Re: [Audyssey] BGT future development - My replies

2011-01-12 Thread Jim Kitchen

Hi Thomas,

I know that in my games I need to reset the sapi5 voice engine before changing 
engines.  That is going from an ATT voice to a Neo Speech, Microsoft or 
Cepstral.  Otherwise the voice is all very distorted and fuzzy.

So I do the below code whenever changing to a new voice.  nov being the number 
of the new voice.

Set Voice = Nothing
   Set Voice = New SpVoice
Set Voice.Voice = Voice.GetVoices().Item(nov)

So that is just in VB6 with the sapi5 voices.

HTH

BFN

Jim

You're just jealous because the voices only talk to me.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] BGT future development - My replies

2011-01-12 Thread Thomas Ward
Hi Jim,

I know. I do the same thing to reset the Speech Engine before
switching to Neospeech, Natural Voices, whatever. Problem is though
the Neospeech voices continue to sound fuzzy, distorted, etc  even
though I properly disposed of the old Sapi speech engine and
initialized the new one. I don't have this problem when switching from
the ATT voices to Microsoft Anna or to the Realspeak voices that
ships with Jaws 9. This leads me to believe that the Neospeech voices
have some problems not shared by other TTS engines out there.

On 1/12/11, Jim Kitchen j...@kitchensinc.net wrote:
 Hi Thomas,

 I know that in my games I need to reset the sapi5 voice engine before
 changing engines.  That is going from an ATT voice to a Neo Speech,
 Microsoft or Cepstral.  Otherwise the voice is all very distorted and fuzzy.

 So I do the below code whenever changing to a new voice.  nov being the
 number of the new voice.

 Set Voice = Nothing
 Set Voice = New SpVoice
 Set Voice.Voice = Voice.GetVoices().Item(nov)

 So that is just in VB6 with the sapi5 voices.

 HTH

 BFN

  Jim


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Re: [Audyssey] BGT future development

2011-01-12 Thread Shiny protector
What do you mean, boxing gloves? I used them in the boxing club that I went 
to. Is it boxing gloves like that?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 2:54 AM
Subject: Re: [Audyssey] BGT future development



Hi,

FYI. Racing wheels are supported through the same API as joysticks,
game pads, boxing gloves, etc.  The DirectInput joystick API is fairly
universal in supporting a variety of game devices through the joystick
device code.  So in general if BGT supported joysticks generically
through DirectInput it would support just about everything from a
flight stick to a racing wheel. It would be up to the end BGT game
developer to specialize the code for the target device such as
creating custom device profiles.

On 1/11/11, burakyuksek burakyuksek...@gmail.com wrote:

and a stearingweal for raceing games.
saygilar sevgiler.


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Re: [Audyssey] BGT future development

2011-01-12 Thread Thomas Ward
Hi Muhammed,

I explained it in an earlier post. Don't you read your e-mail?

Essentially, what I was refering to is some game consoles and PC games
have special game controllers in the form of a boxing glove used for
boxing games.  I haven't seen them around for quite a while, but I do
know they did exist at one time. I can remember a couple of years back
seeing a set for the PC with force feedback support that would
simulate the feel of punching an aponent when you hit them. Obviously,
this type of game controller would only be useful in a hand to hand
fighting game such as boxing and not good for much else.

Cheers!



On 1/12/11, Shiny protector muhamme...@googlemail.com wrote:
 What do you mean, boxing gloves? I used them in the boxing club that I went
 to. Is it boxing gloves like that?

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Re: [Audyssey] BGT future development - My replies

2011-01-12 Thread Phil Vlasak

Hi Thomas,
I notice that switching to Neospeech  from other voices does take quite a 
while in Windows.
I think about 30 seconds so if you put a wait statement in for that long, 
maybe that will clear up the switch.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 3:42 PM
Subject: Re: [Audyssey] BGT future development - My replies



Hi Jim,

I know. I do the same thing to reset the Speech Engine before
switching to Neospeech, Natural Voices, whatever. Problem is though
the Neospeech voices continue to sound fuzzy, distorted, etc  even
though I properly disposed of the old Sapi speech engine and
initialized the new one. I don't have this problem when switching from
the ATT voices to Microsoft Anna or to the Realspeak voices that
ships with Jaws 9. This leads me to believe that the Neospeech voices
have some problems not shared by other TTS engines out there.

On 1/12/11, Jim Kitchen j...@kitchensinc.net wrote:

Hi Thomas,

I know that in my games I need to reset the sapi5 voice engine before
changing engines.  That is going from an ATT voice to a Neo Speech,
Microsoft or Cepstral.  Otherwise the voice is all very distorted and 
fuzzy.


So I do the below code whenever changing to a new voice.  nov being the
number of the new voice.

Set Voice = Nothing
Set Voice = New SpVoice
Set Voice.Voice = Voice.GetVoices().Item(nov)

So that is just in VB6 with the sapi5 voices.

HTH

BFN

 Jim



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Re: [Audyssey] BGT future development

2011-01-11 Thread burakyuksek

and a stearingweal for raceing games.
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, January 10, 2011 11:11 PM
Subject: Re: [Audyssey] BGT future development



Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes, and sizes.
Regardless if that game device is a generic joystick or is in some
specialized form like a boxing glove, hunting rifle, or racing wheel
many of them offer force feedback technology that just can't be
replicated with a keyboard. Certainly a game engine as advanced as BGT
should offer not only basic joystick support, but in the future should
add more advanced support for force feedback devices.  Only in this
way we, as VI gamers, can even hope to catch up with mainstream
technology and games.

Cheers!


On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:

Hi all!

I am happy to say that the BGT engine is selling well, and so I am 
working

on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still 
bugfixes.
I'd like to have one more interesting new feature before I release 1.1. 
Any

suggestions?

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT future development

2011-01-11 Thread Damien Pendleton

Hi Liam,
I don't believe there were any plans to implement graphical interfaces in 
BGT due to the tricky nature of figuring out control sizes, icons and the 
like. It is for this reason that I wrote an extensive class on what I have 
called an audio form, which basically simulates the functionality of a 
graphical interface without having to worry about such issues. It simply 
uses a so-called control type flag which tells the form whether the given 
control is a button, a text box, a checkbox, a status bar, a progress bar 
etc and acts depending on that flag, if that makes sense. It does use Sapi 
for the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the 
is_pressed method checks whether a button is pressed so you can act 
accordingly. You also have get_text, is_checked etc to figure out the 
contents of various controls.

Regards,
Damien.


- Original Message - 
From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes 
and

the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



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Re: [Audyssey] BGT future development

2011-01-11 Thread shaun everiss
damien, if you have some stuff worth while  to share, you should ask 
keywasfull on klango to get invited to the bgt folder.

Just use the handle crashmaster.
This goes to anyone that has something usefull, game, code, etc.
There are no actuall rules, but I don't think we would accept any 
crappy things though I am not sure what these are.
I don't run the box but if you have something you think people would 
like then fine.

Note, no cracked things please.
Oh also note, people will happily hack your stuff, make suggestions 
and look at your games.
I in fact often test latest betas of stuff on the fly and ask 
questions, report bugs and hack a bit at code.
If you don't want to or are not ready but don't want to share to 
much, you can send files etc.

Each user has their directory in the folder that programs.
several are on this list.
I don't know what you would need to be invited but mentioning what 
you have will help.

At 10:23 p.m. 11/01/2011, you wrote:

Hi Liam,
I don't believe there were any plans to implement graphical 
interfaces in BGT due to the tricky nature of figuring out control 
sizes, icons and the like. It is for this reason that I wrote an 
extensive class on what I have called an audio form, which basically 
simulates the functionality of a graphical interface without having 
to worry about such issues. It simply uses a so-called control type 
flag which tells the form whether the given control is a button, a 
text box, a checkbox, a status bar, a progress bar etc and acts 
depending on that flag, if that makes sense. It does use Sapi for 
the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example 
the is_pressed method checks whether a button is pressed so you can 
act accordingly. You also have get_text, is_checked etc to figure 
out the contents of various controls.

Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion 
list' gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development



I would like to see eventually a physical game UI such as buttons, boxes and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



---
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Re: [Audyssey] BGT future development

2011-01-11 Thread Damien Pendleton

Hi Shaun,
This is not exactly shared code, but rather something that has already been 
released with BGT 1.0 in the include libraries.
However I have already asked to be invited to the BGT dropbox folder, with 
no reply.

Regards,
Damien.


- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 9:36 AM
Subject: Re: [Audyssey] BGT future development


damien, if you have some stuff worth while  to share, you should ask 
keywasfull on klango to get invited to the bgt folder.

Just use the handle crashmaster.
This goes to anyone that has something usefull, game, code, etc.
There are no actuall rules, but I don't think we would accept any crappy 
things though I am not sure what these are.
I don't run the box but if you have something you think people would like 
then fine.

Note, no cracked things please.
Oh also note, people will happily hack your stuff, make suggestions and 
look at your games.
I in fact often test latest betas of stuff on the fly and ask questions, 
report bugs and hack a bit at code.
If you don't want to or are not ready but don't want to share to much, you 
can send files etc.

Each user has their directory in the folder that programs.
several are on this list.
I don't know what you would need to be invited but mentioning what you 
have will help.

At 10:23 p.m. 11/01/2011, you wrote:

Hi Liam,
I don't believe there were any plans to implement graphical interfaces in 
BGT due to the tricky nature of figuring out control sizes, icons and the 
like. It is for this reason that I wrote an extensive class on what I have 
called an audio form, which basically simulates the functionality of a 
graphical interface without having to worry about such issues. It simply 
uses a so-called control type flag which tells the form whether the given 
control is a button, a text box, a checkbox, a status bar, a progress bar 
etc and acts depending on that flag, if that makes sense. It does use Sapi 
for the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the 
is_pressed method checks whether a button is pressed so you can act 
accordingly. You also have get_text, is_checked etc to figure out the 
contents of various controls.

Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes 
and

the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



---
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Re: [Audyssey] BGT future development

2011-01-11 Thread Oriol Gómez
What about having vibrato in the tone synth object? It'd be nice for
horror tonal sounds and stuff.
And multiple pitch bends would be nice, too.

On 1/11/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Shaun,
 This is not exactly shared code, but rather something that has already been
 released with BGT 1.0 in the include libraries.
 However I have already asked to be invited to the BGT dropbox folder, with
 no reply.
 Regards,
 Damien.


 - Original Message -
 From: shaun everiss sm.ever...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 11, 2011 9:36 AM
 Subject: Re: [Audyssey] BGT future development


 damien, if you have some stuff worth while  to share, you should ask
 keywasfull on klango to get invited to the bgt folder.
 Just use the handle crashmaster.
 This goes to anyone that has something usefull, game, code, etc.
 There are no actuall rules, but I don't think we would accept any crappy
 things though I am not sure what these are.
 I don't run the box but if you have something you think people would like
 then fine.
 Note, no cracked things please.
 Oh also note, people will happily hack your stuff, make suggestions and
 look at your games.
 I in fact often test latest betas of stuff on the fly and ask questions,
 report bugs and hack a bit at code.
 If you don't want to or are not ready but don't want to share to much, you

 can send files etc.
 Each user has their directory in the folder that programs.
 several are on this list.
 I don't know what you would need to be invited but mentioning what you
 have will help.
 At 10:23 p.m. 11/01/2011, you wrote:
Hi Liam,
I don't believe there were any plans to implement graphical interfaces in
BGT due to the tricky nature of figuring out control sizes, icons and the
like. It is for this reason that I wrote an extensive class on what I have

called an audio form, which basically simulates the functionality of a
graphical interface without having to worry about such issues. It simply
uses a so-called control type flag which tells the form whether the given
control is a button, a text box, a checkbox, a status bar, a progress bar
etc and acts depending on that flag, if that makes sense. It does use Sapi

for the audio output, but that's only to be expected when you don't know
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the
is_pressed method checks whether a button is pressed so you can act
accordingly. You also have get_text, is_checked etc to figure out the
contents of various controls.
Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list'

gamers@audyssey.org
Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes
and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.


---
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 list,
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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Thomas Ward
Hi,

Philip wrote:

I have looked into XInput, but it does not support neither keyboards
nor mouse devices which makes it rather unatractive for me. The only
reason then
to use it would be for extended joystick and game pad support which is
certainly an option, but not something I'm sure about just yet.


my comments:

Agreed. For the record when we decided to go ahead and rewrite the G3D
engine in C++ we also looked at XInput rather than DirectInput, and
discovered the same exact problems and issues. XInput is primarily
designed as a cross-platform API for handling XInput compatible
joysticks and game controllers such as those for the Microsoft XBox
360 and/or third-party PC game controllers like the Logitech f510
specifically designed for XInput. As a result if we use XInput for
joysticks we still have to use something else for mice and keyboard
like the Win32 API for polling mouse and keyboard events from the OS.
Since polling the OS for keyboard and mouse events is less desirable
than using DirectInput going with XInput has very little value for us.
Especially, since our surveys seam to show most VI gamers prefer the
keyboard over mice and joysticks in a large amount of cases.


Philip wrote:

Multithreading would indeed be nice, but let's take a look at some of
the practicalities there. Let us assume that you have two loops
running in
two separate threads, and they both modify the same global variable.
You have no way of knowing what value the variable may or may not
have, at any given
time. To prevent this, we would need something similar to a critical
section or a mutex to lock access to some resource during a short
amount of time while
a thread accesses or modifies it. Here we are getting into quite
advanced concepts of programming (e.g. thread synchronization), which
is way beyond the
simplisity goals of BGT.


my comments:

Again, I have to agree. Multithreading is a very advanced area of
programming, and if people are having problems with BGT now throwing
multithreading in the mix would make things a lot more complex and
confusing for the average user of the product. Anyone who isn't an
expert at multithreading can create some extremely nasty bugs,
problems, and if they don't know what they are doing end up crashing
the end user's entire system because of a stupid mistake.  I have done
it myself quite on accident.

For example, in the G3D engine I use multithreading in order to
process input in one thread, process/update the enemy AI in another
thread, and so on. That is fine, but you really have to be careful
what thread a certain process was started on in order to shut it down
properly. Several months back when testers were exiting MOTA they got
a nasty blue screen on exit. It took me a good long while to find/fix
that bug. The problem turned out to be the fact I called the
WindowDestroy() function from the input thread, when the window was
created on the main thread. Since the window was actually created on
the main thread that meant that the WindowDestroy() function has to
also be called from the main thread. It is exactly this kind of
mistake new and experienced BGT developers could make if they aren't
careful of properly starting, stopping, updating, and locking threads.
I don't think some of these new developers are aware of how easy it is
to hang or lock up a computer using an improper  thread safe design.

Cheers!

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Re: [Audyssey] BGT future development

2011-01-11 Thread Thomas Ward
Hi,

FYI. Racing wheels are supported through the same API as joysticks,
game pads, boxing gloves, etc.  The DirectInput joystick API is fairly
universal in supporting a variety of game devices through the joystick
device code.  So in general if BGT supported joysticks generically
through DirectInput it would support just about everything from a
flight stick to a racing wheel. It would be up to the end BGT game
developer to specialize the code for the target device such as
creating custom device profiles.

On 1/11/11, burakyuksek burakyuksek...@gmail.com wrote:
 and a stearingweal for raceing games.
 saygilar sevgiler.

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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread shaun everiss
on the subject of sapi, bgt should always use the system default 
unless you choose.



Hi all,

Thank you for the large number of suggestions! I'll respond to you 
all below in one big message, as to avoid cluttering up the list.


Thomas. If I added force feedback I think it would actually be 
advantageous for me to do everything through code, as the goal of 
BGT is to wrap everything for the end users without requiring use of 
the underlying facilities. I'll definitely look into it.


Kai. I have looked into XInput, but it does not support neither 
keyboards nor mouse devices which makes it rather unatractive for 
me. The only reason then to use it would be for extended joystick 
and game pad support which is certainly an option, but not something 
I'm sure about just yet. As for Midi support, I don't think this 
will happen. In order to provide a soundtrack that sounds the same 
for everyone, one would need to use some sort of instrument bank 
such as a soundfont or similar to play the music, which would 
require me to write an entire sound font player. This is not 
something that I'm very keen on doing at the moment. And as regards 
to reverse engineering, I'm doing as much as I can to avoid it (e.g. 
applying layers of encryption, not encrypting the actual script but 
rather the AngelScript byte code, including verification checks etc) 
but as with any software, it is not impossible. You can reverse 
engineer any program if you are determined enough, and BGT is no 
exception. Having said that, however, it certainly isn't easy. 
Lastly, Anti cheating is certainly possible in BGT. Right now there 
are only hash functions, but I can add a crc32 function as well if 
there's an interest in that.


Allen. Multithreading would indeed be nice, but let's take a look at 
some of the practicalities there. Let us assume that you have two 
loops running in two separate threads, and they both modify the same 
global variable. You have no way of knowing what value the variable 
may or may not have, at any given time. To prevent this, we would 
need something similar to a critical section or a mutex to lock 
access to some resource during a short amount of time while a thread 
accesses or modifies it. Here we are getting into quite advanced 
concepts of programming (e.g. thread synchronization), which is way 
beyond the simplisity goals of BGT. Co-routines is one option that I 
am considering, however.


Hayden. The idea with the helper layer is that it is meant to be 
open source, so that users can go in and modify the includes to 
their liking. Something like the sound pool or the dynamic menu 
class are perfect examples where the functionality is necessary, but 
not really as part of the engine's foundation. This way, you are 
able to choose which of these components that you wish to include in 
your game rather than having them forced upon you. The engine 
implements all the low level control such as the sound and timer 
classes, and then it is up to the script writer to make use of these 
as I have done in these wrapper modules. In other words, the helper 
layer is meant to let you pick and choose which bits and pieces you 
do and do not want, which you can't do with the core functionality.


Ryan. Loading dll's would indeed be very useful, but the main issue 
is that AngelScript currently does not support variable parameter 
function calls or optional parameters to functions. I could do 
something in the preprocessor stage like VB 6 does, where you 
specify the name of the function that you want to import as well as 
the dll filename but this still leaves me with the problem of 
turning the AngelScript classes into structs when these are passed 
as parameters, for instance. In short, this is probably possible 
somehow but would require a huge amount of time. I'll keep it in 
mind though, and if a lot of people want it it will make its way 
into the engine eventually, as will COM support.


Bryan. I have an idea about what might be happening regarding your 
Sapi issues. In the dynamic menu class, if you do not specify a 
specific tts_voice object that you wish to use, a temporary one will 
be created for you behind the scenes if you are using tts options. 
The problem as I see it, is that NeoSpeech may not allow multiple 
instances of its engine to be run simultaneously and so the menu 
does not work. The solution is to always call the set_tts_object 
method in the class before calling any of the run methods, so that 
it uses your existing tts_voice object instance for its output.


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Bryan Peterson
That's the point. I had the Neospeach voices set as defaults whenever this 
happened. So I'm using ATT Mike at te moment despite that not being one of 
my favorite voices.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, January 11, 2011 8:24 PM
Subject: Re: [Audyssey] BGT future development - My replies


on the subject of sapi, bgt should always use the system default unless 
you choose.



Hi all,

Thank you for the large number of suggestions! I'll respond to you all 
below in one big message, as to avoid cluttering up the list.


Thomas. If I added force feedback I think it would actually be 
advantageous for me to do everything through code, as the goal of BGT is 
to wrap everything for the end users without requiring use of the 
underlying facilities. I'll definitely look into it.


Kai. I have looked into XInput, but it does not support neither keyboards 
nor mouse devices which makes it rather unatractive for me. The only 
reason then to use it would be for extended joystick and game pad support 
which is certainly an option, but not something I'm sure about just yet. 
As for Midi support, I don't think this will happen. In order to provide a 
soundtrack that sounds the same for everyone, one would need to use some 
sort of instrument bank such as a soundfont or similar to play the music, 
which would require me to write an entire sound font player. This is not 
something that I'm very keen on doing at the moment. And as regards to 
reverse engineering, I'm doing as much as I can to avoid it (e.g. applying 
layers of encryption, not encrypting the actual script but rather the 
AngelScript byte code, including verification checks etc) but as with any 
software, it is not impossible. You can reverse engineer any program if 
you are determined enough, and BGT is no exception. Having said that, 
however, it certainly isn't easy. Lastly, Anti cheating is certainly 
possible in BGT. Right now there are only hash functions, but I can add a 
crc32 function as well if there's an interest in that.


Allen. Multithreading would indeed be nice, but let's take a look at some 
of the practicalities there. Let us assume that you have two loops running 
in two separate threads, and they both modify the same global variable. 
You have no way of knowing what value the variable may or may not have, at 
any given time. To prevent this, we would need something similar to a 
critical section or a mutex to lock access to some resource during a short 
amount of time while a thread accesses or modifies it. Here we are getting 
into quite advanced concepts of programming (e.g. thread synchronization), 
which is way beyond the simplisity goals of BGT. Co-routines is one option 
that I am considering, however.


Hayden. The idea with the helper layer is that it is meant to be open 
source, so that users can go in and modify the includes to their liking. 
Something like the sound pool or the dynamic menu class are perfect 
examples where the functionality is necessary, but not really as part of 
the engine's foundation. This way, you are able to choose which of these 
components that you wish to include in your game rather than having them 
forced upon you. The engine implements all the low level control such as 
the sound and timer classes, and then it is up to the script writer to 
make use of these as I have done in these wrapper modules. In other words, 
the helper layer is meant to let you pick and choose which bits and pieces 
you do and do not want, which you can't do with the core functionality.


Ryan. Loading dll's would indeed be very useful, but the main issue is 
that AngelScript currently does not support variable parameter function 
calls or optional parameters to functions. I could do something in the 
preprocessor stage like VB 6 does, where you specify the name of the 
function that you want to import as well as the dll filename but this 
still leaves me with the problem of turning the AngelScript classes into 
structs when these are passed as parameters, for instance. In short, this 
is probably possible somehow but would require a huge amount of time. I'll 
keep it in mind though, and if a lot of people want it it will make its 
way into the engine eventually, as will COM support.


Bryan. I have an idea about what might be happening regarding your Sapi 
issues. In the dynamic menu class, if you do not specify a specific 
tts_voice object that you wish to use, a temporary one will be created for 
you behind the scenes if you are using tts options. The problem as I see 
it, is that NeoSpeech may not allow multiple instances of its engine to be 
run simultaneously and so the menu does not work. The solution is to 
always call the set_tts_object method in the class before calling any of 
the run methods, so that it uses your existing tts_voice

Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Thomas Ward
Hi Bryan,

Well, if it makes you feel any better I've had my own troubles with
the Neospeech voices in games. For example, in an older release of the
G3D engine when I was toying around with Sapi 5 voices I noticed if I
used a different default voice such as ATT Mike and then switched to
Neospeech Kate the Neospeech voices would be very distorted and fuzzy
sounding. If I set Neospeech Kate as the system default voice and it
came up on start up it was crystal clear.I don't know why but those
voices, Neospeech Kate and Paul, also tend to cause programs like Text
Aloud to crash on me where no other Sapi 5 voice does that to me.
Personally, regardless of how good they may sound I think they are
buggy and the problems you are having may have nothing to do with BGT
but everything to do with those particular voices. This isn't the
first time I've seen problems like this with those voices.

On 1/11/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 That's the point. I had the Neospeach voices set as defaults whenever this
 happened. So I'm using ATT Mike at te moment despite that not being one of
 my favorite voices.
 We are the Knights who say...Ni!

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Re: [Audyssey] BGT future development

2011-01-10 Thread Valiant8086


Joystick/gamepad support.

On 1/10/2011 12:16 PM, Philip Bennefall wrote:

Hi all!

I am happy to say that the BGT engine is selling well, and so I am working on a 
1.1 release. I was wondering what you would most like to see implemented in the 
next version? About a week ago I added full mouse support, but the majority of 
the changes in this release are still bugfixes. I'd like to have one more 
interesting new feature before I release 1.1. Any suggestions?

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT future development

2011-01-10 Thread Phil Vlasak

Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Philip Bennefall

Hi Phil,

That is actually being worked on as we speak. I have hired a coder who is 
rewriting my Streemway library to work with XAudio2, which will include 
things such as full 3d sound support and real-time dynamic dsp effects. I 
can't say exactly when this will happen, but it's already well on its way.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:40 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Bryan Peterson
Well like I said on the forum topic you posted, the thing I'd personally 
like to see could be related more to Angelscript itself than BGT. But for 
some reason it doesn't like certain SAPI voices, namely the Neospeach 
voices. For some reason those voices don't work on the game's main menu. 
They work for everthing else but not the main menu for some reason. And 
those happen to be my favorite SAPI voices since apart froma few quirky 
pronunciations (more with Kate than Paul), they sound the most human out of 
any SAPI voice I've ever used.

We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 11:48 AM
Subject: Re: [Audyssey] BGT future development



Hi Phil,

That is actually being worked on as we speak. I have hired a coder who is 
rewriting my Streemway library to work with XAudio2, which will include 
things such as full 3d sound support and real-time dynamic dsp effects. I 
can't say exactly when this will happen, but it's already well on its way.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:40 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Philip Bennefall

Hi Bryan,

What main menu are you refering to? The Sapi issue will have nothing to do 
with AngelScript, as AngelScript deals with the scripting language itself 
and has no idea about the functions and classes that are actually available 
in BGT. I have had no problem using different voices, and as I said on the 
forum I think I even tested NeoSpeech a while back.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:56 PM
Subject: Re: [Audyssey] BGT future development


Well like I said on the forum topic you posted, the thing I'd personally
like to see could be related more to Angelscript itself than BGT. But for
some reason it doesn't like certain SAPI voices, namely the Neospeach
voices. For some reason those voices don't work on the game's main menu.
They work for everthing else but not the main menu for some reason. And
those happen to be my favorite SAPI voices since apart froma few quirky
pronunciations (more with Kate than Paul), they sound the most human out of
any SAPI voice I've ever used.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 11:48 AM
Subject: Re: [Audyssey] BGT future development



Hi Phil,

That is actually being worked on as we speak. I have hired a coder who is
rewriting my Streemway library to work with XAudio2, which will include
things such as full 3d sound support and real-time dynamic dsp effects. I
can't say exactly when this will happen, but it's already well on its way.

Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:40 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Bryan Peterson
Any game that features one. Battle Zone, even the Simon game I'm working on 
developing. It speaks the welcome message but hit the up or down arrows and 
you get no speach if you're using either of the Neospeach voices I 
mentioned. It's really bizarre. And yes, it's been going on for some time as 
I recall.

We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 12:17 PM
Subject: Re: [Audyssey] BGT future development



Hi Bryan,

What main menu are you refering to? The Sapi issue will have nothing to do 
with AngelScript, as AngelScript deals with the scripting language itself 
and has no idea about the functions and classes that are actually 
available in BGT. I have had no problem using different voices, and as I 
said on the forum I think I even tested NeoSpeech a while back.


Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:56 PM
Subject: Re: [Audyssey] BGT future development


Well like I said on the forum topic you posted, the thing I'd personally
like to see could be related more to Angelscript itself than BGT. But for
some reason it doesn't like certain SAPI voices, namely the Neospeach
voices. For some reason those voices don't work on the game's main menu.
They work for everthing else but not the main menu for some reason. And
those happen to be my favorite SAPI voices since apart froma few quirky
pronunciations (more with Kate than Paul), they sound the most human out 
of

any SAPI voice I've ever used.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 11:48 AM
Subject: Re: [Audyssey] BGT future development



Hi Phil,

That is actually being worked on as we speak. I have hired a coder who is
rewriting my Streemway library to work with XAudio2, which will include
things such as full 3d sound support and real-time dynamic dsp effects. I
can't say exactly when this will happen, but it's already well on its 
way.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:40 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Thomas Ward
Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes, and sizes.
Regardless if that game device is a generic joystick or is in some
specialized form like a boxing glove, hunting rifle, or racing wheel
many of them offer force feedback technology that just can't be
replicated with a keyboard. Certainly a game engine as advanced as BGT
should offer not only basic joystick support, but in the future should
add more advanced support for force feedback devices.  Only in this
way we, as VI gamers, can even hope to catch up with mainstream
technology and games.

Cheers!


On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi all!

 I am happy to say that the BGT engine is selling well, and so I am working
 on a 1.1 release. I was wondering what you would most like to see
 implemented in the next version? About a week ago I added full mouse
 support, but the majority of the changes in this release are still bugfixes.
 I'd like to have one more interesting new feature before I release 1.1. Any
 suggestions?

 Kind regards,

 Philip Bennefall
 ---
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 gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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If you 

Re: [Audyssey] BGT future development

2011-01-10 Thread Thomas Ward
Hi Philip,

Yay! Can't hardly wait for the new Streemway library. It will totally
rock in the BGT engine. Assuming I don't make such a middleware lib in
the mean time myself of course. I've heard some of the things that can
be done with XAudio2 and it absolutely rocks. XAudio2 is probably the
best audio development API out there right now.

On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Phil,

 That is actually being worked on as we speak. I have hired a coder who is
 rewriting my Streemway library to work with XAudio2, which will include
 things such as full 3d sound support and real-time dynamic dsp effects. I
 can't say exactly when this will happen, but it's already well on its way.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] BGT future development

2011-01-10 Thread Philip Bennefall

Hi Thomas,

I agree. Joystick support is on my to do list for sure. DirectInput is 
surprisingly easy to use, and so it shouldn't take me very long to 
implement. Mouse support took me just over an hour to add, and another hour 
to test and debug. Basic joystick support should not be much harder, though 
force feedback I'll have to look into as I know very little about how it 
works in practise.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 10:11 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes, and sizes.
Regardless if that game device is a generic joystick or is in some
specialized form like a boxing glove, hunting rifle, or racing wheel
many of them offer force feedback technology that just can't be
replicated with a keyboard. Certainly a game engine as advanced as BGT
should offer not only basic joystick support, but in the future should
add more advanced support for force feedback devices.  Only in this
way we, as VI gamers, can even hope to catch up with mainstream
technology and games.

Cheers!


On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:

Hi all!

I am happy to say that the BGT engine is selling well, and so I am working
on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still 
bugfixes.
I'd like

Re: [Audyssey] BGT future development

2011-01-10 Thread Thomas Ward
Hi Philip,

Well, force feedback is a tad bit tricky. In the old days you could
simply create and load a force feedback profile using the effects
editor. However, since releasing DirectX 9 Microsoft has done away
with the force feedback effects editor and force feedback profiles,
and now all the examples demonstrate applying the effects directly to
the device yourself through code.  I haven't quite figured it out
myself, because Microsoft has made it more complicated than it use to
be in DirectX 8. I'm truthfully almost tempted to grab the DirectX 8.1
SDK just to implament the older effects profiler in my engine, but
have no idea how compatible it is with the updated DirectInput library
that ships with DirectX 9.

On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 I agree. Joystick support is on my to do list for sure. DirectInput is
 surprisingly easy to use, and so it shouldn't take me very long to
 implement. Mouse support took me just over an hour to add, and another hour
 to test and debug. Basic joystick support should not be much harder, though
 force feedback I'll have to look into as I know very little about how it
 works in practise.

 Kind regards,

 Philip Bennefall

---
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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.


Re: [Audyssey] BGT future development

2011-01-10 Thread Liam Erven
I would like to see eventually a physical game UI such as buttons, boxes and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, January 10, 2011 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi Thomas,

I agree. Joystick support is on my to do list for sure. DirectInput is
surprisingly easy to use, and so it shouldn't take me very long to
implement. Mouse support took me just over an hour to add, and another hour
to test and debug. Basic joystick support should not be much harder, though
force feedback I'll have to look into as I know very little about how it
works in practise.

Kind regards,

Philip Bennefall
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 10:11 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes, and sizes.
Regardless if that game device is a generic joystick or is in some
specialized form like a boxing glove, hunting rifle, or racing wheel
many of them offer force feedback technology that just can't be
replicated with a keyboard. Certainly a game engine as advanced as BGT
should offer not only basic joystick support, but in the future should
add more advanced support for force feedback devices.  Only in this
way we, as VI gamers, can

Re: [Audyssey] BGT future development

2011-01-10 Thread Kai

Greetings Philip.

I definitely will agree with the few who have advocated joystick/gamepad 
support.


I note that you're trying to get these devices to work under direct input, 
and while that is definitely welcome, have you also considered the viability 
of X-Input? X-Input allows game developers to take advantage of the analog 
sensitivity of the shoulder buttons in controllers that support this 
feature. Such a capability could, for example, allow someone to moderate the 
rate of their gunfire by how far down they hold the button, for instance.


I guess the other difficulty and consideration is support for the analog 
features of a gamepad. How would a developer know what value an analog 
action returns so that they could adjust their game accordingly?


have you also considered MIDI support? This could yield much higher quality 
sound tracks than the tone-synth option.


As a question of interest: what's the probability of reverse engineering 
compiled executables? I'd hate for someone to be able to reverse engineer a 
game and, say, discover the encryption keys for sounds and such.


Have you seen Jeremy's Tower's of War game? He's implemented an anti-cheat 
system that even examines RAM values, which I assume is doing a CRC 
comparison. Is such a feature already implemented? If not, how feasible 
would it be? Among anti-cheat systems, such a check could be used to 
evaluate the authenticity of game files and possibly compare them to a list 
of files being served online, updating files as needed (much as the RSGames 
client does).


I also agree that being able to use X-Audio would be amazing.

Kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 9:16 AM
Subject: [Audyssey] BGT future development



Hi all!

I am happy to say that the BGT engine is selling well, and so I am working 
on a 1.1 release. I was wondering what you would most like to see 
implemented in the next version? About a week ago I added full mouse 
support, but the majority of the changes in this release are still 
bugfixes. I'd like to have one more interesting new feature before I 
release 1.1. Any suggestions?


Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT future development

2011-01-10 Thread Allen
Hi, Philip,

I'd like to see multi-threading added to BGT.


Allen
On Jan 10, 2011, at 11:16 AM, Philip Bennefall wrote:

 Hi all!
 
 I am happy to say that the BGT engine is selling well, and so I am working on 
 a 1.1 release. I was wondering what you would most like to see implemented in 
 the next version? About a week ago I added full mouse support, but the 
 majority of the changes in this release are still bugfixes. I'd like to have 
 one more interesting new feature before I release 1.1. Any suggestions?
 
 Kind regards,
 
 Philip Bennefall
 ---
 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/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.

Allen
allen.j...@foxvalley.net




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Re: [Audyssey] BGT future development

2011-01-10 Thread shaun everiss
I think another feature that would be usefull is updating games if 
you had the sources to the new version if only little changes were needed.
like not having to reright loads of things so that users can play 
them without having to go back and wait for stuff to be fixed.

At 07:40 a.m. 11/01/2011, you wrote:

Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Hayden Presley
Hi Phillip,
One  thing I would like is to include some of the scriptsin the Include
directory into the foundation layer; in some cases the sound_pool class, for
example, is almost as important as the sound class.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Allen
Sent: Monday, January 10, 2011 7:59 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi, Philip,

I'd like to see multi-threading added to BGT.


Allen
On Jan 10, 2011, at 11:16 AM, Philip Bennefall wrote:

 Hi all!
 
 I am happy to say that the BGT engine is selling well, and so I am working
on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still bugfixes.
I'd like to have one more interesting new feature before I release 1.1. Any
suggestions?
 
 Kind regards,
 
 Philip Bennefall
 ---
 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/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.

Allen
allen.j...@foxvalley.net




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Re: [Audyssey] BGT future development

2011-01-10 Thread Ryan Smith
Hi,
What about loading and being able to use your own DLL's?

Thanks.
-Ryan

On Mon, Jan 10, 2011 at 9:27 PM, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Phillip,
 One  thing I would like is to include some of the scriptsin the Include
 directory into the foundation layer; in some cases the sound_pool class, for
 example, is almost as important as the sound class.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Allen
 Sent: Monday, January 10, 2011 7:59 PM
 To: Philip Bennefall; Gamers Discussion list
 Subject: Re: [Audyssey] BGT future development

 Hi, Philip,

 I'd like to see multi-threading added to BGT.


 Allen
 On Jan 10, 2011, at 11:16 AM, Philip Bennefall wrote:

 Hi all!

 I am happy to say that the BGT engine is selling well, and so I am working
 on a 1.1 release. I was wondering what you would most like to see
 implemented in the next version? About a week ago I added full mouse
 support, but the majority of the changes in this release are still bugfixes.
 I'd like to have one more interesting new feature before I release 1.1. Any
 suggestions?

 Kind regards,

 Philip Bennefall
 ---
 Gamers mailing list __ Gamers@audyssey.org
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Re: [Audyssey] BGT future development

2011-01-10 Thread Hayden Presley
Hi Kai,
Bad idea...badidea (I'm referring to MIDI files). There is a game out there,
I don't know if you've tried it, which is a Mario game. The music is all
done in MIDI sequences and it is a nightmare. For one thing you don't know
what's happening while the music isn't running until it is too late, then
sometimes the music won't even loop (that's probably due to the inexperience
of the programmer). Correct me if I'm going in the wrong direction here.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, January 10, 2011 7:47 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Greetings Philip.

I definitely will agree with the few who have advocated joystick/gamepad 
support.

I note that you're trying to get these devices to work under direct input, 
and while that is definitely welcome, have you also considered the viability

of X-Input? X-Input allows game developers to take advantage of the analog 
sensitivity of the shoulder buttons in controllers that support this 
feature. Such a capability could, for example, allow someone to moderate the

rate of their gunfire by how far down they hold the button, for instance.

I guess the other difficulty and consideration is support for the analog 
features of a gamepad. How would a developer know what value an analog 
action returns so that they could adjust their game accordingly?

have you also considered MIDI support? This could yield much higher quality 
sound tracks than the tone-synth option.

As a question of interest: what's the probability of reverse engineering 
compiled executables? I'd hate for someone to be able to reverse engineer a 
game and, say, discover the encryption keys for sounds and such.

Have you seen Jeremy's Tower's of War game? He's implemented an anti-cheat 
system that even examines RAM values, which I assume is doing a CRC 
comparison. Is such a feature already implemented? If not, how feasible 
would it be? Among anti-cheat systems, such a check could be used to 
evaluate the authenticity of game files and possibly compare them to a list 
of files being served online, updating files as needed (much as the RSGames 
client does).

I also agree that being able to use X-Audio would be amazing.

Kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 9:16 AM
Subject: [Audyssey] BGT future development


 Hi all!

 I am happy to say that the BGT engine is selling well, and so I am working

 on a 1.1 release. I was wondering what you would most like to see 
 implemented in the next version? About a week ago I added full mouse 
 support, but the majority of the changes in this release are still 
 bugfixes. I'd like to have one more interesting new feature before I 
 release 1.1. Any suggestions?

 Kind regards,

 Philip Bennefall
 ---
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 If you want to leave the list, send E-mail to 
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Re: [Audyssey] BGT future development

2011-01-10 Thread Hayden Presley
Hi,
Hmmm...new chapter on Dynamic Link Libraries in the tutorial...that might be
interesting.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ryan Smith
Sent: Monday, January 10, 2011 8:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi,
What about loading and being able to use your own DLL's?

Thanks.
-Ryan

On Mon, Jan 10, 2011 at 9:27 PM, Hayden Presley hdpres...@hotmail.com
wrote:
 Hi Phillip,
 One  thing I would like is to include some of the scriptsin the Include
 directory into the foundation layer; in some cases the sound_pool class,
for
 example, is almost as important as the sound class.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Allen
 Sent: Monday, January 10, 2011 7:59 PM
 To: Philip Bennefall; Gamers Discussion list
 Subject: Re: [Audyssey] BGT future development

 Hi, Philip,

 I'd like to see multi-threading added to BGT.


 Allen
 On Jan 10, 2011, at 11:16 AM, Philip Bennefall wrote:

 Hi all!

 I am happy to say that the BGT engine is selling well, and so I am
working
 on a 1.1 release. I was wondering what you would most like to see
 implemented in the next version? About a week ago I added full mouse
 support, but the majority of the changes in this release are still
bugfixes.
 I'd like to have one more interesting new feature before I release 1.1.
Any
 suggestions?

 Kind regards,

 Philip Bennefall
 ---
 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/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.

 Allen
 allen.j...@foxvalley.net




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Re: [Audyssey] BGT future development

2011-01-10 Thread Hayden Presley
Hi Liam,
In truth Phillip has done this already with the audio_form object. The only
thing as far as I know that it does not do is allow screen reader support.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Monday, January 10, 2011 4:06 PM
To: 'Philip Bennefall'; 'Gamers Discussion list'
Subject: Re: [Audyssey] BGT future development

I would like to see eventually a physical game UI such as buttons, boxes and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, January 10, 2011 3:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi Thomas,

I agree. Joystick support is on my to do list for sure. DirectInput is
surprisingly easy to use, and so it shouldn't take me very long to
implement. Mouse support took me just over an hour to add, and another hour
to test and debug. Basic joystick support should not be much harder, though
force feedback I'll have to look into as I know very little about how it
works in practise.

Kind regards,

Philip Bennefall
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 10:11 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes

Re: [Audyssey] BGT future development

2011-01-10 Thread Bryan Peterson
Oh no, you're right about that. I hated that Mario game for that very reason 
as well as others.

We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, January 10, 2011 7:29 PM
Subject: Re: [Audyssey] BGT future development



Hi Kai,
Bad idea...badidea (I'm referring to MIDI files). There is a game out 
there,

I don't know if you've tried it, which is a Mario game. The music is all
done in MIDI sequences and it is a nightmare. For one thing you don't know
what's happening while the music isn't running until it is too late, then
sometimes the music won't even loop (that's probably due to the 
inexperience

of the programmer). Correct me if I'm going in the wrong direction here.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, January 10, 2011 7:47 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Greetings Philip.

I definitely will agree with the few who have advocated joystick/gamepad
support.

I note that you're trying to get these devices to work under direct input,
and while that is definitely welcome, have you also considered the 
viability


of X-Input? X-Input allows game developers to take advantage of the analog
sensitivity of the shoulder buttons in controllers that support this
feature. Such a capability could, for example, allow someone to moderate 
the


rate of their gunfire by how far down they hold the button, for instance.

I guess the other difficulty and consideration is support for the analog
features of a gamepad. How would a developer know what value an analog
action returns so that they could adjust their game accordingly?

have you also considered MIDI support? This could yield much higher 
quality

sound tracks than the tone-synth option.

As a question of interest: what's the probability of reverse engineering
compiled executables? I'd hate for someone to be able to reverse engineer 
a

game and, say, discover the encryption keys for sounds and such.

Have you seen Jeremy's Tower's of War game? He's implemented an anti-cheat
system that even examines RAM values, which I assume is doing a CRC
comparison. Is such a feature already implemented? If not, how feasible
would it be? Among anti-cheat systems, such a check could be used to
evaluate the authenticity of game files and possibly compare them to a 
list
of files being served online, updating files as needed (much as the 
RSGames

client does).

I also agree that being able to use X-Audio would be amazing.

Kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 9:16 AM
Subject: [Audyssey] BGT future development



Hi all!

I am happy to say that the BGT engine is selling well, and so I am 
working



on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still
bugfixes. I'd like to have one more interesting new feature before I
release 1.1. Any suggestions?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] BGT future development

2011-01-10 Thread Hayden Presley
Hi Brian,
Do the other SAPI voices on your system? If not you might want to make your
you use the add_tts method of the dynamic menu class.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, January 10, 2011 1:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi Bryan,

What main menu are you refering to? The Sapi issue will have nothing to do 
with AngelScript, as AngelScript deals with the scripting language itself 
and has no idea about the functions and classes that are actually available 
in BGT. I have had no problem using different voices, and as I said on the 
forum I think I even tested NeoSpeech a while back.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:56 PM
Subject: Re: [Audyssey] BGT future development


Well like I said on the forum topic you posted, the thing I'd personally
like to see could be related more to Angelscript itself than BGT. But for
some reason it doesn't like certain SAPI voices, namely the Neospeach
voices. For some reason those voices don't work on the game's main menu.
They work for everthing else but not the main menu for some reason. And
those happen to be my favorite SAPI voices since apart froma few quirky
pronunciations (more with Kate than Paul), they sound the most human out of
any SAPI voice I've ever used.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 11:48 AM
Subject: Re: [Audyssey] BGT future development


 Hi Phil,

 That is actually being worked on as we speak. I have hired a coder who is
 rewriting my Streemway library to work with XAudio2, which will include
 things such as full 3d sound support and real-time dynamic dsp effects. I
 can't say exactly when this will happen, but it's already well on its way.

 Kind regards,

 Philip Bennefall
 - Original Message - 
 From: Phil Vlasak p...@pcsgames.net
 To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
 Sent: Monday, January 10, 2011 7:40 PM
 Subject: Re: [Audyssey] BGT future development


 Hi Philip,
 Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Kai

Greetings Hayden.

I was thinking more to use MIDI to supplement a game's background music. 
Whether or not a programmer knows what to do with it would be up to them. 
MIDI, while not great through on-board reproduction via Windows, is in my 
opinion infinitely better than an electronic synth.


Kai

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, January 10, 2011 6:29 PM
Subject: Re: [Audyssey] BGT future development



Hi Kai,
Bad idea...badidea (I'm referring to MIDI files). There is a game out 
there,

I don't know if you've tried it, which is a Mario game. The music is all
done in MIDI sequences and it is a nightmare. For one thing you don't know
what's happening while the music isn't running until it is too late, then
sometimes the music won't even loop (that's probably due to the 
inexperience

of the programmer). Correct me if I'm going in the wrong direction here.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, January 10, 2011 7:47 PM
To: Philip Bennefall; Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Greetings Philip.

I definitely will agree with the few who have advocated joystick/gamepad
support.

I note that you're trying to get these devices to work under direct input,
and while that is definitely welcome, have you also considered the 
viability


of X-Input? X-Input allows game developers to take advantage of the analog
sensitivity of the shoulder buttons in controllers that support this
feature. Such a capability could, for example, allow someone to moderate 
the


rate of their gunfire by how far down they hold the button, for instance.

I guess the other difficulty and consideration is support for the analog
features of a gamepad. How would a developer know what value an analog
action returns so that they could adjust their game accordingly?

have you also considered MIDI support? This could yield much higher 
quality

sound tracks than the tone-synth option.

As a question of interest: what's the probability of reverse engineering
compiled executables? I'd hate for someone to be able to reverse engineer 
a

game and, say, discover the encryption keys for sounds and such.

Have you seen Jeremy's Tower's of War game? He's implemented an anti-cheat
system that even examines RAM values, which I assume is doing a CRC
comparison. Is such a feature already implemented? If not, how feasible
would it be? Among anti-cheat systems, such a check could be used to
evaluate the authenticity of game files and possibly compare them to a 
list
of files being served online, updating files as needed (much as the 
RSGames

client does).

I also agree that being able to use X-Audio would be amazing.

Kai

- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 9:16 AM
Subject: [Audyssey] BGT future development



Hi all!

I am happy to say that the BGT engine is selling well, and so I am 
working



on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still
bugfixes. I'd like to have one more interesting new feature before I
release 1.1. Any suggestions?

Kind regards,

Philip Bennefall
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Re: [Audyssey] BGT future development

2011-01-10 Thread Bryan Peterson

The other voices work just fine.
We are the Knights who say...Ni!
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Monday, January 10, 2011 7:58 PM
Subject: Re: [Audyssey] BGT future development



Hi Brian,
Do the other SAPI voices on your system? If not you might want to make 
your

you use the add_tts method of the dynamic menu class.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Monday, January 10, 2011 1:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT future development

Hi Bryan,

What main menu are you refering to? The Sapi issue will have nothing to do
with AngelScript, as AngelScript deals with the scripting language itself
and has no idea about the functions and classes that are actually 
available

in BGT. I have had no problem using different voices, and as I said on the
forum I think I even tested NeoSpeech a while back.

Kind regards,

Philip Bennefall
- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:56 PM
Subject: Re: [Audyssey] BGT future development


Well like I said on the forum topic you posted, the thing I'd personally
like to see could be related more to Angelscript itself than BGT. But for
some reason it doesn't like certain SAPI voices, namely the Neospeach
voices. For some reason those voices don't work on the game's main menu.
They work for everthing else but not the main menu for some reason. And
those happen to be my favorite SAPI voices since apart froma few quirky
pronunciations (more with Kate than Paul), they sound the most human out 
of

any SAPI voice I've ever used.
We are the Knights who say...Ni!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 11:48 AM
Subject: Re: [Audyssey] BGT future development



Hi Phil,

That is actually being worked on as we speak. I have hired a coder who is
rewriting my Streemway library to work with XAudio2, which will include
things such as full 3d sound support and real-time dynamic dsp effects. I
can't say exactly when this will happen, but it's already well on its 
way.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 7:40 PM
Subject: Re: [Audyssey] BGT future development


Hi Philip,
Easy, I would like support for XAudio 2 a common low-level audio API.


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Re: [Audyssey] BGT future development

2011-01-10 Thread Thomas Ward
Hi Kai,

Well, that does make sense, but midi is more or less a thing of the
past. For example, DirectMusic, the DirectX component for midi music,
is no longer supported by DirectX 9 and later versions. Although, a
legacy library does ship with Windows 7 who knows how long DirectX
midi support will remain available for Windows users. Of course, you
could probably get around that by using the Windows Media Player com
libraries etc, but I'm not sure the support for midi is really that
important now days. For one thing the playback quality depends on a
number of factors like how good are the sound fonts, the type of sound
card, and how good the composer is creating the midi file in the first
place.

On 1/10/11, Kai kaixi...@sbcglobal.net wrote:
 Greetings Hayden.

 I was thinking more to use MIDI to supplement a game's background music.
 Whether or not a programmer knows what to do with it would be up to them.
 MIDI, while not great through on-board reproduction via Windows, is in my
 opinion infinitely better than an electronic synth.

 Kai


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