Re: [Audyssey] mota 14

2010-10-04 Thread Muhammed Deniz

I look forward to it.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
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Klango username.
muhammed
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, October 03, 2010 10:22 PM
Subject: Re: [Audyssey] mota 14



Hi Thomas,
Yes, let's hear a recording of it. I've not been much into FPS style games
but  I'm definitely looking forward to this one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Chou
Sent: Sunday, October 03, 2010 3:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

wow thomas now I wanna play it
lol
but seriously, can't wait for the FPS

On 10/3/10, Bryan Peterson  wrote:

Actually I wouldn't mind something like that either if it wouldn't
inconvenience you too much.
We are the Knights who say...Ni!
- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 1:13 PM
Subject: Re: [Audyssey] mota 14



Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:

I'm just wondering, what will the FPS be like?
if possible could you give me an example
maybe from the first room, shooting some thing and going up the rope


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Re: [Audyssey] mota 14

2010-10-04 Thread Ben
A recording would be very interesting!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 03 October 2010 20:13
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
 Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:
> I'm just wondering, what will the FPS be like?
> if possible could you give me an example
> maybe from the first room, shooting some thing and going up the rope

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Re: [Audyssey] mota 14

2010-10-04 Thread Thomas Ward
Hi Charles,
Very true. Although, I can say I tried doing a recording earlier and
the 3d version has a number of bugs in it such as the torch burning
out but you can still hear it burning and things like that. That's one
of those bugs I never fixed in the Genesis Engine, but the new
cross-platform engine, Open G3D, doesn't seam to have knock on wood.
Kind of funny that I've gotten so use to the new Open G3D engine that
just playing the FPS version using the old engine felt weird. Several
bugs I had fixed were back, and I hadn't played the game in so long
that it took me a couple of tries to get use to playing the 3d version
again. So I'll be very glad to get the code ported over to the new
engine pretty soon.

Smile.

On 10/3/10, Charles Rivard  wrote:
> While a recording would be cool, if it won't be all that long before the 3D
> game comes out for testing before being marketed, it'll be even cooler when
> we can get our hands on it and able to make our own recordings while
> experiencing the game for ourselves.
>

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Re: [Audyssey] mota 14

2010-10-03 Thread Charles Rivard
While a recording would be cool, if it won't be all that long before the 3D 
game comes out for testing before being marketed, it'll be even cooler when 
we can get our hands on it and able to make our own recordings while 
experiencing the game for ourselves.


---
Shepherds are the best beasts!
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 2:37 PM
Subject: Re: [Audyssey] mota 14


Actually Tom, I rather like the idea of a recording of an fps game as 
well.


Knowing the layout and sound effects of the side scroller, it'd be really 
quite interesting to see how they translate to a full 3D environment,   
pluss to be perfectly honest, I am fairly curious about how full 3D with 
the genesis engine works in practice.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 8:13 PM
Subject: Re: [Audyssey] mota 14



Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:

I'm just wondering, what will the FPS be like?
if possible could you give me an example
maybe from the first room, shooting some thing and going up the rope


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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi Dark,
Alrighty then. Since everyone seams interested I'll try and do a
recording in the next day or two.  Although, fixing MOTA beta 14 is my
top priority right now.

Smile.

On 10/3/10, dark  wrote:
> Actually Tom, I rather like the idea of a recording of an fps game as well.
>
> Knowing the layout and sound effects of the side scroller, it'd be really
> quite interesting to see how they translate to a full 3D environment, 
> pluss to be perfectly honest, I am fairly curious about how full 3D with the
> genesis engine works in practice.
>
> Beware the Grue!
>
> Dark.
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 03, 2010 8:13 PM
> Subject: Re: [Audyssey] mota 14
>
>
>> Hi Ryan,
>> Well,if you want I can make a recording of me playing the FPS version
>> if you would like. That might helpgive you an idea of playing the
>> game.
>> Basically, all of the keyboard controls are fairly typical for a
>> mainstream FPS game such as up arrow to run, down arrow to turn around
>> in place, left/right turns you in place, shift-left and shift-right
>> sidestep, alt-arrow keys jump, and control arrow keys are used for
>> climbing.
>> So if you walked into room 2 you would use the left/right arrow keys
>> to center the enemy in your laser sight, use the spacebar to fire your
>> gun, and then would use shift-up arrow to walk forward or press up
>> arrow to run straight ahead.To climb the rope, which is in the center
>> of the room, you have to center the sound in your headphones or
>> speakers and use alt+up arrow to jump forward and grab the rope. Then,
>> you could use control-up arrow to climb up into the next room above
>> the one you are in. Does that make sense?
>>
>> Smile.
>>
>>
>> On 10/3/10, Ryan Chou  wrote:
>>> I'm just wondering, what will the FPS be like?
>>> if possible could you give me an example
>>> maybe from the first room, shooting some thing and going up the rope
>>
>> ---
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>> If you have any questions or concerns regarding the management of the
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>> please send E-mail to gamers-ow...@audyssey.org.
>
>
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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi Hayden,
Umm...What exactly are you asking about? Are we talking about the game
engine itself, MOTA (Standard), or MOTA (FPS), etc?

?

On 10/3/10, Hayden Presley  wrote:
> Hi Thomas,
> What exactly did you change?
>
> Best Regards,
> Hayden

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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi,
That's actually a certain style or format of game. Games are broken
down into certain styles such as  first-person, third-person,
side-scroller, etc. So with MOTA I have designed the game using two
different styles a 2d side-scroller format and a 3d first-person
format. Each offer drastically different styles of game play using the
same game.

On 10/3/10, Castanedagarcia_Alfredo  wrote:
> Why is it refered as a FPS? Is it a game Genre?
>
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Re: [Audyssey] mota 14

2010-10-03 Thread Charles Rivard
In my opinion, if people still use the unofficial beta 14, it's their own 
problem.


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Shepherds are the best beasts!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 2:05 PM
Subject: Re: [Audyssey] mota 14



Hi Phil,
Thanks for the suggestion. That is a very good idea. Seeing as we
don't know how many people downloaded and installed the unofficial
copy of beta 14 renaming the release as beta 15 might help go a long
ways to making sure everyone upgrades to this release, and so no one
actually continues to use the older broken release.

Smile.


On 10/3/10, Phil Vlasak  wrote:

Hi Thomas,
To distinguish the previous downloads of MOTA version 14 from the 
official

one I suggest calling the new one 14.1 or even version 15.
Phil


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Re: [Audyssey] mota 14

2010-10-03 Thread Castanedagarcia_Alfredo
Why is it refered as a FPS? Is it a game Genre?

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Re: [Audyssey] mota 14

2010-10-03 Thread Hayden Presley
Hi Thomas,
Yes, let's hear a recording of it. I've not been much into FPS style games
but  I'm definitely looking forward to this one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Chou
Sent: Sunday, October 03, 2010 3:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

wow thomas now I wanna play it
lol
but seriously, can't wait for the FPS

On 10/3/10, Bryan Peterson  wrote:
> Actually I wouldn't mind something like that either if it wouldn't
> inconvenience you too much.
> We are the Knights who say...Ni!
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 03, 2010 1:13 PM
> Subject: Re: [Audyssey] mota 14
>
>
>> Hi Ryan,
>> Well,if you want I can make a recording of me playing the FPS version
>> if you would like. That might helpgive you an idea of playing the
>> game.
>> Basically, all of the keyboard controls are fairly typical for a
>> mainstream FPS game such as up arrow to run, down arrow to turn around
>> in place, left/right turns you in place, shift-left and shift-right
>> sidestep, alt-arrow keys jump, and control arrow keys are used for
>> climbing.
>> So if you walked into room 2 you would use the left/right arrow keys
>> to center the enemy in your laser sight, use the spacebar to fire your
>> gun, and then would use shift-up arrow to walk forward or press up
>> arrow to run straight ahead.To climb the rope, which is in the center
>> of the room, you have to center the sound in your headphones or
>> speakers and use alt+up arrow to jump forward and grab the rope. Then,
>> you could use control-up arrow to climb up into the next room above
>> the one you are in. Does that make sense?
>>
>> Smile.
>>
>>
>> On 10/3/10, Ryan Chou  wrote:
>>> I'm just wondering, what will the FPS be like?
>>> if possible could you give me an example
>>> maybe from the first room, shooting some thing and going up the rope
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
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Re: [Audyssey] mota 14

2010-10-03 Thread Hayden Presley
Hi Thomas,
Yes, let's hear a recording of it. I've not been much into FPS style games
but  I'm definitely looking forward to this one.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Chou
Sent: Sunday, October 03, 2010 3:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

wow thomas now I wanna play it
lol
but seriously, can't wait for the FPS

On 10/3/10, Bryan Peterson  wrote:
> Actually I wouldn't mind something like that either if it wouldn't
> inconvenience you too much.
> We are the Knights who say...Ni!
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 03, 2010 1:13 PM
> Subject: Re: [Audyssey] mota 14
>
>
>> Hi Ryan,
>> Well,if you want I can make a recording of me playing the FPS version
>> if you would like. That might helpgive you an idea of playing the
>> game.
>> Basically, all of the keyboard controls are fairly typical for a
>> mainstream FPS game such as up arrow to run, down arrow to turn around
>> in place, left/right turns you in place, shift-left and shift-right
>> sidestep, alt-arrow keys jump, and control arrow keys are used for
>> climbing.
>> So if you walked into room 2 you would use the left/right arrow keys
>> to center the enemy in your laser sight, use the spacebar to fire your
>> gun, and then would use shift-up arrow to walk forward or press up
>> arrow to run straight ahead.To climb the rope, which is in the center
>> of the room, you have to center the sound in your headphones or
>> speakers and use alt+up arrow to jump forward and grab the rope. Then,
>> you could use control-up arrow to climb up into the next room above
>> the one you are in. Does that make sense?
>>
>> Smile.
>>
>>
>> On 10/3/10, Ryan Chou  wrote:
>>> I'm just wondering, what will the FPS be like?
>>> if possible could you give me an example
>>> maybe from the first room, shooting some thing and going up the rope
>>
>> ---
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Re: [Audyssey] mota 14

2010-10-03 Thread Hayden Presley
Hi Thomas,
What exactly did you change?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, October 03, 2010 1:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

Hi William,
Yes, I certainly should hope so. After I finish up with beta 14, the
side-scroller version, which I hope to release this week, I will start
porting the FPS version to the new engine. That shouldn't take too
long, maybe a week, since most of the code for the game itself is
pretty generic and calls common functions from the engine rather than
being based on this or that directly.


On 10/3/10, william lomas  wrote:
> at least we know by next year we should hopefuly see both versions,
finguers
> crossd :)

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Re: [Audyssey] mota 14

2010-10-03 Thread Hayden Presley
Hi Alfredo,
FPS is short for First person Shooter, for example, Shades of Doom.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Castanedagarcia_Alfredo
Sent: Sunday, October 03, 2010 3:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] mota 14

Um, I di not know what FPS means

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Re: [Audyssey] mota 14

2010-10-03 Thread dark

Fps stands for first person shooter.

Strictly speaking the term isn't accurate when referring to a game like 
mota,  3D platformer would be closer, but generally it's used to mean 
any game in 3D.


then again, sinse the distinction in audio games betwene first person and 
third person is rather blurred anyway given that you don't actually see the 
main character, I suppose it does make sense on some level.


Beware the Grue!

Dark.
- Original Message - 
From: "Castanedagarcia_Alfredo" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 9:33 PM
Subject: Re: [Audyssey] mota 14



Um, I di not know what FPS means

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Re: [Audyssey] mota 14

2010-10-03 Thread Castanedagarcia_Alfredo
Um, I di not know what FPS means

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Re: [Audyssey] mota 14

2010-10-03 Thread Ryan Chou
wow thomas now I wanna play it
lol
but seriously, can't wait for the FPS

On 10/3/10, Bryan Peterson  wrote:
> Actually I wouldn't mind something like that either if it wouldn't
> inconvenience you too much.
> We are the Knights who say...Ni!
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 03, 2010 1:13 PM
> Subject: Re: [Audyssey] mota 14
>
>
>> Hi Ryan,
>> Well,if you want I can make a recording of me playing the FPS version
>> if you would like. That might helpgive you an idea of playing the
>> game.
>> Basically, all of the keyboard controls are fairly typical for a
>> mainstream FPS game such as up arrow to run, down arrow to turn around
>> in place, left/right turns you in place, shift-left and shift-right
>> sidestep, alt-arrow keys jump, and control arrow keys are used for
>> climbing.
>> So if you walked into room 2 you would use the left/right arrow keys
>> to center the enemy in your laser sight, use the spacebar to fire your
>> gun, and then would use shift-up arrow to walk forward or press up
>> arrow to run straight ahead.To climb the rope, which is in the center
>> of the room, you have to center the sound in your headphones or
>> speakers and use alt+up arrow to jump forward and grab the rope. Then,
>> you could use control-up arrow to climb up into the next room above
>> the one you are in. Does that make sense?
>>
>> Smile.
>>
>>
>> On 10/3/10, Ryan Chou  wrote:
>>> I'm just wondering, what will the FPS be like?
>>> if possible could you give me an example
>>> maybe from the first room, shooting some thing and going up the rope
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
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Re: [Audyssey] mota 14

2010-10-03 Thread Bryan Peterson
Actually I wouldn't mind something like that either if it wouldn't 
inconvenience you too much.

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

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 1:13 PM
Subject: Re: [Audyssey] mota 14



Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:

I'm just wondering, what will the FPS be like?
if possible could you give me an example
maybe from the first room, shooting some thing and going up the rope


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Re: [Audyssey] mota 14

2010-10-03 Thread william lomas
a recording would be cool even with the game in its current state

On Oct 3, 2010, at 8:37 PM, dark wrote:

> Actually Tom, I rather like the idea of a recording of an fps game as well.
> 
> Knowing the layout and sound effects of the side scroller, it'd be really 
> quite interesting to see how they translate to a full 3D environment,   
> pluss to be perfectly honest, I am fairly curious about how full 3D with the 
> genesis engine works in practice.
> 
> Beware the Grue!
> 
> Dark.
> - Original Message - From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Sunday, October 03, 2010 8:13 PM
> Subject: Re: [Audyssey] mota 14
> 
> 
>> Hi Ryan,
>> Well,if you want I can make a recording of me playing the FPS version
>> if you would like. That might helpgive you an idea of playing the
>> game.
>> Basically, all of the keyboard controls are fairly typical for a
>> mainstream FPS game such as up arrow to run, down arrow to turn around
>> in place, left/right turns you in place, shift-left and shift-right
>> sidestep, alt-arrow keys jump, and control arrow keys are used for
>> climbing.
>> So if you walked into room 2 you would use the left/right arrow keys
>> to center the enemy in your laser sight, use the spacebar to fire your
>> gun, and then would use shift-up arrow to walk forward or press up
>> arrow to run straight ahead.To climb the rope, which is in the center
>> of the room, you have to center the sound in your headphones or
>> speakers and use alt+up arrow to jump forward and grab the rope. Then,
>> you could use control-up arrow to climb up into the next room above
>> the one you are in. Does that make sense?
>> 
>> Smile.
>> 
>> 
>> On 10/3/10, Ryan Chou  wrote:
>>> I'm just wondering, what will the FPS be like?
>>> if possible could you give me an example
>>> maybe from the first room, shooting some thing and going up the rope
>> 
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org. 
> 
> 
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Re: [Audyssey] mota 14

2010-10-03 Thread dark

Actually Tom, I rather like the idea of a recording of an fps game as well.

Knowing the layout and sound effects of the side scroller, it'd be really 
quite interesting to see how they translate to a full 3D environment,   
pluss to be perfectly honest, I am fairly curious about how full 3D with the 
genesis engine works in practice.


Beware the Grue!

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

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 8:13 PM
Subject: Re: [Audyssey] mota 14



Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:

I'm just wondering, what will the FPS be like?
if possible could you give me an example
maybe from the first room, shooting some thing and going up the rope


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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi Ryan,
Well,if you want I can make a recording of me playing the FPS version
if you would like. That might helpgive you an idea of playing the
game.
 Basically, all of the keyboard controls are fairly typical for a
mainstream FPS game such as up arrow to run, down arrow to turn around
in place, left/right turns you in place, shift-left and shift-right
sidestep, alt-arrow keys jump, and control arrow keys are used for
climbing.
So if you walked into room 2 you would use the left/right arrow keys
to center the enemy in your laser sight, use the spacebar to fire your
gun, and then would use shift-up arrow to walk forward or press up
arrow to run straight ahead.To climb the rope, which is in the center
of the room, you have to center the sound in your headphones or
speakers and use alt+up arrow to jump forward and grab the rope. Then,
you could use control-up arrow to climb up into the next room above
the one you are in. Does that make sense?

Smile.


On 10/3/10, Ryan Chou  wrote:
> I'm just wondering, what will the FPS be like?
> if possible could you give me an example
> maybe from the first room, shooting some thing and going up the rope

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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi Phil,
Thanks for the suggestion. That is a very good idea. Seeing as we
don't know how many people downloaded and installed the unofficial
copy of beta 14 renaming the release as beta 15 might help go a long
ways to making sure everyone upgrades to this release, and so no one
actually continues to use the older broken release.

Smile.


On 10/3/10, Phil Vlasak  wrote:
> Hi Thomas,
> To distinguish the previous downloads of MOTA version 14 from the official
> one I suggest calling the new one 14.1 or even version 15.
> Phil
>
>
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Re: [Audyssey] mota 14

2010-10-03 Thread Phil Vlasak

Hi Thomas,
To distinguish the previous downloads of MOTA version 14 from the official 
one I suggest calling the new one 14.1 or even version 15.
Phil 



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Re: [Audyssey] mota 14

2010-10-03 Thread Ryan Chou
I'm just wondering, what will the FPS be like?
if possible could you give me an example
maybe from the first room, shooting some thing and going up the rope

On 10/3/10, Thomas Ward  wrote:
> Hi William,
> Yes, I certainly should hope so. After I finish up with beta 14, the
> side-scroller version, which I hope to release this week, I will start
> porting the FPS version to the new engine. That shouldn't take too
> long, maybe a week, since most of the code for the game itself is
> pretty generic and calls common functions from the engine rather than
> being based on this or that directly.
>
>
> On 10/3/10, william lomas  wrote:
>> at least we know by next year we should hopefuly see both versions,
>> finguers
>> crossd :)
>
> ---
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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi William,
Yes, I certainly should hope so. After I finish up with beta 14, the
side-scroller version, which I hope to release this week, I will start
porting the FPS version to the new engine. That shouldn't take too
long, maybe a week, since most of the code for the game itself is
pretty generic and calls common functions from the engine rather than
being based on this or that directly.


On 10/3/10, william lomas  wrote:
> at least we know by next year we should hopefuly see both versions, finguers
> crossd :)

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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi Lori,
Nope. You didn't miss anything important. It is just a case of Hayri
was using a program called WebMon to monitor my downloads directory
and decided to download an unstable version of MOTA beta 14 without
waiting for word from me that it was for A, the public, and B, that it
was the most stable build of the game. As a result he decided to let
everyone on the list know about it, and caused a bit of confusion over
weather this was really the official version of beta 14 or not.

Cheers!

On 10/3/10, Lori Duncan  wrote:
> Hang on, did I miss a MOTA download somewhere?  I've lost track on which
> beata I'm on, it's the one with the new layout (Which I'm still confused
> over).  The reason I ask is because my computer has stupidly been zapping my
> mail to other places than my inbox some of the time and I'm still trying to
> work out the problem.  Thanks from Lori.

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Re: [Audyssey] mota 14

2010-10-03 Thread Bryan Peterson
Don't get excited. A user on this list jumped the gun and downloaded an 
unofficial, incomplete Beta 14 and told some others where to download it. So 
now some people, hopefully a small minority, has this incomplete Beta and 
believes it to be the one Thomas intended to put out.

We are the Knights who say...Ni!
- Original Message - 
From: "Lori Duncan" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 9:31 AM
Subject: Re: [Audyssey] mota 14


Hang on, did I miss a MOTA download somewhere?  I've lost track on which 
beata I'm on, it's the one with the new layout (Which I'm still confused 
over).  The reason I ask is because my computer has stupidly been zapping 
my mail to other places than my inbox some of the time and I'm still 
trying to work out the problem.  Thanks from Lori.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 4:24 PM
Subject: Re: [Audyssey] mota 14



Hi, Shaun.
As for the audio issue I have already fixed that problem. As I said in
a prier message it was just a case of the audio not being attenuated
correctly.I went back into the code and reset the values and now the
sounds are a lot louder and clearer than in the broken release you
guys downloaded Friday.
As for the crash I don't know what Hayri was talking about either, but
I can certainly say it absolutely has nothing to do with DirectX. As I
said in the change log I removed all DirectX support, removed the
Microsoft Win32 API, and a bunch of Windows specific code to make the
engine more or less Linux and Mac compatible. So if you are getting an
error about DirectX it sure ain't my games, because I have technically
dropped everything to do with Microsoft's Windows specific APIs in my
game engine.
As for the FPS version I've had to put that on hold while I worked on
the new cross-platform engine. I have an older version of the FPS
version, which is fairly stable, but the problem is that it still uses
the same version of the game engine as beta 13. So before I release
the FPS version I first need to fix the problems in the new
cross-platform Genesis Engine, port the FPS version to the new engine,
and then beta test it. So don't expect a release to be out any time
soon. Although, porting the FPS version to the new engine shouldn't be
too hard once the bugs are worked out of the new engine.

Cheers!

On 10/2/10, shaun everiss  wrote:

well I decided to play the new version with a friend listening and he
reconed he couldn't hear anything till it was right in front of him.
I use the v command and the view for pits and spikes but its quite
disconcerting.
I have no idea what the exit crash was on exit but my friend said it
was a directx crash, but did not give me any more info.
naturally after I realised the update was buggy I went back to beta 13
on that note when is the fps version supposed to come out, I realise
you have been busy but wasn't this supposed to come out with this
beta or a little after beta 13?


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Re: [Audyssey] mota 14

2010-10-03 Thread Lori Duncan
Hang on, did I miss a MOTA download somewhere?  I've lost track on which 
beata I'm on, it's the one with the new layout (Which I'm still confused 
over).  The reason I ask is because my computer has stupidly been zapping my 
mail to other places than my inbox some of the time and I'm still trying to 
work out the problem.  Thanks from Lori.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, October 03, 2010 4:24 PM
Subject: Re: [Audyssey] mota 14



Hi, Shaun.
As for the audio issue I have already fixed that problem. As I said in
a prier message it was just a case of the audio not being attenuated
correctly.I went back into the code and reset the values and now the
sounds are a lot louder and clearer than in the broken release you
guys downloaded Friday.
As for the crash I don't know what Hayri was talking about either, but
I can certainly say it absolutely has nothing to do with DirectX. As I
said in the change log I removed all DirectX support, removed the
Microsoft Win32 API, and a bunch of Windows specific code to make the
engine more or less Linux and Mac compatible. So if you are getting an
error about DirectX it sure ain't my games, because I have technically
dropped everything to do with Microsoft's Windows specific APIs in my
game engine.
As for the FPS version I've had to put that on hold while I worked on
the new cross-platform engine. I have an older version of the FPS
version, which is fairly stable, but the problem is that it still uses
the same version of the game engine as beta 13. So before I release
the FPS version I first need to fix the problems in the new
cross-platform Genesis Engine, port the FPS version to the new engine,
and then beta test it. So don't expect a release to be out any time
soon. Although, porting the FPS version to the new engine shouldn't be
too hard once the bugs are worked out of the new engine.

Cheers!

On 10/2/10, shaun everiss  wrote:

well I decided to play the new version with a friend listening and he
reconed he couldn't hear anything till it was right in front of him.
I use the v command and the view for pits and spikes but its quite
disconcerting.
I have no idea what the exit crash was on exit but my friend said it
was a directx crash, but did not give me any more info.
naturally after I realised the update was buggy I went back to beta 13
on that note when is the fps version supposed to come out, I realise
you have been busy but wasn't this supposed to come out with this
beta or a little after beta 13?


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Re: [Audyssey] mota 14

2010-10-03 Thread william lomas
at least we know by next year we should hopefuly see both versions, finguers 
crossd :)

On Oct 3, 2010, at 4:24 PM, Thomas Ward wrote:

> Hi, Shaun.
> As for the audio issue I have already fixed that problem. As I said in
> a prier message it was just a case of the audio not being attenuated
> correctly.I went back into the code and reset the values and now the
> sounds are a lot louder and clearer than in the broken release you
> guys downloaded Friday.
> As for the crash I don't know what Hayri was talking about either, but
> I can certainly say it absolutely has nothing to do with DirectX. As I
> said in the change log I removed all DirectX support, removed the
> Microsoft Win32 API, and a bunch of Windows specific code to make the
> engine more or less Linux and Mac compatible. So if you are getting an
> error about DirectX it sure ain't my games, because I have technically
> dropped everything to do with Microsoft's Windows specific APIs in my
> game engine.
> As for the FPS version I've had to put that on hold while I worked on
> the new cross-platform engine. I have an older version of the FPS
> version, which is fairly stable, but the problem is that it still uses
> the same version of the game engine as beta 13. So before I release
> the FPS version I first need to fix the problems in the new
> cross-platform Genesis Engine, port the FPS version to the new engine,
> and then beta test it. So don't expect a release to be out any time
> soon. Although, porting the FPS version to the new engine shouldn't be
> too hard once the bugs are worked out of the new engine.
> 
> Cheers!
> 
> On 10/2/10, shaun everiss  wrote:
>> well I decided to play the new version with a friend listening and he
>> reconed he couldn't hear anything till it was right in front of him.
>> I use the v command and the view for pits and spikes but its quite
>> disconcerting.
>> I have no idea what the exit crash was on exit but my friend said it
>> was a directx crash, but did not give me any more info.
>> naturally after I realised the update was buggy I went back to beta 13
>> on that note when is the fps version supposed to come out, I realise
>> you have been busy but wasn't this supposed to come out with this
>> beta or a little after beta 13?
> 
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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi, Shaun.
As for the audio issue I have already fixed that problem. As I said in
a prier message it was just a case of the audio not being attenuated
correctly.I went back into the code and reset the values and now the
sounds are a lot louder and clearer than in the broken release you
guys downloaded Friday.
As for the crash I don't know what Hayri was talking about either, but
I can certainly say it absolutely has nothing to do with DirectX. As I
said in the change log I removed all DirectX support, removed the
Microsoft Win32 API, and a bunch of Windows specific code to make the
engine more or less Linux and Mac compatible. So if you are getting an
error about DirectX it sure ain't my games, because I have technically
dropped everything to do with Microsoft's Windows specific APIs in my
game engine.
As for the FPS version I've had to put that on hold while I worked on
the new cross-platform engine. I have an older version of the FPS
version, which is fairly stable, but the problem is that it still uses
the same version of the game engine as beta 13. So before I release
the FPS version I first need to fix the problems in the new
cross-platform Genesis Engine, port the FPS version to the new engine,
and then beta test it. So don't expect a release to be out any time
soon. Although, porting the FPS version to the new engine shouldn't be
too hard once the bugs are worked out of the new engine.

Cheers!

On 10/2/10, shaun everiss  wrote:
> well I decided to play the new version with a friend listening and he
> reconed he couldn't hear anything till it was right in front of him.
> I use the v command and the view for pits and spikes but its quite
> disconcerting.
> I have no idea what the exit crash was on exit but my friend said it
> was a directx crash, but did not give me any more info.
> naturally after I realised the update was buggy I went back to beta 13
> on that note when is the fps version supposed to come out, I realise
> you have been busy but wasn't this supposed to come out with this
> beta or a little after beta 13?

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Re: [Audyssey] mota 14

2010-10-03 Thread Thomas Ward
Hi, Shaun.
Um...That definitely isn't something that would work. First of all I'd
have to create some sort of ogg decoder to decode all the ogg files
and decompress them backinto wav files after install. Even if I did
what would be the point?
The thing is if you convert a PCM wav file into ogg, mp3, wma, etc the
compression removes some of the audio data to compress it down into
that file. If you extract that mp3, ogg, wma, etc back into wav you
can't get that lost audio data back. It is gone forever. So no matter
what you are going to lose audio quality by using any compressed file
types. If I was going to do that I might as well just save everything
as ogg and decompress the data into memory when the game starts up. It
will lag a little bit that way, but is more sensable than your
suggestion of decode the files during install.

Cheers!

On 10/2/10, shaun everiss  wrote:
> I don't mind but maybe could have the installers smaller, even if you
> had the files compressed get decoded after install or something?
> the install is huge.
> I don't mind the sounds in what they are though.

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Re: [Audyssey] mota 14

2010-10-03 Thread Muhammed Deniz

Hey,
Could I please have the message? I want to read what Harry said.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Ryan Chou" 

To: "Gamers Discussion list" 
Sent: Saturday, October 02, 2010 5:55 PM
Subject: Re: [Audyssey] mota 14



see, that's why I didn't download it
I knew that since thomas didn't say anything, then it probably wasn't
truely ready for download

On 10/2/10, Hayri Tulumcu  wrote:
Hi Thomas. Next time I'll wait until you have anounced that the new beta 
is

out. How I found out that beta 13 was released, it was because of the
program that I use to keep track of websites (WebMon) gave me the message
that the page had been changed. I'll leave it there to write, if I 
discover

that you've put the file up, then when it is being posted on the page.
- Original Message -
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Saturday, October 02, 2010 5:11 PM
Subject: Re: [Audyssey] mota 14



Hi Bryan,
That's no great mystery. My downloads directories have always been
public. I often point people there when I have a game on the server,
but not an official link to the game. So apparently Hayri must
constantly keep an eye out for my server so that as soon as a file
shows up in my public downloads area he grabs it without waiting for
any official word from the developer.
This entire situation has definitely made me rethink my public
download area setup. I'm strongly thinking of moving my games to a
private area where snoopers won't be quite as eager to grab the files
before I can change my mind or make some sort of official
announcement that the files are ready for download. Leaving my new
releases  in a public area requires trust from the public to wait for
an official announcement etc, and in this case my trust was broken.
I now realise there are some people too impatient, too childish, to
wait for me to get the official word out one way or another. He just
assumed that was the final release and went for it and got burned for
it in the process. Frankly, I'm kind of glad it blue screened on him
as it serves him right for downloading a broken release before I could
fix/address the problem directly. I hope he and others have learned a
lesson I have good reason for not releasing an announcement until I'm
absolutely sure the game is stable enough for public release.

Cheers!

On 10/2/10, Bryan Peterson  wrote:
Well I'm certainly glad I didn't download the file Hayri got all 
excited

about. What I don't understand is how he even got access to it. But I
look
forward to the actual official Beta release.
We are the Knights who say...Ni!


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Re: [Audyssey] mota 14

2010-10-02 Thread shaun everiss

well I don't constantly check the download areas.
I do check ocationally but I really don't check something I know will 
be static for a few months.

At 04:11 a.m. 3/10/2010, you wrote:

Hi Bryan,
That's no great mystery. My downloads directories have always been
public. I often point people there when I have a game on the server,
but not an official link to the game. So apparently Hayri must
constantly keep an eye out for my server so that as soon as a file
shows up in my public downloads area he grabs it without waiting for
any official word from the developer.
This entire situation has definitely made me rethink my public
download area setup. I'm strongly thinking of moving my games to a
private area where snoopers won't be quite as eager to grab the files
before I can change my mind or make some sort of official
announcement that the files are ready for download. Leaving my new
releases  in a public area requires trust from the public to wait for
an official announcement etc, and in this case my trust was broken.
I now realise there are some people too impatient, too childish, to
wait for me to get the official word out one way or another. He just
assumed that was the final release and went for it and got burned for
it in the process. Frankly, I'm kind of glad it blue screened on him
as it serves him right for downloading a broken release before I could
fix/address the problem directly. I hope he and others have learned a
lesson I have good reason for not releasing an announcement until I'm
absolutely sure the game is stable enough for public release.

Cheers!

On 10/2/10, Bryan Peterson  wrote:
> Well I'm certainly glad I didn't download the file Hayri got all excited
> about. What I don't understand is how he even got access to it. But I look
> forward to the actual official Beta release.
> We are the Knights who say...Ni!

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Re: [Audyssey] mota 14

2010-10-02 Thread shaun everiss
I don't mind but maybe could have the installers smaller, even if you 
had the files compressed get decoded after install or something?

the install is huge.
I don't mind the sounds in what they are though.
At 02:50 a.m. 3/10/2010, you wrote:

Hi,
There are actually two reasons why the sounds are uncompressed. The
first one is that the game performs smoother/faster without having to
attempt to decompress the audio data from ogg, mp3, wma, or whatever
before loading them. That cuts way down on CPU power and load times
using uncompressed sound data.  The second issue is I'm something of a
perfectionist when it comes to sound  quality. Personally I think mp3
and ogg really kill the audio quality of music, sounds, etc and to me
the drop in audio quality was very evident.
Still if the size of the downloads becomes an issue I can certainly
release the public releases using ogg format or some other compressed
format if people really want to go that route. On the beta list we
discussed this and most were of the opinion leaving the sounds
decompressed was a better choice, but hey I can do either one here.
Just depends on how people feel about it.

HTH

On 10/2/10, shaun everiss  wrote:
> well its bigger because for whatever reason we are running
> uncompressed files in the game.

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Re: [Audyssey] mota 14

2010-10-02 Thread shaun everiss
well I decided to play the new version with a friend listening and he 
reconed he couldn't hear anything till it was right in front of him.
I use the v command and the view for pits and spikes but its quite 
disconcerting.
I have no idea what the exit crash was on exit but my friend said it 
was a directx crash, but did not give me any more info.

naturally after I realised the update was buggy I went back to beta 13
on that note when is the fps version supposed to come out, I realise 
you have been busy but wasn't this supposed to come out with this 
beta or a little after beta 13?

At 02:39 a.m. 3/10/2010, you wrote:

Hi Shaun,
Yeah, I know. That's an issue I'm working on. Basically, it comes down
to setting the proper min and max attenuation on the sound buffers so
they roll-off more gradual or more rapid. In this case I need to set
the attenuation  factor so the roll-off is more gradual. it is
probably something easy   I can fix once I play with the sound
settings more.

Cheers!

On 10/2/10, shaun everiss  wrote:
> aah ok.
> I have issues grabbing the gems and killing the enemies because I
> can't hear them that well or rather at all while far away.

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Re: [Audyssey] mota 14

2010-10-02 Thread djc
Please be Courteous and remember to wait till the developer of games
announces updates. As I've been reading the past day people were getting
confused as to whether there was an update. Thanks.
For The Best In music Please Listen to the Legend.
http://legend-oldies.com
Please feel free to follow me on Twitter
http://twitter.com/djc500



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Re: [Audyssey] mota 14

2010-10-02 Thread Ryan Chou
see, that's why I didn't download it
I knew that since thomas didn't say anything, then it probably wasn't
truely ready for download

On 10/2/10, Hayri Tulumcu  wrote:
> Hi Thomas. Next time I'll wait until you have anounced that the new beta is
> out. How I found out that beta 13 was released, it was because of the
> program that I use to keep track of websites (WebMon) gave me the message
> that the page had been changed. I'll leave it there to write, if I discover
> that you've put the file up, then when it is being posted on the page.
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Saturday, October 02, 2010 5:11 PM
> Subject: Re: [Audyssey] mota 14
>
>
>> Hi Bryan,
>> That's no great mystery. My downloads directories have always been
>> public. I often point people there when I have a game on the server,
>> but not an official link to the game. So apparently Hayri must
>> constantly keep an eye out for my server so that as soon as a file
>> shows up in my public downloads area he grabs it without waiting for
>> any official word from the developer.
>> This entire situation has definitely made me rethink my public
>> download area setup. I'm strongly thinking of moving my games to a
>> private area where snoopers won't be quite as eager to grab the files
>> before I can change my mind or make some sort of official
>> announcement that the files are ready for download. Leaving my new
>> releases  in a public area requires trust from the public to wait for
>> an official announcement etc, and in this case my trust was broken.
>> I now realise there are some people too impatient, too childish, to
>> wait for me to get the official word out one way or another. He just
>> assumed that was the final release and went for it and got burned for
>> it in the process. Frankly, I'm kind of glad it blue screened on him
>> as it serves him right for downloading a broken release before I could
>> fix/address the problem directly. I hope he and others have learned a
>> lesson I have good reason for not releasing an announcement until I'm
>> absolutely sure the game is stable enough for public release.
>>
>> Cheers!
>>
>> On 10/2/10, Bryan Peterson  wrote:
>>> Well I'm certainly glad I didn't download the file Hayri got all excited
>>> about. What I don't understand is how he even got access to it. But I
>>> look
>>> forward to the actual official Beta release.
>>> We are the Knights who say...Ni!
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
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>> gamers-unsubscr...@audyssey.org.
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>
>
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Re: [Audyssey] mota 14

2010-10-02 Thread Hayri Tulumcu
Hi Thomas. Next time I'll wait until you have anounced that the new beta is 
out. How I found out that beta 13 was released, it was because of the 
program that I use to keep track of websites (WebMon) gave me the message 
that the page had been changed. I'll leave it there to write, if I discover 
that you've put the file up, then when it is being posted on the page.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, October 02, 2010 5:11 PM
Subject: Re: [Audyssey] mota 14



Hi Bryan,
That's no great mystery. My downloads directories have always been
public. I often point people there when I have a game on the server,
but not an official link to the game. So apparently Hayri must
constantly keep an eye out for my server so that as soon as a file
shows up in my public downloads area he grabs it without waiting for
any official word from the developer.
This entire situation has definitely made me rethink my public
download area setup. I'm strongly thinking of moving my games to a
private area where snoopers won't be quite as eager to grab the files
before I can change my mind or make some sort of official
announcement that the files are ready for download. Leaving my new
releases  in a public area requires trust from the public to wait for
an official announcement etc, and in this case my trust was broken.
I now realise there are some people too impatient, too childish, to
wait for me to get the official word out one way or another. He just
assumed that was the final release and went for it and got burned for
it in the process. Frankly, I'm kind of glad it blue screened on him
as it serves him right for downloading a broken release before I could
fix/address the problem directly. I hope he and others have learned a
lesson I have good reason for not releasing an announcement until I'm
absolutely sure the game is stable enough for public release.

Cheers!

On 10/2/10, Bryan Peterson  wrote:

Well I'm certainly glad I didn't download the file Hayri got all excited
about. What I don't understand is how he even got access to it. But I 
look

forward to the actual official Beta release.
We are the Knights who say...Ni!


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Re: [Audyssey] mota 14

2010-10-02 Thread Thomas Ward
Hi Bryan,
That's no great mystery. My downloads directories have always been
public. I often point people there when I have a game on the server,
but not an official link to the game. So apparently Hayri must
constantly keep an eye out for my server so that as soon as a file
shows up in my public downloads area he grabs it without waiting for
any official word from the developer.
This entire situation has definitely made me rethink my public
download area setup. I'm strongly thinking of moving my games to a
private area where snoopers won't be quite as eager to grab the files
before I can change my mind or make some sort of official
announcement that the files are ready for download. Leaving my new
releases  in a public area requires trust from the public to wait for
an official announcement etc, and in this case my trust was broken.
I now realise there are some people too impatient, too childish, to
wait for me to get the official word out one way or another. He just
assumed that was the final release and went for it and got burned for
it in the process. Frankly, I'm kind of glad it blue screened on him
as it serves him right for downloading a broken release before I could
fix/address the problem directly. I hope he and others have learned a
lesson I have good reason for not releasing an announcement until I'm
absolutely sure the game is stable enough for public release.

Cheers!

On 10/2/10, Bryan Peterson  wrote:
> Well I'm certainly glad I didn't download the file Hayri got all excited
> about. What I don't understand is how he even got access to it. But I look
> forward to the actual official Beta release.
> We are the Knights who say...Ni!

---
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Re: [Audyssey] mota 14

2010-10-02 Thread Bryan Peterson
Well I'm certainly glad I didn't download the file Hayri got all excited 
about. What I don't understand is how he even got access to it. But I look 
forward to the actual official Beta release.

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

To: "Gamers Discussion list" 
Sent: Saturday, October 02, 2010 7:50 AM
Subject: Re: [Audyssey] mota 14



Hi,
There are actually two reasons why the sounds are uncompressed. The
first one is that the game performs smoother/faster without having to
attempt to decompress the audio data from ogg, mp3, wma, or whatever
before loading them. That cuts way down on CPU power and load times
using uncompressed sound data.  The second issue is I'm something of a
perfectionist when it comes to sound  quality. Personally I think mp3
and ogg really kill the audio quality of music, sounds, etc and to me
the drop in audio quality was very evident.
Still if the size of the downloads becomes an issue I can certainly
release the public releases using ogg format or some other compressed
format if people really want to go that route. On the beta list we
discussed this and most were of the opinion leaving the sounds
decompressed was a better choice, but hey I can do either one here.
Just depends on how people feel about it.

HTH

On 10/2/10, shaun everiss  wrote:

well its bigger because for whatever reason we are running
uncompressed files in the game.


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Re: [Audyssey] mota 14

2010-10-02 Thread Thomas Ward
Hi.
Well, I'm not noticing any lag here, but then again I'm running it on
a Compaq C500 with a 3.6 Ghz processor, 1 GB of ram, and Ubuntu Linux
10.  It is fairly responsive on this system. It seams to also run
about the same on the Windos computer I have here.
Maybe if you send me a copy of your specs I can see what is causing
the lag.  It is probably the fact I'm using generic input events
rather than something like directInput for keyboard and joystick
handling now.
As for the size the reason is do to the fact I'm not currently using
any compressed formats like ogg. They are uncompressed wav files which
are obviously larger. I felt the game ran better and sounded better
using wav rather than ogg, mp3, wma, etc.

HTH


On 10/2/10, Ryan Chou  wrote:
> is it just my computer or is it very laggy
> also, why is the game so much bigger?
>

> On 10/1/10, shaun everiss  wrote:
>> aah ok.
>> I have issues grabbing the gems and killing the enemies because I
>> can't hear them that well or rather at all while far away.
>> At 05:28 p.m. 2/10/2010, you wrote:
>>>Hi Shaun,
>>>Actually, the audio issues you are describing aren't bugs at all.
>>>That's just the way OpenAL processes audio output. As you pointed out
>>>the sounds aren't being panned but are being processed through
>>>OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
>>>does not have a simple pan control like DirectSound has and all sounds
>>>  have to be processed via 3d positioning weather you want to or not.
>>>Which explains why the sounds are low. In the previous versions I
>>>could control the volume of the sounds with the DirectSound
>>>SetVolume() function. Well, with OpenAL if you use SetPosition() to
>>>control positioning it uses its own internal calculations to control
>>>the volume using 3d calculations which is overkill for this kind of
>>>game. In short, this isn't my fault, but just the way OpenAL is.
>>>   As for sounds being in mono instead of stereo again this is do to
>>>OpenAL. In order to process a sound using the 3d listener interface
>>>the sound has to be in mono not stereo. If the sound is going to be a
>>>static sound, and then it can be in stereo, but those that will be
>>>processed in 3d have to be mono. So that's why that is.
>>>
>>>Cheers!
>>>
>>>On 10/1/10, shaun everiss  wrote:
>>> > Hi.
>>> > checked the changelog of beta 14 and its october 1.
>>> > Though there is evedence its not done by a long way.
>>> > everything was switched to mono on my laptop and although keys
>>> > worked, there was no panning and monsters and pits could not be heard
>>> > till real close.
>>> > Sounds sounded off centre.
>>> > Looks like things are in sfml.
>>> > one thing to note is that the imput code is real fast I used to have
>>> > to hold down esc a long time to exit view but in this version you
>>> > really have to be fast else you will hit something you don't want to
>>> > hit.
>>> > definately though this game is probably not ready yet.
>>> > though it was supposed to be released today unless it was not
>>> > supposed to be uploaded at all.
>>> >
>>> >
>>>
>>>---
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>>> gamers-unsubscr...@audyssey.org.
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>>> list,
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>>
>>
>>
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Re: [Audyssey] mota 14

2010-10-02 Thread Thomas Ward
Hi,
There are actually two reasons why the sounds are uncompressed. The
first one is that the game performs smoother/faster without having to
attempt to decompress the audio data from ogg, mp3, wma, or whatever
before loading them. That cuts way down on CPU power and load times
using uncompressed sound data.  The second issue is I'm something of a
perfectionist when it comes to sound  quality. Personally I think mp3
and ogg really kill the audio quality of music, sounds, etc and to me
the drop in audio quality was very evident.
Still if the size of the downloads becomes an issue I can certainly
release the public releases using ogg format or some other compressed
format if people really want to go that route. On the beta list we
discussed this and most were of the opinion leaving the sounds
decompressed was a better choice, but hey I can do either one here.
Just depends on how people feel about it.

HTH

On 10/2/10, shaun everiss  wrote:
> well its bigger because for whatever reason we are running
> uncompressed files in the game.

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Re: [Audyssey] mota 14

2010-10-02 Thread Thomas Ward
Hi Shaun,
Yeah, I know. That's an issue I'm working on. Basically, it comes down
to setting the proper min and max attenuation on the sound buffers so
they roll-off more gradual or more rapid. In this case I need to set
the attenuation  factor so the roll-off is more gradual. it is
probably something easy   I can fix once I play with the sound
settings more.

Cheers!

On 10/2/10, shaun everiss  wrote:
> aah ok.
> I have issues grabbing the gems and killing the enemies because I
> can't hear them that well or rather at all while far away.

---
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Re: [Audyssey] mota 14

2010-10-02 Thread shaun everiss
well its bigger because for whatever reason we are running 
uncompressed files in the game.

At 07:05 p.m. 2/10/2010, you wrote:

is it just my computer or is it very laggy
also, why is the game so much bigger?

On 10/1/10, shaun everiss  wrote:
> aah ok.
> I have issues grabbing the gems and killing the enemies because I
> can't hear them that well or rather at all while far away.
> At 05:28 p.m. 2/10/2010, you wrote:
>>Hi Shaun,
>>Actually, the audio issues you are describing aren't bugs at all.
>>That's just the way OpenAL processes audio output. As you pointed out
>>the sounds aren't being panned but are being processed through
>>OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
>>does not have a simple pan control like DirectSound has and all sounds
>>  have to be processed via 3d positioning weather you want to or not.
>>Which explains why the sounds are low. In the previous versions I
>>could control the volume of the sounds with the DirectSound
>>SetVolume() function. Well, with OpenAL if you use SetPosition() to
>>control positioning it uses its own internal calculations to control
>>the volume using 3d calculations which is overkill for this kind of
>>game. In short, this isn't my fault, but just the way OpenAL is.
>>   As for sounds being in mono instead of stereo again this is do to
>>OpenAL. In order to process a sound using the 3d listener interface
>>the sound has to be in mono not stereo. If the sound is going to be a
>>static sound, and then it can be in stereo, but those that will be
>>processed in 3d have to be mono. So that's why that is.
>>
>>Cheers!
>>
>>On 10/1/10, shaun everiss  wrote:
>> > Hi.
>> > checked the changelog of beta 14 and its october 1.
>> > Though there is evedence its not done by a long way.
>> > everything was switched to mono on my laptop and although keys
>> > worked, there was no panning and monsters and pits could not be heard
>> > till real close.
>> > Sounds sounded off centre.
>> > Looks like things are in sfml.
>> > one thing to note is that the imput code is real fast I used to have
>> > to hold down esc a long time to exit view but in this version you
>> > really have to be fast else you will hit something you don't want to
>> > hit.
>> > definately though this game is probably not ready yet.
>> > though it was supposed to be released today unless it was not
>> > supposed to be uploaded at all.
>> >
>> >
>>
>>---
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>> gamers-unsubscr...@audyssey.org.
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>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>http://www.mail-archive.com/gam...@audyssey.org.
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>
>
>
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Re: [Audyssey] mota 14

2010-10-01 Thread william lomas
you guys are too impatient but then children always are

On Oct 2, 2010, at 7:17 AM, Ben wrote:

> I can't get it
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of shaun everiss
> Sent: 02 October 2010 02:57
> To: gamers@audyssey.org
> Subject: [Audyssey] mota 14
> 
> Hi.
> checked the changelog of beta 14 and its october 1.
> Though there is evedence its not done by a long way.
> everything was switched to mono on my laptop and although keys 
> worked, there was no panning and monsters and pits could not be heard 
> till real close.
> Sounds sounded off centre.
> Looks like things are in sfml.
> one thing to note is that the imput code is real fast I used to have 
> to hold down esc a long time to exit view but in this version you 
> really have to be fast else you will hit something you don't want to hit.
> definately though this game is probably not ready yet.
> though it was supposed to be released today unless it was not 
> supposed to be uploaded at all.
> 
> 
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Re: [Audyssey] mota 14

2010-10-01 Thread Ben
I can't get it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 02 October 2010 02:57
To: gamers@audyssey.org
Subject: [Audyssey] mota 14

Hi.
checked the changelog of beta 14 and its october 1.
Though there is evedence its not done by a long way.
everything was switched to mono on my laptop and although keys 
worked, there was no panning and monsters and pits could not be heard 
till real close.
Sounds sounded off centre.
Looks like things are in sfml.
one thing to note is that the imput code is real fast I used to have 
to hold down esc a long time to exit view but in this version you 
really have to be fast else you will hit something you don't want to hit.
definately though this game is probably not ready yet.
though it was supposed to be released today unless it was not 
supposed to be uploaded at all.


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Re: [Audyssey] mota 14

2010-10-01 Thread Ryan Chou
is it just my computer or is it very laggy
also, why is the game so much bigger?

On 10/1/10, shaun everiss  wrote:
> aah ok.
> I have issues grabbing the gems and killing the enemies because I
> can't hear them that well or rather at all while far away.
> At 05:28 p.m. 2/10/2010, you wrote:
>>Hi Shaun,
>>Actually, the audio issues you are describing aren't bugs at all.
>>That's just the way OpenAL processes audio output. As you pointed out
>>the sounds aren't being panned but are being processed through
>>OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
>>does not have a simple pan control like DirectSound has and all sounds
>>  have to be processed via 3d positioning weather you want to or not.
>>Which explains why the sounds are low. In the previous versions I
>>could control the volume of the sounds with the DirectSound
>>SetVolume() function. Well, with OpenAL if you use SetPosition() to
>>control positioning it uses its own internal calculations to control
>>the volume using 3d calculations which is overkill for this kind of
>>game. In short, this isn't my fault, but just the way OpenAL is.
>>   As for sounds being in mono instead of stereo again this is do to
>>OpenAL. In order to process a sound using the 3d listener interface
>>the sound has to be in mono not stereo. If the sound is going to be a
>>static sound, and then it can be in stereo, but those that will be
>>processed in 3d have to be mono. So that's why that is.
>>
>>Cheers!
>>
>>On 10/1/10, shaun everiss  wrote:
>> > Hi.
>> > checked the changelog of beta 14 and its october 1.
>> > Though there is evedence its not done by a long way.
>> > everything was switched to mono on my laptop and although keys
>> > worked, there was no panning and monsters and pits could not be heard
>> > till real close.
>> > Sounds sounded off centre.
>> > Looks like things are in sfml.
>> > one thing to note is that the imput code is real fast I used to have
>> > to hold down esc a long time to exit view but in this version you
>> > really have to be fast else you will hit something you don't want to
>> > hit.
>> > definately though this game is probably not ready yet.
>> > though it was supposed to be released today unless it was not
>> > supposed to be uploaded at all.
>> >
>> >
>>
>>---
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>> gamers-unsubscr...@audyssey.org.
>>You can make changes or update your subscription via the web, at
>>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>All messages are archived and can be searched and read at
>>http://www.mail-archive.com/gam...@audyssey.org.
>>If you have any questions or concerns regarding the management of the list,
>>please send E-mail to gamers-ow...@audyssey.org.
>
>
>
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Re: [Audyssey] mota 14

2010-10-01 Thread shaun everiss

aah ok.
I have issues grabbing the gems and killing the enemies because I 
can't hear them that well or rather at all while far away.

At 05:28 p.m. 2/10/2010, you wrote:

Hi Shaun,
Actually, the audio issues you are describing aren't bugs at all.
That's just the way OpenAL processes audio output. As you pointed out
the sounds aren't being panned but are being processed through
OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
does not have a simple pan control like DirectSound has and all sounds
 have to be processed via 3d positioning weather you want to or not.
Which explains why the sounds are low. In the previous versions I
could control the volume of the sounds with the DirectSound
SetVolume() function. Well, with OpenAL if you use SetPosition() to
control positioning it uses its own internal calculations to control
the volume using 3d calculations which is overkill for this kind of
game. In short, this isn't my fault, but just the way OpenAL is.
  As for sounds being in mono instead of stereo again this is do to
OpenAL. In order to process a sound using the 3d listener interface
the sound has to be in mono not stereo. If the sound is going to be a
static sound, and then it can be in stereo, but those that will be
processed in 3d have to be mono. So that's why that is.

Cheers!

On 10/1/10, shaun everiss  wrote:
> Hi.
> checked the changelog of beta 14 and its october 1.
> Though there is evedence its not done by a long way.
> everything was switched to mono on my laptop and although keys
> worked, there was no panning and monsters and pits could not be heard
> till real close.
> Sounds sounded off centre.
> Looks like things are in sfml.
> one thing to note is that the imput code is real fast I used to have
> to hold down esc a long time to exit view but in this version you
> really have to be fast else you will hit something you don't want to hit.
> definately though this game is probably not ready yet.
> though it was supposed to be released today unless it was not
> supposed to be uploaded at all.
>
>

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Re: [Audyssey] mota 14

2010-10-01 Thread Thomas Ward
Hi Shaun,
Actually, the audio issues you are describing aren't bugs at all.
That's just the way OpenAL processes audio output. As you pointed out
the sounds aren't being panned but are being processed through
OpenAL's 3d listener interface. Said reason I'm doing that is OpenAL
does not have a simple pan control like DirectSound has and all sounds
 have to be processed via 3d positioning weather you want to or not.
Which explains why the sounds are low. In the previous versions I
could control the volume of the sounds with the DirectSound
SetVolume() function. Well, with OpenAL if you use SetPosition() to
control positioning it uses its own internal calculations to control
the volume using 3d calculations which is overkill for this kind of
game. In short, this isn't my fault, but just the way OpenAL is.
  As for sounds being in mono instead of stereo again this is do to
OpenAL. In order to process a sound using the 3d listener interface
the sound has to be in mono not stereo. If the sound is going to be a
static sound, and then it can be in stereo, but those that will be
processed in 3d have to be mono. So that's why that is.

Cheers!

On 10/1/10, shaun everiss  wrote:
> Hi.
> checked the changelog of beta 14 and its october 1.
> Though there is evedence its not done by a long way.
> everything was switched to mono on my laptop and although keys
> worked, there was no panning and monsters and pits could not be heard
> till real close.
> Sounds sounded off centre.
> Looks like things are in sfml.
> one thing to note is that the imput code is real fast I used to have
> to hold down esc a long time to exit view but in this version you
> really have to be fast else you will hit something you don't want to hit.
> definately though this game is probably not ready yet.
> though it was supposed to be released today unless it was not
> supposed to be uploaded at all.
>
>

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Re: [Audyssey] mota 14

2010-10-01 Thread Bryan Peterson
That would be my guess. So folks, I probably wouldn't download it until we 
get some official word from Thomas.

We are the Knights who say...Ni!
- Original Message - 
From: "shaun everiss" 

To: 
Sent: Friday, October 01, 2010 7:56 PM
Subject: [Audyssey] mota 14



Hi.
checked the changelog of beta 14 and its october 1.
Though there is evedence its not done by a long way.
everything was switched to mono on my laptop and although keys worked, 
there was no panning and monsters and pits could not be heard till real 
close.

Sounds sounded off centre.
Looks like things are in sfml.
one thing to note is that the imput code is real fast I used to have to 
hold down esc a long time to exit view but in this version you really have 
to be fast else you will hit something you don't want to hit.

definately though this game is probably not ready yet.
though it was supposed to be released today unless it was not supposed to 
be uploaded at all.



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list,
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[Audyssey] mota 14

2010-10-01 Thread shaun everiss

Hi.
checked the changelog of beta 14 and its october 1.
Though there is evedence its not done by a long way.
everything was switched to mono on my laptop and although keys 
worked, there was no panning and monsters and pits could not be heard 
till real close.

Sounds sounded off centre.
Looks like things are in sfml.
one thing to note is that the imput code is real fast I used to have 
to hold down esc a long time to exit view but in this version you 
really have to be fast else you will hit something you don't want to hit.

definately though this game is probably not ready yet.
though it was supposed to be released today unless it was not 
supposed to be uploaded at all.



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