's all those stars and pluses for at the beginning?
 
  They are just a drawing of the map.
 
   Are those required to build maps, or are they just there?
 
  No, they are only comments.
 
   I can't wait to learn how to create single player maps .
 
  Just in case: the map making guide is at
  http://jlpo.free.fr/soundrts/mapmaking.htm
 
  --
  SoundRTS web site: http://jlpo.free.fr/soundrts
  SoundRTS development log: http://soundrts.blogspot.com/
  SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat
 
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Re: [Audyssey] Connecting problem

2007-11-03 Thread SoundMUD
 Ho can i fix this problem?

It depends on the router. In the web page of my router, for example, I
have used the option menu called advanced configuration / NAT /
virtual servers.

If you still can't solve this problem, try the public server hosted by
SEBO. It seems to work.

Jean-Luc

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Re: [Audyssey] sound rts

2007-11-03 Thread SoundMUD
 for those who may be using a macintosh, sound r t s no longer works under 
 leopard

Do you mean that it used to work under leopard?

Jean-Luc

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Re: [Audyssey] Soundrts: inviting aggressive computers in multi-player games

2007-11-03 Thread SoundMUD
OK. The aggressive computer is unlocked after the victory in the third
solo map. I may change this, though. This feature used to be fun for
some players, and useful because the beginner didn't need this option
too early, but now it seems less interesting.

2007/11/3, Christopher Bartlett [EMAIL PROTECTED]:
 How does one invite aggressive computer opponents into a multi-player
 game then?  When I tabbed through the options after creating a server
 and selecting the multi-player option, I read that I could invite
 passive computers, but there was no mention of aggressive ones.

  Christopher Bartlett
 At 07:54 AM 11/1/2007, you wrote:
 Yes, it is already possible to invite aggressive AIs to a multiplayer game.
 For now it is not possible to create multiple computer opponents with
 aggressive AIs in single player maps, though.
 
 2007/10/31, Christopher Bartlett [EMAIL PROTECTED]:
   Is it possible to create a multi-player game and invite aggressive
   AIs to play?  Or, is it possible to create multiple computer
   opponents in single player maps?
  
   Christopher Bartlett
  
  
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Re: [Audyssey] Developer input was Re: James North?

2007-11-03 Thread SoundMUD
 There have been
 games like Aliens In the Outback, Troopenum, GMA Tank Commander, Shades
 ofDoom, that have done well and it might be a good idea for blind
 developers such as you and I to find out what our customers want before
 going to task writing a game that will fail.

What are the sales numbers for these games?

Jean-Luc

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Re: [Audyssey] sound rts

2007-11-03 Thread SoundMUD
Hi,

OK, thanks for this information. I cannot solve it directly, so let's
hope that we will have more details about this problem soon.

Jean-Luc

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Re: [Audyssey] Soundrts: inviting aggressive computers in multi-player games

2007-11-01 Thread SoundMUD
Yes, it is already possible to invite aggressive AIs to a multiplayer game.
For now it is not possible to create multiple computer opponents with
aggressive AIs in single player maps, though.

2007/10/31, Christopher Bartlett [EMAIL PROTECTED]:
 Is it possible to create a multi-player game and invite aggressive
 AIs to play?  Or, is it possible to create multiple computer
 opponents in single player maps?

 Christopher Bartlett


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Re: [Audyssey] SOUND RTS POPULATION LIMIT

2007-10-30 Thread SoundMUD
The limit can be changed by modifying the map. Make a copy of the map
and add for example at the end of the file:
global_food_limit 200

2007/10/28, tim kilgore` [EMAIL PROTECTED]:
 Hi, is there a population limit on the latest beta?  I'm playing the
 multi-map 101 and can only get to 20 at 20 on the food no matter how many
 farms I build.  Any suggestions as to how to increase this would be
 appreciated.

 Thanks

 Timh
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Re: [Audyssey] question about maps in sound rts

2007-10-30 Thread SoundMUD
 What's all those stars and pluses for at the beginning?

They are just a drawing of the map.

 Are those required to build maps, or are they just there?

No, they are only comments.

 I can't wait to learn how to create single player maps .

Just in case: the map making guide is at
http://jlpo.free.fr/soundrts/mapmaking.htm

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Re: [Audyssey] Sound RTS

2007-10-26 Thread SoundMUD
Hello,

 So you are saying that all players updates are determined by the update of
the slowest connected player now?

In theory it has always been the case, so nothing have changed since
the beta 7 and you may notice the same problems, sorry. Anyway, let's
hope that the beta 10 will solve this by requiring less bandwidth.

About the maps called map A, they are unbalanced examples that are
probably only interesting for map makers. I will probably remove them
later and move them into the map making manual.

Jean-Luc

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Re: [Audyssey] Is there a new version of sound rts abailable

2007-10-23 Thread SoundMUD
Hi Tristan.
I am already quite overwhelmed by email so I don't use MSN nor Skype.
Feel free to send a private email anyway.
Jean-Luc
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Re: [Audyssey] Sound RTS

2007-10-23 Thread SoundMUD
The lag problems are probably the same in this version. In the beta 9
versions I am just adding enough features for players to wait for the
beta 10 which may take forever to be completed. The beta 10, if I
succeed in making the architecture change, will use less bandwidth and
allow more units, but I'm not totally sure that it will solve the lag
problems when the lag comes from the connexion's ping itself. If the
lag problems appear from the beginning of the game in a little map
like multiplayer map 1 then they will probably be there anyway in the
beta 10 too.

Anyway I repeat that the speed of the game is the same for every
player. If a player have a slow connexion, it will slow the game for
everybody. The players with the fastest connexion may have access to
information a bit earlier, but never more than a game-turn, that is to
say 0.33 seconds of in game time.

Jean-Luc
-- 
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SoundRTS development log: http://soundrts.blogspot.com/
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Re: [Audyssey] Is there a new version of sound rts abailable

2007-10-21 Thread SoundMUD
 Is warcraft like sound rts? if it is send me that link too so I can try it.

Warcraft and Starcraft are not audio games and they use the mouse a
lot, so they are probably not accessible. Here are some links anyway:
Warcraft 2: http://www.blizzard.com/war2bne/
Starcraft: http://www.blizzard.com/starcraft/
Starcraft demo: http://www.blizzard.com/starcraft/scdemo.shtml
Warcraft 3: http://www.blizzard.com/war3/
Warcraft 3 demo: http://www.blizzard.com/war3/demo/

Jean-Luc

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Re: [Audyssey] how to use patrol function?

2007-10-19 Thread SoundMUD
Just go to e2 with the arrow keys, then select patrol to, then press
enter to confirm patrol to, and probably press enter again to
confirm the target of the order.

2007/10/19, The BlindTechs Network [EMAIL PROTECTED]:
 I am going to assume that the patrolto functionallows youto chose to
 have a soldier walk from where he is standing and a point on the map
 and back. but I can't figure out how to say walk from b1 where you
 are standing to e2and back. can some one explain this to me please?


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Re: [Audyssey] Is there a new version of sound rts abailable

2007-10-19 Thread SoundMUD
The latest version of SoundRTS is at: http://jlpo.free.fr/soundrts

2007/10/19, jason [EMAIL PROTECTED]:
 Hello gamers since Kenn fixed the sound pack I really enjoy sound rts however 
 it says that there is a new version on the internet when I start it if there 
 is can I have the link to it?
 thanks again.
 your friend,
 Jason

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Re: [Audyssey] sound rts question about computer players.

2007-10-19 Thread SoundMUD
Hi.
If you start a game with computers and you build a farm in a quiet
place, and you use control shift f2 to observe all the map, the
computer players will fight one against another. It won't be possible
to do this in the next release (beta 9e) because the computer players
will be allied so you will have a more serious opponent. You will
probably have the choice later. And the AI will be better too someday
of course.
Allying with the computer players ? someday maybe. It is not usual in Starcraft.
Jean-Luc Pontico

2007/10/18, Bryan Mckinnish [EMAIL PROTECTED]:
 Hi.
 I have a question about sound rts.
 Is it possible to put 1 computer player up against another?
 Or can you get computer players to ally with you?
 That would be cool.
 Thanks
 Bryan Mckinnish
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Re: [Audyssey] Customizing Voices for SoundRTS

2007-10-16 Thread SoundMUD
I haven't tested it yet, but the sound pack 5 from
http://tbrn.net/modgirl/Ken's%20games/ may be what you need.

2007/10/16, jason [EMAIL PROTECTED]:
 I was wondering the same thing.  How comes in Che's version of Sound RTS in
 his titorial the voices sound like humans but in the game itself they sound
 like migits?  I was wondering how to do that as well or obtain a sound file
 that the foices are real instead of the migit voices.  I want them to sound
 more militan.
 your friend,
 Jason

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Re: [Audyssey] Sound RTS map building manual? Also problem with map code

2007-10-14 Thread SoundMUD
Just to be sure, the link to the map making guide is here:
http://jlpo.free.fr/soundrts/mapmaking.htm

About your code, you may have informations in the file called
maperror.txt in your default temporary folder. Try dragonslair instead
of dragon'slair.

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Re: [Audyssey] Customizing Voices for SoundRTS

2007-10-14 Thread SoundMUD
The lower-pitched voices are enemies.
The script may work with Python 2.5 if you find the additional libraries.

2007/10/14, Kelly Sapergia [EMAIL PROTECTED]:
 Hi,
 If possible, I'd like to customize the voices in SoundRTS so they
 say things like All done sir with my voice rather than Work
 complete, etc. In going through the Sounds folder, I found some
 files with a lower-pitched voice, and a higher-pitched one. What's
 the difference between the two? By that I mean is there a specific
 character those files are used for?
 Also, how does the Python script in the Buildvoices folder work?
 I've got the installation file for Python 2.5.1, but haven't
 installed it yet. I know the instructions say to get version 2.4, but
 will the script also work with the latest version?
 Thanks.


 Yours Sincerely,
 Kelly John Sapergia
 Personal Website: http://www.ksapergia.net
 Need to relax and unwind? Listen to Northern Lights, Thursdays from
 01:00 to 03:00 GMT (Wednesdays in North America) on ACB (American
 Council of the Blind) Radio Interactive at http://interactive.acbradio.org
 Visit the show's website at http://nl.ksapergia.net
 If you need jingles, voiceovers and music for your project at an
 affordable price, visit KJS Productions at: http://www.kjsproductions.com


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Re: [Audyssey] Sound RTS map building manual? Also problem with mapcode

2007-10-14 Thread SoundMUD
You can modify an official map but you should copy and paste it first
to the custom/multi folder. If you you don't do this, your map may be
replaced by the official map during the next update.

I suppose that the starting_units line is cut in 2.
There are 2 keyword errors in your map:
- sawmill instead of lumbermill
- stable instead of stables
The error message found in maperror.txt was helpful here. This file,
when it exists, is in the same folder as SoundRTS.log.

2007/10/14, Alex [EMAIL PROTECTED]:
 Well can i modify an oficial map?
 I did and it says server error the code is:
 ; multiplayer map 3
 ;
 ;  ***
 ; 7*   * *   *
 ;  * *** *** * * *
 ; 6*   *   * *
 ;  *** * * ***
 ; 5*   * *
 ;  * * * * * * * *
 ; 4* *x* *
 ;  * * * * * * * *
 ; 3* *   *
 ;  *** * * ***
 ; 2*x*   *   *
 ;  * * * *** *** *
 ; 1*   *x   x*   *
 ;  ***
 ;   A B C D E F G

 title 4018 3003
 objective 145 88


 ; map size

 square_width 12

 nb_rows 7
 nb_lines 7


 ; paths (give only the starting square)

 west_east_paths a1 c1 d1 f1
 west_east_paths b2 c2 d2 f2
 west_east_paths b3 c3 d3
 west_east_paths c4 b4 d4 e4
 west_east_paths c5 d5 e5
 west_east_paths a6 c6 d6 e6
 west_east_paths a7 c7 d7 f7

 west_east_bridges a3 f3
 west_east_bridges a5 f5

 south_north_paths a1 a3 a4 a6
 south_north_paths b1 b3 b4 b5
 south_north_paths c3 c4 c5
 south_north_paths d2 d3 d4 d5
 south_north_paths e2 e3 e4
 south_north_paths f2 f3 f4 f6
 south_north_paths g1 g3 g4 g6

 south_north_bridges c1 c6
 south_north_bridges e1 e6


 ; resources
 goldmines 150 a2 b7 g6 f1
 goldmines 150 c1 a5 e7 g3
 goldmines 150 e1 a3 c7 g5
 goldmines 750 d4

 ;woods 75 a2 b7 g6 f1
 woods 75 a1 a7 g7 g1
 woods 75 e1 c7 a3 g5
 woods 75 e2 c6 b3 f5
 woods 75 e2 c6 b3 f5
 woods 75 c1 a5 e7 g3
 woods 150 d4 d4

 nb_meadows_by_square 2
 additional_meadows a2 b7 g6 f1


 ; players

 nb_players_min 2
 nb_players_max 4

 starting_squares a2 b7 g6 f1
 starting_units townhall 3 farm peasant mage dragon catapult knight archer
 footman barracks sawmill blacksmith stable workshop dragonslair magestower
 starting_resources 10 10
 - Original Message -
 From: SoundMUD [EMAIL PROTECTED]
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Sunday, October 14, 2007 9:49 AM
 Subject: Re: [Audyssey] Sound RTS map building manual? Also problem with
 mapcode


  Just to be sure, the link to the map making guide is here:
  http://jlpo.free.fr/soundrts/mapmaking.htm
 
  About your code, you may have informations in the file called
  maperror.txt in your default temporary folder. Try dragonslair instead
  of dragon'slair.
 
  --
  SoundRTS web site: http://jlpo.free.fr/soundrts
  SoundRTS development log: http://soundrts.blogspot.com/
  SoundRTSChat mailing list: http://groups.google.com/group/soundrtschat
 
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Re: [Audyssey] new sound rts

2007-10-13 Thread SoundMUD
Hi,

Do exactly like before. In fact, when you choose single player, you
start a local server on your machine. But this new  message is
confusing anyway. I wanted to avoid saying single player 3 times
when you choose this option, but it will be better anyway.

Jean-Luc

2007/10/13, will lomas [EMAIL PROTECTED]:
 hi ll

 how has the new sound rts changed? when i press enter ons ingle
 player i am kicked out of what i am used too in beta nine and i hear
 welccome, then my login and then what do i do, lol smile

 thanks for any input, will


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Re: [Audyssey] new sound rts

2007-10-13 Thread SoundMUD
Hi Will,

So this is a problem with newlines in text files, managed differently in
Windows, Mac and Linux. The patch for the multi platform version is there:
http://jlpo.free.fr/soundrts/beta9b_patch_for_linux/rtsworld.pyc
(just replace this file)
If you can, wait until tonight or tomorrow, I will release a bugfix
version soon.

2007/10/13, will lomas [EMAIL PROTECTED]:
 hi jean

 i dont understand though. when i choose single player nothing
 happens, and pressing tab just gives me beeps then a heartbeat sound

 On 13 Oct 2007, at 13:38, SoundMUD wrote:

  Hi,
 
  Do exactly like before. In fact, when you choose single player, you
  start a local server on your machine. But this new  message is
  confusing anyway. I wanted to avoid saying single player 3 times
  when you choose this option, but it will be better anyway.
 
  Jean-Luc
 
  2007/10/13, will lomas [EMAIL PROTECTED]:
  hi ll
 
  how has the new sound rts changed? when i press enter ons ingle
  player i am kicked out of what i am used too in beta nine and i hear
  welccome, then my login and then what do i do, lol smile
 
  thanks for any input, will
 
 
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Re: [Audyssey] new sound rts

2007-10-13 Thread SoundMUD
Hi,

You are probably talking about a problem with the server at the end of
the game. I have enough hints to solve this for the next test release.

2007/10/13, will lomas [EMAIL PROTECTED]:
 hi

 plays fine now but the quit sequence after announcing stats doesn't
 work so i will wait for an updated patch


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Re: [Audyssey] beta eight sound rts

2007-10-13 Thread SoundMUD
In fact only the links disappeared:
http://jlpo.free.fr/soundrts/soundrts-1.0-b8-en.exe
http://jlpo.free.fr/soundrts/soundrts-1.0-b8-en.zip
It would be difficult to release beta 8 as a stable version now, but I
will do this for beta 9.

2007/10/13, will lomas [EMAIL PROTECTED]:
 hi

 can someone please if that ok, upload beta eight zip file of sound rts
 as it isn't on the site now and my friend wants to get into this game
 but not beta nine as it is specifically a test version befroe any
 bugs are ironed out


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Re: [Audyssey] new sound rts

2007-10-11 Thread SoundMUD
Hi,

If you use Windows, the simplest way to solve this problem is to
uninstall SoundRTS, then to reinstall it. The options will be kept.
You can install the French version and the English version, but you
will have to make sure at install time that you use 2 distinct
folders, for example SoundRTS test French and SoundRTS test English.

Jean-Luc

2007/10/11, will lomas [EMAIL PROTECTED]:
 hi

 how does the new sound rts work?
 i am playing it in french now and when i start game the tutorials
 don't come up and pressing tab reveals a buzzing sound after each tab
 press, how odd, lol
 i just ocpied the new sound rts folder over my enlgish one for beta nine
 will


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Re: [Audyssey] Soundmud

2007-10-09 Thread SoundMUD
Hi,

Well, I don't know what happens. If you find in the SoundMUD directory
a file called server.log or something with a .log extension, send it
to me; it may contain hints about the problem.

Someday I will probably make a standalone Windows version of SoundMUD.

Regards,

Jean-Luc

2007/10/10, Sarah Haake [EMAIL PROTECTED]:
 Hi,

 hmm. I turned off the windows firewall and installed another one. But I
 restarted jaws when the game didn't respond and my firewall didn't send
 anything that could have stopped the game from going on.

 Regards
 Sarah
 --
 Amicus certus in re incerta cernitur.
 (Einen sicheren Freund erkennt man in unsicherer Sache.)
 Cicero


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Re: [Audyssey] Soundmud.

2007-10-08 Thread SoundMUD
Run soundmud.pyc to start SoundMUD (in Windows, double-click on this
file, or select it and press Enter).

Jean-Luc

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Re: [Audyssey] The sound rts game

2007-10-05 Thread SoundMUD
Map review would be interesting, yes.
I think too that the teleport spell is too powerful, so powerful that
it is almost a joke. Mages will be less powerful later, or more
expensive, but they don't need to be removed.
Basic diplomacy options are needed, I agree.
For tutorial 3, try to build only footmen, and keep them in the same
square, near peasants. Don't attack before the computer have done its
last attack.

Jean-Luc

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Re: [Audyssey] The sound rts game

2007-10-03 Thread SoundMUD
 Will we have the ability to create our own maps? Simply rather than having
 to use programming language?? Now that would be cool. And to control how how
 much of a resource there is in 1 place at a time? And to have different size
 maps? I love the game I think it's truly an excellent achievement

A map editor is not planned, it would take relatively too much time.
The language used is quite simple anyway, especially for editing an
existing map. Different size maps are possible.

Jean-Luc

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Re: [Audyssey] The sound rts game

2007-10-01 Thread SoundMUD
Of course the population limit can be raised in single player games
too, since there is no network bandwidth problem in this case.

Jean-Luc

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Re: [Audyssey] The sound rts game

2007-10-01 Thread SoundMUD
If you play against the computer on map 3, for example, you will have
a food limit of 40. It's also true for the 3 mission maps, but there
is probably not enough space and resources in them to allow so much
food. But I hope that better single player maps will be available
later.

Jean-Luc

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Re: [Audyssey] The sound rts game

2007-09-29 Thread SoundMUD
Hi,

Thanks for your mail.

The limit in beta 8 is 80 divided by the number of players, so it is
40 if there are 2 players. In beta 9, this limit will probably be
editable in the map description, for example to allow multiplayer
games on a local network with more units than usual. Later, the
bandwidth requirement will be dramatically lowered, allowing much more
units at a time.

I hope to add the save game in the beta 9.

Jean-Luc

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Re: [Audyssey] Online RPG ideas Re: pvp

2007-09-28 Thread SoundMUD
 Although that may create abit of lag though
 if you have several people playing at once and there's a lot of sound
 going about.

The server doesn't have to send sounds during the game, only
information about events, and every client mixes the sounds with the
information sent by the server. So the server doesn't need that much
bandwidth.

Jean-Luc

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Re: [Audyssey] Is there an english translation for the sound mudproject at http://jlpo.free.fr/soundmud

2007-09-20 Thread SoundMUD
Hello,

I have released an English translation of SoundMUD 0.9.

SoundMUD contains an incomplete action-roleplay multiplayer game and
an ancestor of SoundRTS. It is not really as mature as SoundRTS, and I
am not working on it now, but it may be interesting to try it anyway.

The URL is: http://jlpo.free.fr/soundmud

Jean-Luc

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Re: [Audyssey] I am having a sound rts game I will start wen ihave4players

2007-09-19 Thread SoundMUD
 Think there was 3 players at one time but not completely sure.

I am not sure, but I think that if you press F9 during a multiplayer
game, you will obtain the players' list.

Jean-Luc

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Re: [Audyssey] Is there an english translation for the sound mudproject at http://jlpo.free.fr/soundmud

2007-09-16 Thread SoundMUD
The translation is not released yet, so there is no URL. I will
announce it as soon as it is ready.

About Sapi 5 in SoundRTS, I may use it some day, even if I don't know
yet how to do the same thing in other platforms. But the problem you
are talking about is not really linked to Sapi 5. It's more about the
way the messages queue is managed.

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Re: [Audyssey] Sound RTS Chat.

2007-09-12 Thread SoundMUD
The save game will be in beta 9, I think.
The food limit is unfortunately not really linked to the lack of
savegame but to limitations in the communications in multiplayer mode.
I hope to solve this problem in the beta 10 by using a better network
architecture that will allow much more units at a time.
A short post about what will be in beta 9 is at:
http://soundrts.blogspot.com/search/label/planning

Jean-Luc

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Re: [Audyssey] Sound RTS Chat.

2007-09-12 Thread SoundMUD
Hi,

When I say add defensive buildings, I mean a scout tower which can
be mutated to an arrow-throwing tower or to a cannon tower. It will
not be possible to garrison a building (like for example bunkers in
Starcraft), at least in this version.

Defensive buildings will be powerful for their cost, but they will not
move, of course.

Jean-Luc

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Re: [Audyssey] Hi, I'm new to list.

2007-09-11 Thread SoundMUD
Hello,

The latest news about SoundRTS can be found in SoundRTS development
log, at: http://soundrts.blogspot.com

I don't think there are ore mines in Warcraft (in Age of Empire yes).
In Warcraft 2 there is gold, lumber and oil. In Warcraft 3, there is
gold and lumber.

Making multiplayer maps (without triggers) will be quite easy and
added in beta 9. Save games too (I hope).

Water and ships may be added some day.

Jean-Luc

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Re: [Audyssey] SoundRTS sound pack?

2007-09-05 Thread SoundMUD
Hi,

Sorry for this problem. The SoundRTS website is probably misleading,
so I will add a comment near the sound pack link.

With beta 8 you don't need to install the sound pack; you just have to
select it in the options menu. You will have the sound pack 3, though.

If I get the 44.1Khz wav files of sound pack 4, I will update the
included sound pack to sound pack 4. For some reason the current 16Khz
wav files directly converted to ogg are not played at the right speed.

Jean-Luc

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Re: [Audyssey] What is the most easy to use programming language?

2007-09-03 Thread SoundMUD
Hi,

I would say Python too. But I don't know what you intend to do. I should write a

A problem with Python for blind programmers is probably the way blocks
are defined. There are no braces or Endif keywords. You must use 4
spaces indentations to define blocks. This is very nice for sighted
programmers, because it removes the redundancy between braces and
indentation, so you cannot be mistaken by a bad indentation. But for a
blind programmer, I don't know it is slightly annoying or really
annoying. Somebody in another thread said that with a braille terminal
it is not too bad, but I wonder how annoying it is with a synthesizer.

An interesting thing is that, like in BASIC interpreters, you can
write commands in interactive mode and have instantly the result of
each line, so it is nice when you learn (and later too).

Even if you don't use it for faster programs, Python may be useful for
quickly written scripts that you will use once. And learning it may
not take too much time. A tutorial is provided with the documentation,
or at http://docs.python.org/tut/tut.html

Jean-Luc

PS

About object-oriented programming, with Python you can write a program
without defining new classes, but if the program grows larger you can
define them too. And while you are writing your first less than 10
lines scripts, you will probably use classes and objects from the
existing modules.

For example, to print the content of a file called test.txt, you can
write for example:
f = file(test.txt)
print f.read()
In this example you have created a file object called f
corresponding to the existing test.txt file, and you used the read
method of this object to get the content of the file and print the
returned string. Note that you don't need to know how the file object
does this internally. Sorry for this probably confusing example.

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Re: [Audyssey] What is the most easy to use programming language?

2007-09-03 Thread SoundMUD
Sorry for the uncomplete sentence in the previous message. I wanted to
say that I should write a small example of audio game written with
Python and Pygame.

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Re: [Audyssey] Audio Game Programming Languages

2007-09-03 Thread SoundMUD
Hi,

The programming language I prefer for game programming (and many other
uses) is Python, not because it is the best for this use (even if it
is really good for fast prototyping), but because I know it well and I
don't have the time to learn yet another language (or use a more
time-consuming one) and rewrite the existing code without a really
good reason. If I was really stuck by speed limitations, I would
probably use C++ (at least in the critical parts of the code). But it
is not the case yet.

Jean-Luc

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[Audyssey] SoundRTS development log

2007-09-03 Thread SoundMUD
Hello,

I have just started a blog called SoundRTS development log were I
intend to give informations about the development. The URL is:
http://soundrts.blogspot.com

Jean-Luc

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Re: [Audyssey] What is the most easy to use programming language?

2007-09-03 Thread SoundMUD
Hi Tristan,
Yes, I made SoundRTS in Python and Pygame.

Jean-Luc

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Re: [Audyssey] Ken's Sound RTS Sound Pack!

2007-08-29 Thread SoundMUD
Hi Ken,

A user of Goldwave told me that the plugin gave the choice between
44.1Khz 128Kbps Stereo and 44.1Khz 120Kbps Mono. If you can select it,
the second option is great.

Anyway, if you want, you can send me the 44.1Khz wav files so I
convert and include them in the next release. You only need to send
the new files since I have the 44.1Khz wav files from Bryan's sound
pack 3, but you can send all if it's simpler for you.

To convert to ogg, I use oggenc2.exe or Audacity. With Audacity 1.3.3
beta, you can export several files at a time. oggenc2.exe is a command
line tool I found at http://www.rarewares.org/ogg-oggenc.php (there
was a link to this website from www.vorbis.com).

Jean-Luc

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Re: [Audyssey] Converting formats

2007-08-21 Thread SoundMUD
The ogg sounds for SoundRTS are in mono, not in stereo.

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Re: [Audyssey] SoundRTS question: the timer

2007-08-21 Thread SoundMUD
Sorry, you can't disable the timer in beta 8. It should probably be
disabled by default for solo games where it is not really useful and
enabled by default for multiplayer games (or games against the
computer). And I probably should add a desactivation option to the
game menu, and to the options menu.

The timer is twice as fast on high game speed because the world is
twice as fast. This is useful because if you know that it takes 5
minutes to build a given number of soldiers, this will be true in low,
normal or high speed.

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Re: [Audyssey] I ned the nw link for beta 8 for sound rts and the newest sound pack

2007-08-20 Thread SoundMUD
The beta 8 of SoundRTS is available at the usual link:
http://jlpo.free.fr/soundrts

I included the version 3 of the sound pack in the beta 8. To activate
it, go to the options menu and select the sound pack, then save your
options. There will be a little delay while the sounds are reloaded.

2007/8/20, jason [EMAIL PROTECTED]:
 Hello everyone I wrote yesterday to the list that I ned again the link for 
 sound rts beta 8 and he newest sound pac k out there and how do you run the 
 nw sound pack again?
 your friend,,
 Jason

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Re: [Audyssey] can't get the new sounjd pack to work with soundRTS

2007-08-20 Thread SoundMUD
There is one new sound and some new voice sounds but the old sounds
are the same.

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Re: [Audyssey] soundrts question

2007-08-20 Thread SoundMUD
To attack in SoundRTS, just send your units to the square you want to attack.

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Re: [Audyssey] can't get the new sounjd pack to work with soundRTS

2007-08-20 Thread SoundMUD
There are two new directories.

The pack directory is loaded after the sounds directory if you have
chosen to use the sound pack in the options menu. To update the sound
pack you can rewrite the pack directory or the sounds directory.

The buildvoices directory contains a tool to record SAPI 5 voices and
to translate the game. It is not directly used by SoundRTS.

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Re: [Audyssey] can't get the new sounjd pack to work with soundRTS

2007-08-19 Thread SoundMUD
For mac users, the multiplatform version of beta 8 is already
available at: http://jlpo.free.fr/soundrts

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Re: [Audyssey] can't get the new sounjd pack to work with soundRTS

2007-08-18 Thread SoundMUD
SoundRTS beta 8 (test version) doesn't use wav files but ogg files and
plays them at 44.1 Khz. The sound pack will need to use ogg files
(converted from 44.1 Khz wav files).

I included the version 3 of the sound pack in the beta 8. To activate
it, go to the options menu and select the sound pack, then save your
options. There will be a little delay while the sounds are reloaded.

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Re: [Audyssey] SoundRTS Latest Test: Wow, the AI loves slaughter!

2007-08-18 Thread SoundMUD
Zack probably wanted to protect his peasants who were exploiting the
goldmine or the woods in c2.

The AI wanted to exploit the goldmine too (the other goldmines being
exhausted), and while the peasants are fleeing when they find the
knight, the computer finds these idle peasants and ask them to exploit
the goldmine. When the knight is near enough from the entrance of the
square, the peasants have no time to flee and die. On the other hand,
as soon as a combat takes place somewhere, the AI sends all its troops
to this square, so some enemy footmen probably arrived there after
some time.

Of course many things can be done to improve the AI. I will decide
soon in what order I will add which features (tutorial,
editor/language, improved multiplayer game, save game, replay game,
observer mode, improved AI, etc).

By the way, I'm almost sure the AI in its current form doesn't love or
enjoy anything, but I bet you are aware of it already.

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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread SoundMUD
The multiplatform version will be automatically included in the next
releases. Meanwhile, you can try this file:
http://jlpo.free.fr/soundrts/soundrts-1.0-b7-en.zip
You will need Python 2.4 (not 2.5) and Pygame.

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Re: [Audyssey] SoundRTS Multiplatform?

2007-08-17 Thread SoundMUD
SoundRTS will have a save feature, I hope.

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Re: [Audyssey] successfully installed python 2.4 on pacmate

2007-08-16 Thread SoundMUD
In fact, for the multiplatform version, I had to go back to Python 2.4
because many librairies are not yet available for Python 2.5. And the
precompiled pyc files for Python 2.4 will not work with Python 2.5.

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Re: [Audyssey] Game Dev: Artificial intelligence?

2007-08-13 Thread SoundMUD
These links may be interesting:
http://en.wikipedia.org/wiki/Game_artificial_intelligence
http://en.wikipedia.org/wiki/Computer_game_bot
http://www.kbs.twi.tudelft.nl/docs/MSc/2001/Waveren_Jean-Paul_van/thesis.pdf

You can search game ai with Google too.

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Re: [Audyssey] Sound RTS: Congrats to LHXT

2007-08-13 Thread SoundMUD
You probably should scout more. As soon as you think it's possible,
send one peasant to every possible starting square, so you will know
where the other player is. Then let your peasant (or a footman in
defensive mode) in a square near the enemy. If the other player is too
passive, your sentry will stay there for a long time while you are
expanding everywhere, and you can even make all your soldiers stay
there too, keeping the other player in his own base.

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Re: [Audyssey] Sound RTS Strategy Help

2007-08-09 Thread SoundMUD
I made a quick test against the computer in quiet mode in map 3. I got
my first knight in less than 10 minutes. Here is what you need to get
knights: build a barracks, then upgrade your townhall to a keep, then
build a stable, then recruit your first knight. I used 5 peasants and
I built one more farm, but I don't know which number of peasants is
the best.

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Re: [Audyssey] Sound RTS: my server is up

2007-08-07 Thread SoundMUD
I tried to connect to your server by giving the IP address but it
didn't work. I noticed that your IP address on the server list is
frequently changing, and this explains why your server is frequently
registered twice on the list.

Anyway, I will have to improve the way multiplayer games are started.

Jean-Luc

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Re: [Audyssey] Sound RTS: my server is up

2007-08-07 Thread SoundMUD
Robert,
Can you check if your IP address has changed since your previous
message? It was 70.16.154.69.
Thanks,
Jean-Luc

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Re: [Audyssey] Sound RTS: my server is up

2007-08-07 Thread SoundMUD
I tried and it didn't work, but it was probably too late. And in the
servers list I found another IP address probably for your server
(70.110.215.35).

If you open a private server you will be the only one that can start a
game. So a public server is better.

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Re: [Audyssey] Sound RTS: my server is up

2007-08-07 Thread SoundMUD
The www.whatismyipaddress.com web site probably gives you the right IP
address. You can compare it to the IP address found by my web site:
http://jlpo.free.fr/test/ip.php
It will probably give the same result.

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Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
About the amount of messages sent by the server, it could be
drastically reduced if each client simulated the world and only
exchanged the orders with the other clients. For now the game is like
a MUD, with a server that hosts the world and clients that only do the
user interface.

Improving this architecture would require a big change in the code but
it may work in a not to long time. The population limit could be
raised then, even if I suspect other computations to slow the game
too. Moreover, a server would be able to host many games since it
would only forward the orders sent by the clients.

But for now, I will fix the synchronization problem.

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Re: [Audyssey] Problem with sound rts multiplayer

2007-07-27 Thread SoundMUD
Hi,

Sorry for this big problem. The time of the remote client is probably drifting.

For now, if you can't pause the tournament one or two days, the
solutions are probably:
1. use a server hosted by a third computer to minimize the problem,
but anyway I'm afraid that the game will go faster for the player with
the best connexion to the server.
2. use beta 6; some testers used to beta 6 reported me that they found
that the game was slower with beta 7; I can't confirm this and I don't
know what could change the speed (except the food limit when it is
more than 20), but it could be true.

I will try to fix this quickly anyway. And for debugging purpose, I
will add a clock that will ring each minute. This way you will know
(if you use Skype for example) if the time is the same for the other
player. This feature will be very useful anyway to time your
strategies.

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