Re: [Audyssey] BGT future development - My replies
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 --- 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.
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 --- 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.
Re: [Audyssey] BGT future development
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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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? --- 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.
Re: [Audyssey] BGT future development - My replies
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 --- 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. - No virus found in this message. Checked by AVG - www.avg.com Version: 10.0.1191 / Virus Database: 1435/3375 - Release Date: 01/12/11 --- 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.
Re: [Audyssey] BGT future development
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 --- 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
Re: [Audyssey] BGT future development
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. --- 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.
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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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. --- 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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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. --- 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. --- 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. --- 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. --- 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
Re: [Audyssey] BGT future development - My replies
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! --- 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.
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. --- 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.
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 object instance for its output. 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
Re: [Audyssey] BGT future development - My replies
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
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! --- 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.
Re: [Audyssey] BGT future development
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 --- 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. --- 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.
Re: [Audyssey] BGT future development
Hi Philip, Easy, I would like support for XAudio 2 a common low-level audio API. --- 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.
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. --- 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.
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. --- 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. --- 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.
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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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. --- 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. --- 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. --- 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.
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 --- 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. --- Gamers mailing list __ Gamers@audyssey.org If you
Re: [Audyssey] BGT future development
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 --- 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.
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 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
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 --- 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.
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, 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
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 --- 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. --- 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.
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 --- 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.
Re: [Audyssey] BGT future development
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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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 --- 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. --- 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.
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 --- 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. --- 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. --- 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.
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 --- 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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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 --- 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. --- 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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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
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 --- 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. --- 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. --- 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. --- 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
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. --- 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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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 --- 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. --- 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. --- 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. --- Gamers mailing list __ Gamers
Re: [Audyssey] BGT future development
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. --- 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. --- 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. --- 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. --- 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.
Re: [Audyssey] BGT future development
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 --- 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.