Re: [Audyssey] MOTA Development setbacks

2011-08-05 Thread burakyuksek

Good idea I think.
saygilar sevgiler.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 8:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Bryan Peterson

At least it wasn't Beavis' Great Cornholio. LOL.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, August 03, 2011 5:04 AM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi Dark,

No, fortunately I didn't need a dose of Jeremey's Speedy Gonzales
juice to resolve this issue. I actually found the source of the bugs
quite by accident. :D

As for the change logs I tend to only announce changes that are of
interest to the general public. I don't necessarily mention spelling
corrections or that I expanded a comment or two to make note of some
additional change in the code I can review later if needed. There are
certain minor issues so minor that they aren't worth mentioning. Like
I might decide to rename variable a to variable b, or that I discover
by reviewing a function that line 2096 is not properly indented and I
corrected the formatting on the spot. Such things are so minor and
trivial that it would bore you to tears reading about them.  All the
same its nice knowing that such minor issues are fixed when and where
needed for my part at least.

Cheers!


On 8/2/11, dark  wrote:

Hi Tom.


Wooo, that was fast, Has jeremy slipped you some of his super caffeinated
coacane impregnated extra hot tabasco flavoured red bull? ;D.

seriously, glad to here it's less of a task than it sounded at least to 
me,
sinse I was expecting this to add about an extra fortnight to a month 
onto

mota developement time, glad to here that's not the case.

As to the changelogs, sinse you listed bug fixes I sort of assumed
everything was in there, though it does make sense if you only list the
major well known bugs like the bouncing endless jumping one that happened
when you first introduced analogue jumping.

Beware the grue!

Dark.



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list,
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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Thomas Ward
Hi Will,

Well, if its plane facts you want here are a couple. I officially
started Mysteries of the Ancients in April 2008. Its now August 2011
In all thats about 40 months or three and a half years give or take. I
don't know what universe you are from but that simply does not add up
to six years unless of course you are blaming me for the time James
North was working on Montezuma's Revenge, I took it over in mid 2006,
rewrote it in .Net, and got screwed over by Utopia because of
copyright issues and had to start over from scratch. If you are adding
that on I could see it, but I don't consider that fair as none of that
was directly my fault. Its honestly people exactly like you why I have
been tempted to leave this community behind. You will not bend an
inch, will not give a developer a break, and you have absolutely no
sympathy or understanding when a developer is faced with events or
issues out of his or her control. The only bottom line is to get that
game out tomorrow or else. Real world indi developers and development
doesn't work that way.

Cheers!


On 8/3/11, william lomas  wrote:
> what i'm saying is true, face facts wasn't meant to be hmurus meant to be
> plain facts

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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Thomas Ward
Hi Dark,

No, fortunately I didn't need a dose of Jeremey's Speedy Gonzales
juice to resolve this issue. I actually found the source of the bugs
quite by accident. :D

As for the change logs I tend to only announce changes that are of
interest to the general public. I don't necessarily mention spelling
corrections or that I expanded a comment or two to make note of some
additional change in the code I can review later if needed. There are
certain minor issues so minor that they aren't worth mentioning. Like
I might decide to rename variable a to variable b, or that I discover
by reviewing a function that line 2096 is not properly indented and I
corrected the formatting on the spot. Such things are so minor and
trivial that it would bore you to tears reading about them.  All the
same its nice knowing that such minor issues are fixed when and where
needed for my part at least.

Cheers!


On 8/2/11, dark  wrote:
> Hi Tom.
>
>
> Wooo, that was fast, Has jeremy slipped you some of his super caffeinated
> coacane impregnated extra hot tabasco flavoured red bull? ;D.
>
> seriously, glad to here it's less of a task than it sounded at least to me,
> sinse I was expecting this to add about an extra fortnight to a month onto
> mota developement time, glad to here that's not the case.
>
> As to the changelogs, sinse you listed bug fixes I sort of assumed
> everything was in there, though it does make sense if you only list the
> major well known bugs like the bouncing endless jumping one that happened
> when you first introduced analogue jumping.
>
> Beware the grue!
>
> Dark.
>

---
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You can make changes or update your subscription via the web, at
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Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread william lomas
what i'm saying is true, face facts wasn't meant to be hmurus meant to be plain 
facts

On Aug 3, 2011, at 4:36 AM, Hayden Presley wrote:

> Hi,
> I'm agreeing with you. I was referring to the less-than-humorous post
> submitte by Wiliam (I really need to stop replying the replies of the post
> I'm talking about).
> 
> Best Regards,
> Hayden
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Ron Schamerhorn
> Sent: Tuesday, August 02, 2011 10:33 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Development setbacks
> 
> Hi Haiden
> 
>  I'm not sure where this came out of but I'm not criticising Tom and his 
> MOTA development by any means with the below post.
> - Original Message - 
> From: "Hayden Presley" 
> To: "'Gamers Discussion list'" 
> Sent: Tuesday, August 02, 2011 2:11 PM
> Subject: Re: [Audyssey] MOTA Development setbacks
> 
> 
> Hi Ron,
> I agree. That was one of the most un-amusing things I heard yesterday, as
> far as that goes. My advice to you is, learn to program,, write your own
> game, we'll see how long it takes to get a good, bug-free, stable release.
> 
> Best Regards,
> Hayden
> 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Ron Schamerhorn
> Sent: Monday, August 01, 2011 2:58 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Development setbacks
> 
> I'm guessing this was intended to be somewhat humourous.  Well to put it
> bluntly itwent over like a lead balloon.
>  Tom has been working his backside off for the game and some of the
> setbacks were circumstances beyond anyones control.
> 
> - Original Message - 
> From: "william lomas" 
> To: "Gamers Discussion list" 
> Sent: Monday, August 01, 2011 2:26 PM
> Subject: Re: [Audyssey] MOTA Development setbacks
> 
> 
> we have been waiting for six years a few weeks no different now lol
> the game will be out eventually but why not just wait for version 1 as i
> think eventually people will lose interest
> most of us buying it have played levels 1 and 2 for the last ten or so betas
> 
> On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:
> 
>> I say do what ya gotta do man. We can wait for it
>> 
>> -Original Message-
>> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Thomas Ward
>> Sent: Monday, August 01, 2011 1:32 PM
>> To: Gamers Discussion list
>> Subject: [Audyssey] MOTA Development setbacks
>> 
>> Hi everyone,
>> 
>> I know a number of you have asked about beta 21. Many of you have noticed
>> that the Mysteries of the Ancients home page says beta 21 on the website,
>> but there is no download available. Well, here is the reason why.
>> 
>> Anyone who has been programming for any length of time knows that 25% of
>> the
>> time is actually spent on writing/designing the software and the other 75%
>> is spent on debugging or trying to fix it. I must confess that I am no
>> exception to the rule. In particular Mysteries of the Ancients is no
>> exception either, and  I've got a hard lesson in if it isn't broke don't
>> try
>> to fix it. Reason being after a month of trying to fix Mysteries of the
>> Ancients beta 20 I've come to realize what I have on my hands is a big
>> problem. Oh, it can be fixed but how I plan to resolve the problem is
>> likely
>> to set us back somewhat in the process.
>> 
>> Basically, what happened is when I started work on beta 19 I modified
>> Mysteries of the Ancients so it would compile and run on the
>> cross-platform
>> engine. Along the way I fixed a number of bugs present in beta 18, but of
>> course people weren't too happy about FMOD Ex for audio. So I thought, "no
>> big deal. I'll just change everything back, recompile, and it will work
>> just
>> fine." Wrong!
>> 
>> Sometime after I edited the MOTA beta 19 source code, recompiled it with
>> the
>> Windows G3D engine the game has never worked quite right ever since. The
>> game crashes when you alt+tab away from the window, torches burn out after
>> 25 seconds or so, levers reset before they are suppose to, Angela
>> sometimes
>> instantly dies after getting attacked by a Harpy, and all sorts of unusual
>> bugs like that. I've fixed or addressed some of the bugs, but not all of
>> them. After a month of trying to correct them one by on

Re: [Audyssey] MOTA Development setbacks

2011-08-03 Thread Ron Schamerhorn
*nods* no troubles, I understand, no harm no foul.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 02, 2011 11:36 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Hi,
I'm agreeing with you. I was referring to the less-than-humorous post
submitte by Wiliam (I really need to stop replying the replies of the post
I'm talking about).

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Tuesday, August 02, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi Haiden

  I'm not sure where this came out of but I'm not criticising Tom and his
MOTA development by any means with the below post.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 02, 2011 2:11 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Hi Ron,
I agree. That was one of the most un-amusing things I heard yesterday, as
far as that goes. My advice to you is, learn to program,, write your own
game, we'll see how long it takes to get a good, bug-free, stable release.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Monday, August 01, 2011 2:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

I'm guessing this was intended to be somewhat humourous.  Well to put it
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.

- Original Message - 
From: "william lomas" 
To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks


we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 25% of
> the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't
> try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is
> likely
> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the
> cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work
> just
> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled it with
> the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela
> sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative
> to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is cal

Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Hayden Presley
Hi,
I'm agreeing with you. I was referring to the less-than-humorous post
submitte by Wiliam (I really need to stop replying the replies of the post
I'm talking about).

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Tuesday, August 02, 2011 10:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi Haiden

  I'm not sure where this came out of but I'm not criticising Tom and his 
MOTA development by any means with the below post.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 02, 2011 2:11 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Hi Ron,
I agree. That was one of the most un-amusing things I heard yesterday, as
far as that goes. My advice to you is, learn to program,, write your own
game, we'll see how long it takes to get a good, bug-free, stable release.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Monday, August 01, 2011 2:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

I'm guessing this was intended to be somewhat humourous.  Well to put it
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.

- Original Message - 
From: "william lomas" 
To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks


we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 25% of
> the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't
> try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is
> likely
> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the
> cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work
> just
> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled it with
> the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela
> sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative
> to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older 

Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Ron Schamerhorn
Hi Haiden

  I'm not sure where this came out of but I'm not criticising Tom and his 
MOTA development by any means with the below post.
- Original Message - 
From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, August 02, 2011 2:11 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Hi Ron,
I agree. That was one of the most un-amusing things I heard yesterday, as
far as that goes. My advice to you is, learn to program,, write your own
game, we'll see how long it takes to get a good, bug-free, stable release.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Monday, August 01, 2011 2:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

I'm guessing this was intended to be somewhat humourous.  Well to put it
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.

- Original Message - 
From: "william lomas" 
To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks


we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 25% of
> the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't
> try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is
> likely
> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the
> cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work
> just
> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled it with
> the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela
> sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative
> to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older release it is easy as logging into subversion and telling it I want
> to
> checkout the 0.18 source code and it will download the 0.18 source code to
> my project directory. This makes it a simple matter for a developer to
> roll
> back to a prior release if necessary. In this case I think it is more than
> necessary.
>
> So what I plan to do is delete the beta 20/21 source code and checkout
> 0.18,
> beta 18, from su

Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Hayden Presley
Hi Ron,
I agree. That was one of the most un-amusing things I heard yesterday, as
far as that goes. My advice to you is, learn to program,, write your own
game, we'll see how long it takes to get a good, bug-free, stable release.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ron Schamerhorn
Sent: Monday, August 01, 2011 2:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

I'm guessing this was intended to be somewhat humourous.  Well to put it 
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the 
setbacks were circumstances beyond anyones control.

- Original Message - 
From: "william lomas" 
To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks


we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i 
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 25% of 
> the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't 
> try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is 
> likely
> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the 
> cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work 
> just
> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled it with 
> the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela 
> sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative 
> to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older release it is easy as logging into subversion and telling it I want 
> to
> checkout the 0.18 source code and it will download the 0.18 source code to
> my project directory. This makes it a simple matter for a developer to 
> roll
> back to a prior release if necessary. In this case I think it is more than
> necessary.
>
> So what I plan to do is delete the beta 20/21 source code and checkout 
> 0.18,
> beta 18, from subversion since I know that version wasn't nearly as buggy 
> as
> beta 20. Once I checkout the beta 18 source code from subversion I can
> attempt to patch it with some of the changes, but as I've forgotten what
> exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 
> 21.
> Plus some feature

Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Charles Rivard
Were there very many betas or patches to Aliens in the Outback?  You betcha 
there were.


---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, August 02, 2011 2:55 AM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi Shaun,

That doesnt' particularly bother me. If they want to joke and poke fun
at what I'm doing it just goes to show their own ignorance. I'm pretty
certain most of those doing the joking and poking fun wouldn't know
how to write their own name in C++ let alone a complex game engine
like Genesis 3D or a game as complex as Mysteries of the Ancients.
Given the fact they are ignorant of how much time and energy it takes
for a project of any size why would I bother giving their words any
weight. That's kind of like the patient telling the doctor how to
perform surgery when he himself has never gone to med school.

As to the matter of waiting for v1.0 I could certainly do that, but
there are a number of things I'm testing. I might be testing changes
in the engine, changes in the game itself, and of course something
like switching from the fixed jump system in beta 17 and earlier to a
true analog jump system in beta 18 and later requires a bit of public
testing to see if it works right and if the majority of the customers
can handle it. Again this is something they don't probably have any
idea about what I'm doing so they aren't exactly an authority on how a
developer, in particular, how I go about testing various changes in
the product.

Finally, as to how many betas there are I'm not the only developer on
earth who has had several betas. I can't remember the exact number but
I seem to recall Che released sevral betas for Rail Racer before it
went gold. It was something like 35 or 36 that I recall. Most of them
were just small patches that fixed one or two things in the prior
beta. However, I don't recall anyone poking fun at Che for releasing
several betas on the Rail Racer list. In either case this is the
developers own decision to release 35 betas or space them out and only
release two or three major betas. The community at large shouldn't
have anything to say about it.

Cheers!




On 8/1/11, shaun everiss  wrote:

On that note all the cross platform stuff is a good idea but maybe
not for v1, though saying that all these new concepts that are going
in are going to generate loads of headakes for users.
And I have no problems waiting, its more that people that have
preeorders in may be a bit angry which is understandable but usually
if this was a standard project you wouldn't have this if it was your own.
I aggree that we should probably just wait for v1 on the forum on
audiogames many joke and complain about there being to many betas etc.
Ok some of them are just mean and want to be flamed but yeah I wasn't
going to say it but we probably should just wait for v1 then release 
then.


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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread dark

Hi Tom.


Wooo, that was fast, Has jeremy slipped you some of his super caffeinated 
coacane impregnated extra hot tabasco flavoured red bull? ;D.


seriously, glad to here it's less of a task than it sounded at least to me, 
sinse I was expecting this to add about an extra fortnight to a month onto 
mota developement time, glad to here that's not the case.


As to the changelogs, sinse you listed bug fixes I sort of assumed 
everything was in there, though it does make sense if you only list the 
major well known bugs like the bouncing endless jumping one that happened 
when you first introduced analogue jumping.


Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Dark,

No, that's alright. I have the change logs for beta 19 and beta 20 in
subversion. That's not really the problem. Its little bug fixes or
miner changes here and there that don't get into the change logs that
might get overlooked in updating beta 18 to beta 21.

That said I've finally tracked down the mysterious bugs I mentioned in
the original post here, and beta 21 will have all the features, bug
fixes, and updates of beta 18, 19, and beta 20 only more stable. I'm
actually doing final testing right now, and may have a release out as
early as this afternoon. Probably tomorrow latest. So here's to hoping
on getting out a stable release on par with beta 18.

Cheers!

On 8/2/11, dark  wrote:
> Hi Tom.
>
> I must admit this is slightly irritating news to me, who's been really
> looking forward to the game. However, I will admit beta 18 is my favourite
> version thus far and seemed the most stable, so what your doing here makes a
> lot of sense and obviously this is all just part of software developement.
>
> thanks for letting us know, though I suspect your even more irritated at
> this set back than we are.
>
> Btw, you mention not knowing what changes were in beta 20.
>
> Unfortunately the latest version of Mota I have on my laptop is beta 18,
> though I do have beta 20 installed on my desktop.
>
> Would it help if people sent the changelog text files from beta 18, and 20,
> to give you a better idea of what got added in betwene, and thus let you
> know what new beta 21 should have in gameplay wise?
>
> just a thought.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread dark
I personally wouldn't want less harpies, as Tom said there are plenty of 
monsters to go around, in fact you might say i'm perfectly harpy with the 
current number ;D.


Beware the gRue1

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 9:43 PM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi John,

Hmmm...There isn't really an easy way to decrease the number of
harpies in the game since that is completely random. There are usually
three or four per level. Even if I did reduce the number of harpies
I'm concerned that would make the game too easy. The skeletons for
example are pretty much a bunch of push overs and the zombies, while
harder to kill, still aren't a serious challenge. Its the centaurs and
harpies that are the real challenge when it comes to normal enemies.

Cheers!


On 8/1/11, john  wrote:
Honestly, I can't say how happy I am that you're going back to beta 18. 
I've

probably spent well over 24 hours playing that over and over, and already
consider it a finished product.
The only thing I'd like to request, as the harpee poison bug seems to 
be

fixed in later versions, is that chance of running into harpees be
decreased; poison makes them much more lethal, and it's hard enough to 
beat

the game on anything over beginner even without the poison!

Congratulations and thanks for the update,
John.


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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread dark

Hi Tom.

I must admit this is slightly irritating news to me, who's been really 
looking forward to the game. However, I will admit beta 18 is my favourite 
version thus far and seemed the most stable, so what your doing here makes a 
lot of sense and obviously this is all just part of software developement.


thanks for letting us know, though I suspect your even more irritated at 
this set back than we are.


Btw, you mention not knowing what changes were in beta 20.

Unfortunately the latest version of Mota I have on my laptop is beta 18, 
though I do have beta 20 installed on my desktop.


Would it help if people sent the changelog text files from beta 18, and 20, 
to give you a better idea of what got added in betwene, and thus let you 
know what new beta 21 should have in gameplay wise?


just a thought.

Beware the grue!

Dark. 



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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Shane,

Well, that might all depend on weather or not beta 21 resolves the
bugs and issues encountered in beta 20. Beta 20 had a long list of
issues, I know what to look for, and if I correct them I don't expect
anything really major to pop up after that. I can do a lot of initial
testing myself to fix several of the bugs reported during the beta 20
public testing as I have reproduced the problems and if they go away
for me it pretty much follows it will go away for you and everyone
else as well.

Cheers!


On 8/1/11, Shane Davidson  wrote:
> might I suggest you release to the private beta team before going public?
> Just a suggestion.

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Willem,

Well, in my opinion that kind of defeats the purpose of a beta though.
If I send a beta to a private test team, find all the bugs, and then
release it to the public with any and all bugs fixed its no longer
beta software but a stable release. There is no need for that second
public beta as I've fixed the bugs already.

Cheers!


On 8/1/11, Willem  wrote:
> Having a beta team would flush out serious issues to avoid releasing a
> buggy beta to the public and shouldn't take more than a day or two.

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi,

Yes, I have a private testing team, but I've discovered that even with
a private test team bugs, issues, etc will get through that a the
wider community might notice and thus I can fix the issue faster than
if weeks go by without a private tester stumbling on a certain bug or
issue.

The other reason I use public betas is I'm quite at home with that
style of testing. Many people know that I generally use Linux as my
primary OS of choice at home. One of the things Linux software
developers do differently from Windows developers is they always make
alphas and betas of the latest software available to the Linux
community for testing and public review, comment, and so on. I believe
this open approach to testing and problem solving is what makes the OS
and its applications so stable and reliable. Linux developers don't
rely on a handful of handpicked testers, but let the world wide
community test it and offer constructive feedback as to what did and
didn't work, what needs fixed, and so on. Generally an open testing
polacy offers certain kinds of feedback you can not and will not get
from a smaller team.

Now, obviously if someone doesn't want to test the software they don't
have to. I make no promises that a beta will be stable, work properly,
or is in any way complete. That's why it is a beta.

Cheers!




On 8/1/11, Hayden Presley  wrote:
> Hi,
> I thought I remembered Thomas having one, ut if I recollect correctly he was
> having...issues with them.
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread darren harris
Hi,

I think the problem is that for those who have never played the mainstream
games, hmmm well to put this not too delicately, the fixed jumping system is
sort of like spoon feeding which is what so many people are used too. with
mainstream gaming it's not like that at all. you have to use your own
judgement whether it be good or otherwise. It's no different to spatial
awareness. You'll learn to get better at it when you don't walk into so many
walls lol. it takes time. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 02 August 2011 09:21
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi Jeremy,

That's pretty much what I have discovered as well. By opening the game
up to public review and testing I've gotten a lot of feedback on what
works and doesn't work and what people like and don't like.

For Instance, in some prior betas I tested out FMOD Ex as a possible
replacement for DirectSound on Windows and Open AL on Linux. That
testing showed that the majority of gamers weren't satisfied with the
end result because it didn't pan as smoothly or as well as say
DirectSound. I wouldn't have known that if I hadn't tested it with the
general public and might have licensed it for my engine and released
it in v1.0 not knowing my customers' thoughts on the matter. By that
time it would have been too late to remove it as FMOD costs hundreds
in licensing fees, and after paying that much to use the API it
wouldn't be a simple matter to take it out and use DirectSound or
something else. So I'm very glad I found out early on that it wasn't
going to work, and I didn't have to spend money on licensing it.

On the flip side I introduced true analog jumping in beta 18, and
while a few people still have issue with it most are at home with it.
Especially, Dark and a few other guys who have some vision and play
some mainstream console games and are familiar with the concept.  So I
have found out through testing that analog movement and jumping
similar to mainstream games can be done in audio only. Public testing
has really given me a clear idea of what works and what doesn't.

Cheers!


On 8/2/11, Jeremy Kaldobsky  wrote:
> I'm close to releasing my 16th beta, and it hasn't even been a month I
don't
> think.  I believe Thomas has the right idea with releasing betas for the
> community to give feedback on.  This is not only a good way to catch bugs
> that show up on different people's systems, but it also allows people to
> voice concerns about things he may consider changing or tweaking.  I am a
> strong believer, that involving the community during development, will
lead
> to a better product.

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Hayden,

Well, at the moment I'm checking that out. I did some testing
yesterday afternoon and the bugs, at least some of them, were caused
by the game engine and not the game itself. I've fixed the bugs in the
engine and recompiled beta 18 and beta 20 and found most of the
problems went away. So I think I might be able to use beta 20 after
all. That will be good as there are cumulative bug fixes and updates
that were added in beta 19 and beta 20 that we wouldn't get if I use
beta 18. So at this moment in time I think we are back on track now
and beta 21 will be an upgrade of beta 20 with the bugs corrected and
fixed. We'll know just as soon as I release beta 21 for public
testing.

Cheers!


On 8/1/11, Hayden Presley  wrote:
> Hi Thomas,
> That is excellent news. Might I ask, however, is this the BETA 1`, I.E., the
> one that fixes bugs in BETA 20, or the BETA 21 that will be more or less
> BETA 18 in an up-to-date state? Ah well, as you said, stuff happens.
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Jeremy,

That's pretty much what I have discovered as well. By opening the game
up to public review and testing I've gotten a lot of feedback on what
works and doesn't work and what people like and don't like.

For Instance, in some prior betas I tested out FMOD Ex as a possible
replacement for DirectSound on Windows and OpenAL on Linux. That
testing showed that the majority of gamers weren't satisfied with the
end result because it didn't pan as smoothly or as well as say
DirectSound. I wouldn't have known that if I hadn't tested it with the
general public and might have licensed it for my engine and released
it in v1.0 not knowing my customers' thoughts on the matter. By that
time it would have been too late to remove it as FMOD costs hundreds
in licensing fees, and after paying that much to use the API it
wouldn't be a simple matter to take it out and use DirectSound or
something else. So I'm very glad I found out early on that it wasn't
going to work, and I didn't have to spend money on licensing it.

On the flip side I introduced true analog jumping in beta 18, and
while a few people still have issue with it most are at home with it.
Especially, Dark and a few other guys who have some vision and play
some mainstream console games and are familiar with the concept.  So I
have found out through testing that analog movement and jumping
similar to mainstream games can be done in audio only. Public testing
has really given me a clear idea of what works and what doesn't.

Cheers!


On 8/2/11, Jeremy Kaldobsky  wrote:
> I'm close to releasing my 16th beta, and it hasn't even been a month I don't
> think.  I believe Thomas has the right idea with releasing betas for the
> community to give feedback on.  This is not only a good way to catch bugs
> that show up on different people's systems, but it also allows people to
> voice concerns about things he may consider changing or tweaking.  I am a
> strong believer, that involving the community during development, will lead
> to a better product.

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Jeremy Kaldobsky
I'm close to releasing my 16th beta, and it hasn't even been a month I don't 
think.  I believe Thomas has the right idea with releasing betas for the 
community to give feedback on.  This is not only a good way to catch bugs that 
show up on different people's systems, but it also allows people to voice 
concerns about things he may consider changing or tweaking.  I am a strong 
believer, that involving the community during development, will lead to a 
better product.

> Hi Shaun,
> 
> That doesnt' particularly bother me. If they want to joke
> and poke fun
> at what I'm doing it just goes to show their own ignorance.
> I'm pretty
> certain most of those doing the joking and poking fun
> wouldn't know
> how to write their own name in C++ let alone a complex game
> engine
> like Genesis 3D or a game as complex as Mysteries of the
> Ancients.
> Given the fact they are ignorant of how much time and
> energy it takes
> for a project of any size why would I bother giving their
> words any
> weight. That's kind of like the patient telling the doctor
> how to
> perform surgery when he himself has never gone to med
> school.
> 
> As to the matter of waiting for v1.0 I could certainly do
> that, but
> there are a number of things I'm testing. I might be
> testing changes
> in the engine, changes in the game itself, and of course
> something
> like switching from the fixed jump system in beta 17 and
> earlier to a
> true analog jump system in beta 18 and later requires a bit
> of public
> testing to see if it works right and if the majority of the
> customers
> can handle it. Again this is something they don't probably
> have any
> idea about what I'm doing so they aren't exactly an
> authority on how a
> developer, in particular, how I go about testing various
> changes in
> the product.
> 
> Finally, as to how many betas there are I'm not the only
> developer on
> earth who has had several betas. I can't remember the exact
> number but
> I seem to recall Che released sevral betas for Rail Racer
> before it
> went gold. It was something like 35 or 36 that I recall.
> Most of them
> were just small patches that fixed one or two things in the
> prior
> beta. However, I don't recall anyone poking fun at Che for
> releasing
> several betas on the Rail Racer list. In either case this
> is the
> developers own decision to release 35 betas or space them
> out and only
> release two or three major betas. The community at large
> shouldn't
> have anything to say about it.
> 
> Cheers!


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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Charles,

Right. The Genesis 3D engine, G3D, and Mysteries of the Ancients
started being developed in 2008. What took so aweful long was instead
of creating Mysteries of the Ancients right away I had to create,
update, and debug the engine and then create the game itself using
said engine. Now, if I had stuck with .Net the game would have been
done a year ago, but I decided in Decenber 2009 that I should drop
.Net and switch the engine and game over to C++. That took about six
months to a year to get everything fully converted and working as
before.

Now, if I were to start a new game tomorrow it wouldn't take nearly as
long to create because A, I have an existing game engine, and B, I'm
not going to be writing it in .Net and switch to C++ just when the
game is nearly done. In short, a lot of time was spent on experimental
code or in rewrites rather than actual development here.

Cheers!




On 8/1/11, Charles Rivard  wrote:
> Remember the reason why we are given these betas.  Test for bugs, find bugs,
> report bugs.  He works on fixing them, resulting in a 1.0 version that is
> worth the wait.
>
> Also, 6 years??  It seems like he's been working on it for about 3 years to
> me.  I don't believe Thomas started this project in 2005.  I think it was
> 2008 at the earliest.  If so, do the math.  (grin)
>
> ---
> "Security is not the absence of danger.  It is the presence of the Lord."

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Re: [Audyssey] MOTA Development setbacks

2011-08-02 Thread Thomas Ward
Hi Shaun,

That doesnt' particularly bother me. If they want to joke and poke fun
at what I'm doing it just goes to show their own ignorance. I'm pretty
certain most of those doing the joking and poking fun wouldn't know
how to write their own name in C++ let alone a complex game engine
like Genesis 3D or a game as complex as Mysteries of the Ancients.
Given the fact they are ignorant of how much time and energy it takes
for a project of any size why would I bother giving their words any
weight. That's kind of like the patient telling the doctor how to
perform surgery when he himself has never gone to med school.

As to the matter of waiting for v1.0 I could certainly do that, but
there are a number of things I'm testing. I might be testing changes
in the engine, changes in the game itself, and of course something
like switching from the fixed jump system in beta 17 and earlier to a
true analog jump system in beta 18 and later requires a bit of public
testing to see if it works right and if the majority of the customers
can handle it. Again this is something they don't probably have any
idea about what I'm doing so they aren't exactly an authority on how a
developer, in particular, how I go about testing various changes in
the product.

Finally, as to how many betas there are I'm not the only developer on
earth who has had several betas. I can't remember the exact number but
I seem to recall Che released sevral betas for Rail Racer before it
went gold. It was something like 35 or 36 that I recall. Most of them
were just small patches that fixed one or two things in the prior
beta. However, I don't recall anyone poking fun at Che for releasing
several betas on the Rail Racer list. In either case this is the
developers own decision to release 35 betas or space them out and only
release two or three major betas. The community at large shouldn't
have anything to say about it.

Cheers!




On 8/1/11, shaun everiss  wrote:
> On that note all the cross platform stuff is a good idea but maybe
> not for v1, though saying that all these new concepts that are going
> in are going to generate loads of headakes for users.
> And I have no problems waiting, its more that people that have
> preeorders in may be a bit angry which is understandable but usually
> if this was a standard project you wouldn't have this if it was your own.
> I aggree that we should probably just wait for v1 on the forum on
> audiogames many joke and complain about there being to many betas etc.
> Ok some of them are just mean and want to be flamed but yeah I wasn't
> going to say it but we probably should just wait for v1 then release then.

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss

well thats good to know.
At 08:34 a.m. 2/08/2011, you wrote:

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:
> I'm guessing this was intended to be somewhat humourous.  Well to put it
> bluntly itwent over like a lead balloon.
>   Tom has been working his backside off for the game and some of the
> setbacks were circumstances beyond anyones control.
>

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss

true tom.
At 06:54 a.m. 2/08/2011, you wrote:

Hi Will,

I don't know where you get six years from. I started Mysteries of the
Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to
six years of development time do you?

Anyway, to answer your question the reason I'm putting out the public
betas instead of holding off for 1.0 is that people can test it and
point out bugs and issues I otherwise might overlook. If I released
1.0 without these public betas there may be some bugs or issues I
overlooked and I'd in a sense be doing then what I'm already doing now
in testing the game after the fact.

HTH



On 8/1/11, william lomas  wrote:
> we have been waiting for six years a few weeks no different now lol
> the game will be out eventually but why not just wait for version 1 as i
> think eventually people will lose interest
> most of us buying it have played levels 1 and 2 for the last ten 
or so betas


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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread shaun everiss
On that note all the cross platform stuff is a good idea but maybe 
not for v1, though saying that all these new concepts that are going 
in are going to generate loads of headakes for users.
And I have no problems waiting, its more that people that have 
preeorders in may be a bit angry which is understandable but usually 
if this was a standard project you wouldn't have this if it was your own.
I aggree that we should probably just wait for v1 on the forum on 
audiogames many joke and complain about there being to many betas etc.
Ok some of them are just mean and want to be flamed but yeah I wasn't 
going to say it but we probably should just wait for v1 then release then.

At 06:26 a.m. 2/08/2011, you wrote:

we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 
as i think eventually people will lose interest

most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 
25% of the

> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't 
broke don't try

> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the 
problem is likely

> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it 
will work just

> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled 
it with the

> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older release it is easy as logging into subversion and telling 
it I want to

> checkout the 0.18 source code and it will download the 0.18 source code to
> my project directory. This makes it a simple matter for a developer to roll
> back to a prior release if necessary. In this case I think it is more than
> necessary.
>
> So what I plan to do is delete the beta 20/21 source code and 
checkout 0.18,
> beta 18, from subversion since I know that version wasn't nearly 
as buggy as

> beta 20. Once I checkout the beta 18 source code from subversion I can
> attempt to patch it with some of the changes, but as I've forgotten what
> exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21.
> Plus some features such as speech interrupt were added later and won't be
> available to you until I go back in and add that support to 
Mysteries of the

> Ancients. Basically, as I said earlier this will set us back on our
> development schedule, but I think this is

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
Remember the reason why we are given these betas.  Test for bugs, find bugs, 
report bugs.  He works on fixing them, resulting in a 1.0 version that is 
worth the wait.


Also, 6 years??  It seems like he's been working on it for about 3 years to 
me.  I don't believe Thomas started this project in 2005.  I think it was 
2008 at the earliest.  If so, do the math.  (grin)


---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "william lomas" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 1:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks



we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i 
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so 
betas


On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:


I say do what ya gotta do man. We can wait for it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 1:32 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Development setbacks

Hi everyone,

I know a number of you have asked about beta 21. Many of you have noticed
that the Mysteries of the Ancients home page says beta 21 on the website,
but there is no download available. Well, here is the reason why.

Anyone who has been programming for any length of time knows that 25% of 
the
time is actually spent on writing/designing the software and the other 
75%

is spent on debugging or trying to fix it. I must confess that I am no
exception to the rule. In particular Mysteries of the Ancients is no
exception either, and  I've got a hard lesson in if it isn't broke don't 
try

to fix it. Reason being after a month of trying to fix Mysteries of the
Ancients beta 20 I've come to realize what I have on my hands is a big
problem. Oh, it can be fixed but how I plan to resolve the problem is 
likely

to set us back somewhat in the process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the 
cross-platform

engine. Along the way I fixed a number of bugs present in beta 18, but of
course people weren't too happy about FMOD Ex for audio. So I thought, 
"no
big deal. I'll just change everything back, recompile, and it will work 
just

fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it with 
the

Windows G3D engine the game has never worked quite right ever since. The
game crashes when you alt+tab away from the window, torches burn out 
after
25 seconds or so, levers reset before they are suppose to, Angela 
sometimes
instantly dies after getting attacked by a Harpy, and all sorts of 
unusual

bugs like that. I've fixed or addressed some of the bugs, but not all of
them. After a month of trying to correct them one by one I've given up
trying on the current version. I've concluded while the bugs might be
fixable there might be a simpler but slightly less desirable alternative 
to

the problem which I will explain below.

As many of you know I use a Linux computer for much of my day to day 
work.

One of the programming tools I have installed is called subversion. What
subversion does for a developer like myself is I can checkin or backup
changes to an ongoing project and it will catalog and store every single
version of the source code being worked on. So if I want to return to an
older release it is easy as logging into subversion and telling it I want 
to
checkout the 0.18 source code and it will download the 0.18 source code 
to
my project directory. This makes it a simple matter for a developer to 
roll
back to a prior release if necessary. In this case I think it is more 
than

necessary.

So what I plan to do is delete the beta 20/21 source code and checkout 
0.18,
beta 18, from subversion since I know that version wasn't nearly as buggy 
as

beta 20. Once I checkout the beta 18 source code from subversion I can
attempt to patch it with some of the changes, but as I've forgotten what
exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 
21.

Plus some features such as speech interrupt were added later and won't be
available to you until I go back in and add that support to Mysteries of 
the

Ancients. Basically, as I said earlier this will set us back on our
development schedule, but I think this is a necessary measure as it is 
the
only way I can think of to correct some of these bugs that simply were 
not

present in beta 18 and earlier. So here is the plan.

I'm going to checkout beta 18 this afternoon, work on a patch to bring 
beta

18 more or less up to current, and release that as beta 21. Once we test
that, find any bugs that need 

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard

Harpies add replay value.

---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "john" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:41 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Honestly, I can't say how happy I am that you're going back to beta 18. I've
probably spent well over 24 hours playing that over and over, and already
consider it a finished product.
   The only thing I'd like to request, as the harpee poison bug seems to be
fixed in later versions, is that chance of running into harpees be
decreased; poison makes them much more lethal, and it's hard enough to beat
the game on anything over beginner even without the poison!

Congratulations and thanks for the update,
John.

--
From: "Thomas Ward" 
Sent: Monday, August 01, 2011 1:31 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on eve

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
And, knowing your ornery ways, we'll see a lot of those dastardly dudes, 
won't we?  (grin)


---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 3:43 PM
Subject: Re: [Audyssey] MOTA Development setbacks



Hi John,

Hmmm...There isn't really an easy way to decrease the number of
harpies in the game since that is completely random. There are usually
three or four per level. Even if I did reduce the number of harpies
I'm concerned that would make the game too easy. The skeletons for
example are pretty much a bunch of push overs and the zombies, while
harder to kill, still aren't a serious challenge. Its the centaurs and
harpies that are the real challenge when it comes to normal enemies.

Cheers!


On 8/1/11, john  wrote:
Honestly, I can't say how happy I am that you're going back to beta 18. 
I've

probably spent well over 24 hours playing that over and over, and already
consider it a finished product.
The only thing I'd like to request, as the harpee poison bug seems to 
be

fixed in later versions, is that chance of running into harpees be
decreased; poison makes them much more lethal, and it's hard enough to 
beat

the game on anything over beginner even without the poison!

Congratulations and thanks for the update,
John.


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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
If you're saying that a beta team will get a bug free product to the public 
in a day or two, think again.  (grin)


---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "Willem" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 6:49 PM
Subject: Re: [Audyssey] MOTA Development setbacks


Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.

On 8/2/2011 1:18 AM, john wrote:
Shane, I think that point of offering the betas at all is so that 
everyone can comment on the game. If Thomas were to set up some kind of 
private team, this would limit the number of people that could help with 
the beta.
   From my personal perspective, offering the game to a private team 
would really! cut down on the amount of enjoyment a player could get. As 
I said in an earlier email, I've spent well over 24 hours playing beta 
18, and it hasn't gotten old.


Just my personal opinions,
John.

--
From: "Shane Davidson" 
Sent: Monday, August 01, 2011 6:58 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] MOTA Development setbacks

might I suggest you release to the private beta team before going 
public?

Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On

Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:
I'm guessing this was intended to be somewhat humourous.  Well to put 
it

bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Hayden Presley
Hi Thomas,
That is excellent news. Might I ask, however, is this the BETA 1`, I.E., the
one that fixes bugs in BETA 20, or the BETA 21 that will be more or less
BETA 18 in an up-to-date state? Ah well, as you said, stuff happens.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of john
Sent: Monday, August 01, 2011 6:19 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Shane, I think that point of offering the betas at all is so that everyone 
can comment on the game. If Thomas were to set up some kind of private team,

this would limit the number of people that could help with the beta.
From my personal perspective, offering the game to a private team would 
really! cut down on the amount of enjoyment a player could get. As I said in

an earlier email, I've spent well over 24 hours playing beta 18, and it 
hasn't gotten old.

Just my personal opinions,
John.

--
From: "Shane Davidson" 
Sent: Monday, August 01, 2011 6:58 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] MOTA Development setbacks

> might I suggest you release to the private beta team before going public?
> Just a suggestion.
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 4:35 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] MOTA Development setbacks
>
> Hi,
>
> No kidding. I've tried really hard to produce a decent product, and
> yes there have been unforeseen setbacks like this one that knocks us
> off schedule. Its definitely not something to joke about. To modify an
> old expression, "stuff happens."
>
> Ironically, after I sent this post I tried to compile beta 18 and
> experienced some of the same bugs so it would appear the problem is in
> the engine, IE the core, and not the game source itself. So I looked
> and bingo there was a line of code I copied from the cross-platform
> version of the engine in there which was calling the UpdateGameState()
> function when it shouldn't be and it totally threw the timing out of
> wack. I removed it, recompiled the library, and linked it into beta 20
> and several bugs vanished at once. However, there are still a few bugs
> I've got to track down, but it would appear this situation isn't as
> bad or hopeless as I first thought. The upside is that instead of two
> or three weeks maybe I can release beta 21 in a couple of days.
>
> Cheers!
>
> On 8/1/11, Ron Schamerhorn  wrote:
>> I'm guessing this was intended to be somewhat humourous.  Well to put it
>> bluntly itwent over like a lead balloon.
>>   Tom has been working his backside off for the game and some of the
>> setbacks were circumstances beyond anyones control.
>>
>
> ---
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> gamers-unsubscr...@audyssey.org.
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>
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Hayden Presley
Hi,
I thought I remembered Thomas having one, ut if I recollect correctly he was
having...issues with them.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Willem
Sent: Monday, August 01, 2011 6:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.
On 8/2/2011 1:18 AM, john wrote:
> Shane, I think that point of offering the betas at all is so that 
> everyone can comment on the game. If Thomas were to set up some kind 
> of private team, this would limit the number of people that could help 
> with the beta.
>From my personal perspective, offering the game to a private team 
> would really! cut down on the amount of enjoyment a player could get. 
> As I said in an earlier email, I've spent well over 24 hours playing 
> beta 18, and it hasn't gotten old.
>
> Just my personal opinions,
> John.
>
> --
> From: "Shane Davidson" 
> Sent: Monday, August 01, 2011 6:58 PM
> To: "'Gamers Discussion list'" 
> Subject: Re: [Audyssey] MOTA Development setbacks
>
>> might I suggest you release to the private beta team before going 
>> public?
>> Just a suggestion.
>>
>> -Original Message-
>> From: gamers-boun...@audyssey.org 
>> [mailto:gamers-boun...@audyssey.org] On
>> Behalf Of Thomas Ward
>> Sent: Monday, August 01, 2011 4:35 PM
>> To: Gamers Discussion list
>> Subject: Re: [Audyssey] MOTA Development setbacks
>>
>> Hi,
>>
>> No kidding. I've tried really hard to produce a decent product, and
>> yes there have been unforeseen setbacks like this one that knocks us
>> off schedule. Its definitely not something to joke about. To modify an
>> old expression, "stuff happens."
>>
>> Ironically, after I sent this post I tried to compile beta 18 and
>> experienced some of the same bugs so it would appear the problem is in
>> the engine, IE the core, and not the game source itself. So I looked
>> and bingo there was a line of code I copied from the cross-platform
>> version of the engine in there which was calling the UpdateGameState()
>> function when it shouldn't be and it totally threw the timing out of
>> wack. I removed it, recompiled the library, and linked it into beta 20
>> and several bugs vanished at once. However, there are still a few bugs
>> I've got to track down, but it would appear this situation isn't as
>> bad or hopeless as I first thought. The upside is that instead of two
>> or three weeks maybe I can release beta 21 in a couple of days.
>>
>> Cheers!
>>
>> On 8/1/11, Ron Schamerhorn  wrote:
>>> I'm guessing this was intended to be somewhat humourous.  Well to 
>>> put it
>>> bluntly itwent over like a lead balloon.
>>>   Tom has been working his backside off for the game and some of the
>>> setbacks were circumstances beyond anyones control.
>>>
>>
>> ---
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>> gamers-unsubscr...@audyssey.org.
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>> http://www.mail-archive.com/gamers@audyssey.org.
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>> list,
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>>
>>
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>
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Willem
Having a beta team would flush out serious issues to avoid releasing a 
buggy beta to the public and shouldn't take more than a day or two.

On 8/2/2011 1:18 AM, john wrote:
Shane, I think that point of offering the betas at all is so that 
everyone can comment on the game. If Thomas were to set up some kind 
of private team, this would limit the number of people that could help 
with the beta.
   From my personal perspective, offering the game to a private team 
would really! cut down on the amount of enjoyment a player could get. 
As I said in an earlier email, I've spent well over 24 hours playing 
beta 18, and it hasn't gotten old.


Just my personal opinions,
John.

--
From: "Shane Davidson" 
Sent: Monday, August 01, 2011 6:58 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] MOTA Development setbacks

might I suggest you release to the private beta team before going 
public?

Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:
I'm guessing this was intended to be somewhat humourous.  Well to 
put it

bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Charles Rivard
It will take a couple of weeks to fix?  Only a couple of weeks?  As a gamer, 
to me, it's worth the wait.  Start with what almost works and resume the 
work from there.  That's a lot better than having to deal with the cascading 
effect of fixing bug A which causes bug B, C, and D, then fixing B which 
causes bug E and so on.  I think you're taking the sensible approach.


---
"Security is not the absence of danger.  It is the presence of the Lord."

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 12:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread john
Shane, I think that point of offering the betas at all is so that everyone 
can comment on the game. If Thomas were to set up some kind of private team, 
this would limit the number of people that could help with the beta.
   From my personal perspective, offering the game to a private team would 
really! cut down on the amount of enjoyment a player could get. As I said in 
an earlier email, I've spent well over 24 hours playing beta 18, and it 
hasn't gotten old.


Just my personal opinions,
John.

--
From: "Shane Davidson" 
Sent: Monday, August 01, 2011 6:58 PM
To: "'Gamers Discussion list'" 
Subject: Re: [Audyssey] MOTA Development setbacks


might I suggest you release to the private beta team before going public?
Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:

I'm guessing this was intended to be somewhat humourous.  Well to put it
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the
setbacks were circumstances beyond anyones control.



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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Shane Davidson
might I suggest you release to the private beta team before going public?
Just a suggestion.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 4:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:
> I'm guessing this was intended to be somewhat humourous.  Well to put it
> bluntly itwent over like a lead balloon.
>   Tom has been working his backside off for the game and some of the
> setbacks were circumstances beyond anyones control.
>

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Tim Kilgore

Hey man.  Do what you gotta do.  I'm behind you.

tim Kilgore
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 12:31 PM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi John,

Hmmm...There isn't really an easy way to decrease the number of
harpies in the game since that is completely random. There are usually
three or four per level. Even if I did reduce the number of harpies
I'm concerned that would make the game too easy. The skeletons for
example are pretty much a bunch of push overs and the zombies, while
harder to kill, still aren't a serious challenge. Its the centaurs and
harpies that are the real challenge when it comes to normal enemies.

Cheers!


On 8/1/11, john  wrote:
> Honestly, I can't say how happy I am that you're going back to beta 18. I've
> probably spent well over 24 hours playing that over and over, and already
> consider it a finished product.
> The only thing I'd like to request, as the harpee poison bug seems to be
> fixed in later versions, is that chance of running into harpees be
> decreased; poison makes them much more lethal, and it's hard enough to beat
> the game on anything over beginner even without the poison!
>
> Congratulations and thanks for the update,
> John.

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi,

No kidding. I've tried really hard to produce a decent product, and
yes there have been unforeseen setbacks like this one that knocks us
off schedule. Its definitely not something to joke about. To modify an
old expression, "stuff happens."

Ironically, after I sent this post I tried to compile beta 18 and
experienced some of the same bugs so it would appear the problem is in
the engine, IE the core, and not the game source itself. So I looked
and bingo there was a line of code I copied from the cross-platform
version of the engine in there which was calling the UpdateGameState()
function when it shouldn't be and it totally threw the timing out of
wack. I removed it, recompiled the library, and linked it into beta 20
and several bugs vanished at once. However, there are still a few bugs
I've got to track down, but it would appear this situation isn't as
bad or hopeless as I first thought. The upside is that instead of two
or three weeks maybe I can release beta 21 in a couple of days.

Cheers!

On 8/1/11, Ron Schamerhorn  wrote:
> I'm guessing this was intended to be somewhat humourous.  Well to put it
> bluntly itwent over like a lead balloon.
>   Tom has been working his backside off for the game and some of the
> setbacks were circumstances beyond anyones control.
>

---
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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Ron Schamerhorn
I'm guessing this was intended to be somewhat humourous.  Well to put it 
bluntly itwent over like a lead balloon.
  Tom has been working his backside off for the game and some of the 
setbacks were circumstances beyond anyones control.

- Original Message - 
From: "william lomas" 
To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 2:26 PM
Subject: Re: [Audyssey] MOTA Development setbacks


we have been waiting for six years a few weeks no different now lol
the game will be out eventually but why not just wait for version 1 as i 
think eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
>
> Hi everyone,
>
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
>
> Anyone who has been programming for any length of time knows that 25% of 
> the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't 
> try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is 
> likely
> to set us back somewhat in the process.
>
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the 
> cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work 
> just
> fine." Wrong!
>
> Sometime after I edited the MOTA beta 19 source code, recompiled it with 
> the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela 
> sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative 
> to
> the problem which I will explain below.
>
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older release it is easy as logging into subversion and telling it I want 
> to
> checkout the 0.18 source code and it will download the 0.18 source code to
> my project directory. This makes it a simple matter for a developer to 
> roll
> back to a prior release if necessary. In this case I think it is more than
> necessary.
>
> So what I plan to do is delete the beta 20/21 source code and checkout 
> 0.18,
> beta 18, from subversion since I know that version wasn't nearly as buggy 
> as
> beta 20. Once I checkout the beta 18 source code from subversion I can
> attempt to patch it with some of the changes, but as I've forgotten what
> exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 
> 21.
> Plus some features such as speech interrupt were added later and won't be
> available to you until I go back in and add that support to Mysteries of 
> the
> Ancients. Basically, as I said earlier this will set us back on our
> development schedule, but I think this is a necessary measure as it is the
> only way I can think of to correct some of these bugs that simply were not
> present in beta 18 and earlier. So here is the plan.
>
> I'm going to checkout beta 18 this afternoon,

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread john
Honestly, I can't say how happy I am that you're going back to beta 18. I've 
probably spent well over 24 hours playing that over and over, and already 
consider it a finished product.
   The only thing I'd like to request, as the harpee poison bug seems to be 
fixed in later versions, is that chance of running into harpees be 
decreased; poison makes them much more lethal, and it's hard enough to beat 
the game on anything over beginner even without the poison!


Congratulations and thanks for the update,
John.

--
From: "Thomas Ward" 
Sent: Monday, August 01, 2011 1:31 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

---
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gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
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All messages are a

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
On the contrary, I like playing the betas as they come out and seeing what's
been added. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Monday, August 01, 2011 2:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

we have been waiting for six years a few weeks no different now lol the game
will be out eventually but why not just wait for version 1 as i think
eventually people will lose interest most of us buying it have played levels
1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
> On Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
> 
> Hi everyone,
> 
> I know a number of you have asked about beta 21. Many of you have 
> noticed that the Mysteries of the Ancients home page says beta 21 on 
> the website, but there is no download available. Well, here is the reason
why.
> 
> Anyone who has been programming for any length of time knows that 25% 
> of the time is actually spent on writing/designing the software and 
> the other 75% is spent on debugging or trying to fix it. I must 
> confess that I am no exception to the rule. In particular Mysteries of 
> the Ancients is no exception either, and  I've got a hard lesson in if 
> it isn't broke don't try to fix it. Reason being after a month of 
> trying to fix Mysteries of the Ancients beta 20 I've come to realize 
> what I have on my hands is a big problem. Oh, it can be fixed but how 
> I plan to resolve the problem is likely to set us back somewhat in the
process.
> 
> Basically, what happened is when I started work on beta 19 I modified 
> Mysteries of the Ancients so it would compile and run on the 
> cross-platform engine. Along the way I fixed a number of bugs present 
> in beta 18, but of course people weren't too happy about FMOD Ex for 
> audio. So I thought, "no big deal. I'll just change everything back, 
> recompile, and it will work just fine." Wrong!
> 
> Sometime after I edited the MOTA beta 19 source code, recompiled it 
> with the Windows G3D engine the game has never worked quite right ever 
> since. The game crashes when you alt+tab away from the window, torches 
> burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela 
> sometimes instantly dies after getting attacked by a Harpy, and all 
> sorts of unusual bugs like that. I've fixed or addressed some of the 
> bugs, but not all of them. After a month of trying to correct them one 
> by one I've given up trying on the current version. I've concluded 
> while the bugs might be fixable there might be a simpler but slightly 
> less desirable alternative to the problem which I will explain below.
> 
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. 
> What subversion does for a developer like myself is I can checkin or 
> backup changes to an ongoing project and it will catalog and store 
> every single version of the source code being worked on. So if I want 
> to return to an older release it is easy as logging into subversion 
> and telling it I want to checkout the 0.18 source code and it will 
> download the 0.18 source code to my project directory. This makes it a 
> simple matter for a developer to roll back to a prior release if 
> necessary. In this case I think it is more than necessary.
> 
> So what I plan to do is delete the beta 20/21 source code and checkout 
> 0.18, beta 18, from subversion since I know that version wasn't nearly 
> as buggy as beta 20. Once I checkout the beta 18 source code from 
> subversion I can attempt to patch it with some of the changes, but as 
> I've forgotten what exactly I fixed in beta 19 and beta 20 some old bugs
may return in beta 21.
> Plus some features such as speech interrupt were added later and won't 
> be available to you until I go back in and add that support to 
> Mysteries of the Ancients. Basically, as I said earlier this will set 
> us back on our development schedule, but I think this is a necessary 
> measure as it is the only way I can think of to correct some of these 
> bugs that simply were not present in beta 18 and earlier. So here is the
plan.
> 
> I'm going to checkout beta 18 this afternoon, work on a patch to bring 
> beta
> 18 more or less up to current, and release that as beta 21. Once we 
> test that, 

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
Indeed. Fair enough then 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 2:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Development setbacks

Hi Darren,

Smile. I wasn't planning on doing anything else. Just wanted to give
everyone a heads up what to expect. The easiest way to forestall questions
is to answer them ahead of time.

Cheers!

On 8/1/11, Darren Duff  wrote:
> I say do what ya gotta do man. We can wait for it

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi Darren,

Smile. I wasn't planning on doing anything else. Just wanted to give
everyone a heads up what to expect. The easiest way to forestall
questions is to answer them ahead of time.

Cheers!

On 8/1/11, Darren Duff  wrote:
> I say do what ya gotta do man. We can wait for it

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi Will,

I don't know where you get six years from. I started Mysteries of the
Ancients in 2008. As far as I can see 2008 to 2011 doesn't add up to
six years of development time do you?

Anyway, to answer your question the reason I'm putting out the public
betas instead of holding off for 1.0 is that people can test it and
point out bugs and issues I otherwise might overlook. If I released
1.0 without these public betas there may be some bugs or issues I
overlooked and I'd in a sense be doing then what I'm already doing now
in testing the game after the fact.

HTH



On 8/1/11, william lomas  wrote:
> we have been waiting for six years a few weeks no different now lol
> the game will be out eventually but why not just wait for version 1 as i
> think eventually people will lose interest
> most of us buying it have played levels 1 and 2 for the last ten or so betas

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi Bryan,

Smile. Any sensable person would want that. I just posted that message
to let everyone know the score here that I basically screwed the
source for Mysteris of the Ancients beyond repair when I converted it
to run on Linux and then back again, and somewhere along the line I
introduced some buggy and extremely unstable code into the mix I'm
having troubles tracking down and fixing. The best thing to do, at
least from my opinion, is go back to a truly stable release, beta 18,
and try and perform the upgrades I was doing with a more stable
version to begin with.

Cheers!

On 8/1/11, Bryan Peterson  wrote:
> I'd rather have a delayed and as bug-free as possible MOTA than a rushed one
> with loads of unsquashed bugs.
> We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread william lomas
we have been waiting for six years a few weeks no different now lol 
the game will be out eventually but why not just wait for version 1 as i think 
eventually people will lose interest
most of us buying it have played levels 1 and 2 for the last ten or so betas

On Aug 1, 2011, at 7:22 PM, Darren Duff wrote:

> I say do what ya gotta do man. We can wait for it 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, August 01, 2011 1:32 PM
> To: Gamers Discussion list
> Subject: [Audyssey] MOTA Development setbacks
> 
> Hi everyone,
> 
> I know a number of you have asked about beta 21. Many of you have noticed
> that the Mysteries of the Ancients home page says beta 21 on the website,
> but there is no download available. Well, here is the reason why.
> 
> Anyone who has been programming for any length of time knows that 25% of the
> time is actually spent on writing/designing the software and the other 75%
> is spent on debugging or trying to fix it. I must confess that I am no
> exception to the rule. In particular Mysteries of the Ancients is no
> exception either, and  I've got a hard lesson in if it isn't broke don't try
> to fix it. Reason being after a month of trying to fix Mysteries of the
> Ancients beta 20 I've come to realize what I have on my hands is a big
> problem. Oh, it can be fixed but how I plan to resolve the problem is likely
> to set us back somewhat in the process.
> 
> Basically, what happened is when I started work on beta 19 I modified
> Mysteries of the Ancients so it would compile and run on the cross-platform
> engine. Along the way I fixed a number of bugs present in beta 18, but of
> course people weren't too happy about FMOD Ex for audio. So I thought, "no
> big deal. I'll just change everything back, recompile, and it will work just
> fine." Wrong!
> 
> Sometime after I edited the MOTA beta 19 source code, recompiled it with the
> Windows G3D engine the game has never worked quite right ever since. The
> game crashes when you alt+tab away from the window, torches burn out after
> 25 seconds or so, levers reset before they are suppose to, Angela sometimes
> instantly dies after getting attacked by a Harpy, and all sorts of unusual
> bugs like that. I've fixed or addressed some of the bugs, but not all of
> them. After a month of trying to correct them one by one I've given up
> trying on the current version. I've concluded while the bugs might be
> fixable there might be a simpler but slightly less desirable alternative to
> the problem which I will explain below.
> 
> As many of you know I use a Linux computer for much of my day to day work.
> One of the programming tools I have installed is called subversion. What
> subversion does for a developer like myself is I can checkin or backup
> changes to an ongoing project and it will catalog and store every single
> version of the source code being worked on. So if I want to return to an
> older release it is easy as logging into subversion and telling it I want to
> checkout the 0.18 source code and it will download the 0.18 source code to
> my project directory. This makes it a simple matter for a developer to roll
> back to a prior release if necessary. In this case I think it is more than
> necessary.
> 
> So what I plan to do is delete the beta 20/21 source code and checkout 0.18,
> beta 18, from subversion since I know that version wasn't nearly as buggy as
> beta 20. Once I checkout the beta 18 source code from subversion I can
> attempt to patch it with some of the changes, but as I've forgotten what
> exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21.
> Plus some features such as speech interrupt were added later and won't be
> available to you until I go back in and add that support to Mysteries of the
> Ancients. Basically, as I said earlier this will set us back on our
> development schedule, but I think this is a necessary measure as it is the
> only way I can think of to correct some of these bugs that simply were not
> present in beta 18 and earlier. So here is the plan.
> 
> I'm going to checkout beta 18 this afternoon, work on a patch to bring beta
> 18 more or less up to current, and release that as beta 21. Once we test
> that, find any bugs that need fixed, features that need to be put back in,
> etc I'll release an update, beta 22, to resolve any left over issues in
> trying to upgrade beta 18 to current. It could take a couple of weeks to
> really get everything back up to speed so to speak, but I think the problem
> is fixable. It will just take a little time and patients on everyone&#x

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Darren Duff
I say do what ya gotta do man. We can wait for it 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, August 01, 2011 1:32 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Development setbacks

Hi everyone,

I know a number of you have asked about beta 21. Many of you have noticed
that the Mysteries of the Ancients home page says beta 21 on the website,
but there is no download available. Well, here is the reason why.

Anyone who has been programming for any length of time knows that 25% of the
time is actually spent on writing/designing the software and the other 75%
is spent on debugging or trying to fix it. I must confess that I am no
exception to the rule. In particular Mysteries of the Ancients is no
exception either, and  I've got a hard lesson in if it isn't broke don't try
to fix it. Reason being after a month of trying to fix Mysteries of the
Ancients beta 20 I've come to realize what I have on my hands is a big
problem. Oh, it can be fixed but how I plan to resolve the problem is likely
to set us back somewhat in the process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the cross-platform
engine. Along the way I fixed a number of bugs present in beta 18, but of
course people weren't too happy about FMOD Ex for audio. So I thought, "no
big deal. I'll just change everything back, recompile, and it will work just
fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it with the
Windows G3D engine the game has never worked quite right ever since. The
game crashes when you alt+tab away from the window, torches burn out after
25 seconds or so, levers reset before they are suppose to, Angela sometimes
instantly dies after getting attacked by a Harpy, and all sorts of unusual
bugs like that. I've fixed or addressed some of the bugs, but not all of
them. After a month of trying to correct them one by one I've given up
trying on the current version. I've concluded while the bugs might be
fixable there might be a simpler but slightly less desirable alternative to
the problem which I will explain below.

As many of you know I use a Linux computer for much of my day to day work.
One of the programming tools I have installed is called subversion. What
subversion does for a developer like myself is I can checkin or backup
changes to an ongoing project and it will catalog and store every single
version of the source code being worked on. So if I want to return to an
older release it is easy as logging into subversion and telling it I want to
checkout the 0.18 source code and it will download the 0.18 source code to
my project directory. This makes it a simple matter for a developer to roll
back to a prior release if necessary. In this case I think it is more than
necessary.

So what I plan to do is delete the beta 20/21 source code and checkout 0.18,
beta 18, from subversion since I know that version wasn't nearly as buggy as
beta 20. Once I checkout the beta 18 source code from subversion I can
attempt to patch it with some of the changes, but as I've forgotten what
exactly I fixed in beta 19 and beta 20 some old bugs may return in beta 21.
Plus some features such as speech interrupt were added later and won't be
available to you until I go back in and add that support to Mysteries of the
Ancients. Basically, as I said earlier this will set us back on our
development schedule, but I think this is a necessary measure as it is the
only way I can think of to correct some of these bugs that simply were not
present in beta 18 and earlier. So here is the plan.

I'm going to checkout beta 18 this afternoon, work on a patch to bring beta
18 more or less up to current, and release that as beta 21. Once we test
that, find any bugs that need fixed, features that need to be put back in,
etc I'll release an update, beta 22, to resolve any left over issues in
trying to upgrade beta 18 to current. It could take a couple of weeks to
really get everything back up to speed so to speak, but I think the problem
is fixable. It will just take a little time and patients on everyone's part.

Cheers!

---
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send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 6

Re: [Audyssey] MOTA Development setbacks

2011-08-01 Thread Bryan Peterson
I'd rather have a delayed and as bug-free as possible MOTA than a rushed one 
with loads of unsquashed bugs.

We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, August 01, 2011 11:31 AM
Subject: [Audyssey] MOTA Development setbacks


Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

---
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h

[Audyssey] MOTA Development setbacks

2011-08-01 Thread Thomas Ward
Hi everyone,

I know a number of you have asked about beta 21. Many of you have
noticed that the Mysteries of the Ancients home page says beta 21 on
the website, but there is no download available. Well, here is the
reason why.

Anyone who has been programming for any length of time knows that 25%
of the time is actually spent on writing/designing the software and
the other 75% is spent on debugging or trying to fix it. I must
confess that I am no exception to the rule. In particular Mysteries of
the Ancients is no exception either, and  I’ve got a hard lesson in if
it isn’t broke don’t try to fix it. Reason being after a month of
trying to fix Mysteries of the Ancients beta 20 I’ve come to realize
what I have on my hands is a big problem. Oh, it can be fixed but how
I plan to resolve the problem is likely to set us back somewhat in the
process.

Basically, what happened is when I started work on beta 19 I modified
Mysteries of the Ancients so it would compile and run on the
cross-platform engine. Along the way I fixed a number of bugs present
in beta 18, but of course people weren’t too happy about FMOD Ex for
audio. So I thought, "no big deal. I’ll just change everything back,
recompile, and it will work just fine." Wrong!

Sometime after I edited the MOTA beta 19 source code, recompiled it
with the Windows G3D engine the game has never worked quite right ever
since. The game crashes when you alt+tab away from the window, torches
burn out after 25 seconds or so, levers reset before they are suppose
to, Angela sometimes instantly dies after getting attacked by a Harpy,
and all sorts of unusual bugs like that. I’ve fixed or addressed some
of the bugs, but not all of them. After a month of trying to correct
them one by one I’ve given up trying on the current version. I’ve
concluded while the bugs might be fixable there might be a simpler but
slightly less desirable alternative to the problem which I will
explain below.

As many of you know I use a Linux computer for much of my day to day
work. One of the programming tools I have installed is called
subversion. What subversion does for a developer like myself is I can
checkin or backup changes to an ongoing project and it will catalog
and store every single version of the source code being worked on. So
if I want to return to an older release it is easy as logging into
subversion and telling it I want to checkout the 0.18 source code and
it will download the 0.18 source code to my project directory. This
makes it a simple matter for a developer to roll back to a prior
release if necessary. In this case I think it is more than necessary.

So what I plan to do is delete the beta 20/21 source code and checkout
0.18, beta 18, from subversion since I know that version wasn’t nearly
as buggy as beta 20. Once I checkout the beta 18 source code from
subversion I can attempt to patch it with some of the changes, but as
I’ve forgotten what exactly I fixed in beta 19 and beta 20 some old
bugs may return in beta 21. Plus some features such as speech
interrupt were added later and won’t be available to you until I go
back in and add that support to Mysteries of the Ancients. Basically,
as I said earlier this will set us back on our development schedule,
but I think this is a necessary measure as it is the only way I can
think of to correct some of these bugs that simply were not present in
beta 18 and earlier. So here is the plan.

I’m going to checkout beta 18 this afternoon, work on a patch to bring
beta 18 more or less up to current, and release that as beta 21. Once
we test that, find any bugs that need fixed, features that need to be
put back in, etc I’ll release an update, beta 22, to resolve any left
over issues in trying to upgrade beta 18 to current. It could take a
couple of weeks to really get everything back up to speed so to speak,
but I think the problem is fixable. It will just take a little time
and patients on everyone’s part.

Cheers!

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