Re: [Audyssey] bug in mota

2011-05-06 Thread Thomas Ward
Hi Lori,

Well, we've been thinking of something like that. One of the things I
want to do is add specialized features to the side-scroller that the
3d version wouldn't have and features to the 3d version that the
side-scroller wouldn't have. One of the ideas we have had is by adding
an arcade mode to the side-scroller, and not adding it to the 3d
version. That way the games would have two different modes or styles
of playing beyond just a 2d vs 3d format.

HTH


On 5/5/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 The game could maybe have 2 modes like beta 1 had, a standard and arcade
 mode, but then I'd hate my idea to mess up your whole game plan.

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Re: [Audyssey] bug in mota

2011-05-05 Thread Richard Claridge
Hi Tom.
I have also experienced this a couple days ago.
Also while playing yesterday my health was poor so I took a potion which didn't 
work 
as sometimes happens, then I found some armour which returned my health to 
excellent. Is this supposed to happen, because it didnt make sense to me. Then 
I became invincible to attack until I fell in a pit lol.
Hope this makes sense.
Thanks
Richard

Sent from my iPhone

On 4 May 2011, at 23:20, Thomas Ward thomasward1...@gmail.com wrote:

 Hi lori,
 
 Well, I really don't know what to tell you. I have tried a number of
 times today to reproduce that problem and it works perfectly here.
 Maybe uninstall MOTA and reinstall it fresh?
 
 As you are the only one so far to report this problem I'm given to
 believe it could be a bad install or something. Especially, since I've
 got beta 18 here, and can't reproduce the problems you have mentioned
 yet. Although, I'll keep looking for a possible source of the problem.
 
 
 Cheers!
 
 On 5/4/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi it's at excelent, but there's no noise at all when I hit spacebar.
 
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Re: [Audyssey] bug in mota

2011-05-05 Thread Thomas Ward
Hi Richard,

Yeah, I know about the bug with the potions not working as well as the
one were the armour restores you to full health. I've fixed those two
bugs in beta 19.

On 5/5/11, Richard Claridge richard.claridg...@googlemail.com wrote:
 Hi Tom.
 I have also experienced this a couple days ago.
 Also while playing yesterday my health was poor so I took a potion which
 didn't work
 as sometimes happens, then I found some armour which returned my health to
 excellent. Is this supposed to happen, because it didnt make sense to me.
 Then I became invincible to attack until I fell in a pit lol.
 Hope this makes sense.
 Thanks
 Richard

 Sent from my iPhone

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Re: [Audyssey] bug in mota

2011-05-05 Thread Lori Duncan
Awww Tom, did you have too?  I'm perfectly happy for angela to have full 
health through out the game, it's no problem honest... Smile  Would make a 
great cheat code.  I also wanted to ask is there a key to press which tells 
you your score or does scoring not matter.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 05, 2011 1:10 PM
Subject: Re: [Audyssey] bug in mota



Hi Richard,

Yeah, I know about the bug with the potions not working as well as the
one were the armour restores you to full health. I've fixed those two
bugs in beta 19.

On 5/5/11, Richard Claridge richard.claridg...@googlemail.com wrote:

Hi Tom.
I have also experienced this a couple days ago.
Also while playing yesterday my health was poor so I took a potion which
didn't work
as sometimes happens, then I found some armour which returned my health 
to

excellent. Is this supposed to happen, because it didnt make sense to me.
Then I became invincible to attack until I fell in a pit lol.
Hope this makes sense.
Thanks
Richard

Sent from my iPhone


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Re: [Audyssey] bug in mota

2011-05-05 Thread Thomas Ward
Hi Lori,

Yes, I had to fix that bug. Wink.

As far as scoring goes MOTA is not an arcade game so there is no
scoring in the game. I didn't figure the game really needed it. So in
answer to your question there is no key asigned to check your score
although the engine does support scoring if I ever wanted to add that
feature at some point.

HTH

On 5/5/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Awww Tom, did you have too?  I'm perfectly happy for angela to have full
 health through out the game, it's no problem honest... Smile  Would make a
 great cheat code.  I also wanted to ask is there a key to press which tells
 you your score or does scoring not matter.

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Re: [Audyssey] bug in mota

2011-05-04 Thread Thomas Ward
Hi lori,

Well, I really don't know what to tell you. I have tried a number of
times today to reproduce that problem and it works perfectly here.
Maybe uninstall MOTA and reinstall it fresh?

As you are the only one so far to report this problem I'm given to
believe it could be a bad install or something. Especially, since I've
got beta 18 here, and can't reproduce the problems you have mentioned
yet. Although, I'll keep looking for a possible source of the problem.


Cheers!

On 5/4/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi it's at excelent, but there's no noise at all when I hit spacebar.

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Re: [Audyssey] bug in mota

2011-05-03 Thread Richard Claridge
Hi
Last night for the first time I also played without losing health.
I was going to let you know but was beaten to it lol.
cheers
Richard

Sent from my iPhone

On 3 May 2011, at 14:31, Lori Duncan lori_dunca...@hotmail.com wrote:

 Hi I'm reluctent to report this bug as it's really cool, but whenever I get 
 hit my health stays at excelent and never drops, but when I played the game 
 for the first time I did lose health, not sure where that bug has come from, 
 but am happy to have it Smile  Also not sure if this is a bug or not, but 
 I've just been poisoned by a spider thing I think, the only problem is he's 
 lined up in my sights but whatever I do nothing seems to kill him, is there a 
 special wepon I need?  Thanks from Lori
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Re: [Audyssey] bug in mota

2011-05-03 Thread Thomas Ward
Hi Lori,

Question. Are you wearing any armor, using a shield, or anything like that?

 If so enemy attacks aren't as effective while wearing armor etc. If
not then we have a but of some kind. However, it is really important
for me to know what items you had when that occured.

Thanks.


On 5/3/11, Lori Duncan lori_dunca...@hotmail.com wrote:
 Hi I'm reluctent to report this bug as it's really cool, but whenever I get
 hit my health stays at excelent and never drops, but when I played the game
 for the first time I did lose health, not sure where that bug has come from,
 but am happy to have it Smile  Also not sure if this is a bug or not, but
 I've just been poisoned by a spider thing I think, the only problem is he's
 lined up in my sights but whatever I do nothing seems to kill him, is there
 a special wepon I need?  Thanks from Lori
 ---
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Re: [Audyssey] bug in mota Mota stops un exspectidley

2011-02-03 Thread Thomas Ward
Hi,

Thanks for the bug report. Unfortunately, you are the only person who
has reported this particular issue so I don't as yet have any idea
what is causing the issue. Understand I haven't experienced this issue
myself so something like that might be extremely difficult to fix
assuming it is a bug in the game itself.

Cheers!



On 2/3/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I just wanted to let you know about another bug I found in Mota. the
 game seems to stop un expectedly. it seems to happen in the room with the
 pressure switch. and it seems to happen when you hit the v key to show the
 view menu. on my system it stops and then when I re start jaws there is no
 error message or anything like that. the game is just gone and I need to re
 start it again. I am running windows xp sp 3. I have found that this doesn't
 happen every time but it has happened at least twice when I have been
 playing it.  I thought I would let you know. from Mich.
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Re: [Audyssey] bug in mota Mota stops un exspectidley

2011-02-03 Thread Karl Belanger
Also, the vanishing platforms show up in the view menu but have no speech
associated with them so there is just silence.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, February 03, 2011 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] bug in mota Mota stops un exspectidley

Hi,

Thanks for the bug report. Unfortunately, you are the only person who has
reported this particular issue so I don't as yet have any idea what is
causing the issue. Understand I haven't experienced this issue myself so
something like that might be extremely difficult to fix assuming it is a bug
in the game itself.

Cheers!



On 2/3/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I just wanted to let you know about another bug I found in 
 Mota. the game seems to stop un expectedly. it seems to happen in the 
 room with the pressure switch. and it seems to happen when you hit the 
 v key to show the view menu. on my system it stops and then when I re 
 start jaws there is no error message or anything like that. the game 
 is just gone and I need to re start it again. I am running windows xp 
 sp 3. I have found that this doesn't happen every time but it has 
 happened at least twice when I have been playing it.  I thought I would
let you know. from Mich.
 ---
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Re: [Audyssey] bug in mota Mota stops un exspectidley

2011-02-03 Thread shaun everiss
hmmm I have all the plugins and libs for everything its not happened 
to me at all I have the same os.

At 01:22 a.m. 4/02/2011, you wrote:
Hi Tom. I just wanted to let you know about another bug I found in 
Mota. the game seems to stop un expectedly. it seems to happen in 
the room with the pressure switch. and it seems to happen when you 
hit the v key to show the view menu. on my system it stops and then 
when I re start jaws there is no error message or anything like 
that. the game is just gone and I need to re start it again. I am 
running windows xp sp 3. I have found that this doesn't happen every 
time but it has happened at least twice when I have been playing 
it.  I thought I would let you know. from Mich.

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Re: [Audyssey] bug in mota Mota stops un exspectidley

2011-02-03 Thread Hayden Presley
Hi,
That's because they are vanishing. Lol...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, February 03, 2011 7:23 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] bug in mota Mota stops un exspectidley

Also, the vanishing platforms show up in the view menu but have no speech
associated with them so there is just silence.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, February 03, 2011 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] bug in mota Mota stops un exspectidley

Hi,

Thanks for the bug report. Unfortunately, you are the only person who has
reported this particular issue so I don't as yet have any idea what is
causing the issue. Understand I haven't experienced this issue myself so
something like that might be extremely difficult to fix assuming it is a bug
in the game itself.

Cheers!



On 2/3/11, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I just wanted to let you know about another bug I found in 
 Mota. the game seems to stop un expectedly. it seems to happen in the 
 room with the pressure switch. and it seems to happen when you hit the 
 v key to show the view menu. on my system it stops and then when I re 
 start jaws there is no error message or anything like that. the game 
 is just gone and I need to re start it again. I am running windows xp 
 sp 3. I have found that this doesn't happen every time but it has 
 happened at least twice when I have been playing it.  I thought I would
let you know. from Mich.
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
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Re: [Audyssey] Bug in MOTA.

2009-03-09 Thread Mike Maslo
Thomas: well it installs properly. It still goes through the user account
controls. I am not sure of what Che fixed but he made it work. I do not know
and feel dumb for I really have no clue. I did a lot of reading on the web.
I saw it was a compatibility error but why I do not know

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, March 08, 2009 2:09 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Michael,
Ok...Is it the game or the installer that is giving you the problem? If 
it is the game then the installers dependancy checks shouldn't have any 
issues with it. If it is the installer then I'll switch over to 
Microsoft Advanced Setup Installer and see if that resolves your problem.

michael maslo wrote:
 Thomas:
 
 Yes I am so sure it is frustrating. I wish I could say I understand it but
 as you am lost for words. It is also very strange that 64 applications act
 this way. I wish I would have known. All I read on the net was that it
could
 not have one line of 16 piece of code in it. For example I think your
 installer checks for direct and net framework. I think Che took that check
 out for his installer and the program ran perfectly.
 
 I do not mind working with you one on one if it means we can get it work.
 
 Thanks so much for your help.


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Re: [Audyssey] Bug in MOTA.

2009-03-09 Thread Thomas Ward

Hi Mike,
That's ok. i just dropped an e-mail in Che's inbox asking for details. 
Hopefully I'll have this problem solved in Beta 3.


Mike Maslo wrote:

Thomas: well it installs properly. It still goes through the user account
controls. I am not sure of what Che fixed but he made it work. I do not know
and feel dumb for I really have no clue. I did a lot of reading on the web.
I saw it was a compatibility error but why I do not know



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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread Thomas Ward

Hi,
Hmmm...Well, I have managed to evade monsters by running passed them and 
getting through the door on the other side or just out of range a few 
times. It isn't easy, but it can be done. I would think blocking Angela 
would make it harder not easier.


Valiant8086 wrote:
 Hi.
 I'm thinking maybe being blocked might be a way to make it easier. I 
have found it's not really possible to run past the enemy and just 
ignore it anyway, you're dead before you get out of range on the other side.



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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread Thomas Ward

Hi,
Hmmm...I haven't looked at this quite that way, but it would make sense 
to say no. Although, the AI never tests if you are too close. Just if 
you are too far away.


Valiant8086 wrote:

That reminds me. The big giant can still hit you when you're too close to hit 
him, at least as far as I can tell he can. Is that supposed to be the case?
  - Original Message - 
  From: dark 



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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread Thomas Ward

hi Yohandy,
Ummm...Realistically you can' not jump these monsters. Centaurs are 
fairly large so jumping them wouldn't be likely. Jumping a skeleton 
warrior wouldn't be easy either. Since the harpies are flying you could 
duck under them and get by but not jump over them. Point being, it is 
just not realistically feasable in this game.

Smile.

Yohandy wrote:

How about if instead of walking through it, you could only jump over it?



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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread Thomas Ward

Hi,
Well, one of the reasons I created the minimum range code in the first 
place is if you and the enemy occupy the same place on the grid the Get 
Direction function returns very oddball results. In order to solve said 
problem I either have to say you are too close or totally, an I mean, 
totally have to rewrite the player attack code to do normal targeting 
and an exception if you are on the same space on the grid. Else block 
the player so you can not occupy the same space on the grid in the first 
place. which means we are right back where we started.

HTH

Shadow Dragon wrote:
This is true in a sense. But there's at least one thing you didn't take 
inot account. Your character is carrying the weapon most times. I could 
see not being able to unsling or draw certain weapons at very close 
range, but it makes more sense to have the character stop or run her 
weapon into the enemy than outright not be able to use it, especially 
since she can still fire. It would be rather simple to say, put your 
pistol against the enemy's chest and fire. And for the larger weapons, 
since she's still holding the weapon, especially in a coridor, aim 
wouldn't really be an issue, since buckshot spreads immediately after 
coming out of a shotgun, and an MP5 is fully automatic, not really meant 
for aiming. Not to mension centaurs are rather big creatures, I imagine 
they, and the cyclops, would take up a good portion of the coridor, I'm 
asuming a lot of the temple is coridor since it isn't open air and its 
hard to distinguish between coridor and room. In a room things would be 
a bit more tricky, but I still maintain that if you get close enough, 
with just about any gun save maybe a heavy assault weapon given the 
couple seconds it takes the motorized belt to start spinning, you could 
just fire without aiming or press the gun up against the enemy and fire. 
The bow is the exception. I don't mean to sound patronizing, but it 
still seems odd. Its your game though, and its interesting enough that I 
still plan to buy it even if I personally think a mechanic is a little 
strange. Just my two cents.





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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread michael maslo
Thomas:

Yes I am so sure it is frustrating. I wish I could say I understand it but
as you am lost for words. It is also very strange that 64 applications act
this way. I wish I would have known. All I read on the net was that it could
not have one line of 16 piece of code in it. For example I think your
installer checks for direct and net framework. I think Che took that check
out for his installer and the program ran perfectly.

I do not mind working with you one on one if it means we can get it work.

Thanks so much for your help.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, March 08, 2009 7:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Michael,
Oh, joy. I'm at a loss as to what to tell you right now. i'm certainly 
looking into the problem, and I'll ask Che about his experience. This is 
frustrating as .NET apps are suppose to be non-processor specific, and I 
am certain it was compiled as a 32 byt application. So I'll have to 
probably work with you one on one to resolve this issue.



michael maslo wrote:
 Thomas:
 
 All the error states is this program has stopped worked. Then it gives me
 the message that I can close the program. The error message is useless.
When
 I go to problem resolution in control panel it says there is a
compatibility
 error.
 
 Is this program a true 32 bit program? Che had a problem with his holdem
and
 hearts game and he fixed it by not having it check for direct x or net
 framework I think. It appears if there is any 16 bit code build in the
 installer or program it does not work. Vista 64 bit has to be a true 32
bit
 program with no code whatsoever for 16 bit.
 
 I hope this makes sense. 
 
 I wish I had more of a error message but there was someone on this list
who
 had the same exact problem as me but I have not seen him on here of
recent.
 
 You may want to talk to 
 Che and maybe he can give you a clue also.


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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread Thomas Ward

Hi Michael,
Ok...Is it the game or the installer that is giving you the problem? If 
it is the game then the installers dependancy checks shouldn't have any 
issues with it. If it is the installer then I'll switch over to 
Microsoft Advanced Setup Installer and see if that resolves your problem.


michael maslo wrote:

Thomas:

Yes I am so sure it is frustrating. I wish I could say I understand it but
as you am lost for words. It is also very strange that 64 applications act
this way. I wish I would have known. All I read on the net was that it could
not have one line of 16 piece of code in it. For example I think your
installer checks for direct and net framework. I think Che took that check
out for his installer and the program ran perfectly.

I do not mind working with you one on one if it means we can get it work.

Thanks so much for your help.



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Re: [Audyssey] Bug in MOTA.

2009-03-08 Thread shaun everiss
I evade to but only so I can kill the monster and get items.
I don't care to leave rooms empty.
At 01:15 a.m. 9/03/2009, you wrote:
Hi,
Hmmm...Well, I have managed to evade monsters by running passed them and 
getting through the door on the other side or just out of range a few times. 
It isn't easy, but it can be done. I would think blocking Angela would make it 
harder not easier.

Valiant8086 wrote:
 Hi.
 I'm thinking maybe being blocked might be a way to make it easier. I have 
 found it's not really possible to run past the enemy and just ignore it 
 anyway, you're dead before you get out of range on the other side.


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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Charles Rivard

I'll bet that's what it is.

---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 06, 2009 6:18 PM
Subject: Re: [Audyssey] Bug in MOTA.



Hi Phil,
You just braught up a very good point. A lot of people still are not aware 
that all weapons have a minimum and maximum range. If someone is trying to 
kill a monster up too close then obviously the weapon won't work. Diddo if 
the monster is out of range. MOTA is not a simple game by any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room 12 
is simply not being prepared for the attack? If it happens to be near the 
staircase then the gamer in question has to act pretty quick to get out of 
the way and not too close to the monster to get in some stabs, shots, 
whatever. It is certainly tricky at times.


Phil Vlasak wrote:

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy 
was 0 distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it 
by quickly moving to the left, turning around and firing a gun at the 
creature.
Luckily I had 100 health at the time and had a healing potion to restore 
a major hit on me.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Shadow Dragon
Sorry, but that just seems kind of weird to me. The only weapon I can see 
having a realistic minimum range is the bow, and only because you have to 
draw it to fire. The other weapons, especially the pistols, are all small 
enough to be used at close range, and in fact shotguns are meant to be used 
at close range to keep the buckshot or whatever you loaded the gun with from 
spreading too far so it does maximum damage. Maximum range sure, but minimum 
range where guns are concerned is just strange. But ah well, now that I know 
that's not necessarily a bug I can get used to it.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, March 06, 2009 7:18 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi Phil,
You just braught up a very good point. A lot of people still are not aware 
that all weapons have a minimum and maximum range. If someone is trying to 
kill a monster up too close then obviously the weapon won't work. Diddo if 
the monster is out of range. MOTA is not a simple game by any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room 12 
is simply not being prepared for the attack? If it happens to be near the 
staircase then the gamer in question has to act pretty quick to get out of 
the way and not too close to the monster to get in some stabs, shots, 
whatever. It is certainly tricky at times.


Phil Vlasak wrote:

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy 
was 0 distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it 
by quickly moving to the left, turning around and firing a gun at the 
creature.
Luckily I had 100 health at the time and had a healing potion to restore 
a major hit on me.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Shadow Dragon
I could see correct aim applying to a large weapon, like a shotgun, but in 
the case of guns you'd have to be in a near clinch with the enemy, 
especially where pistols are concerned, to not at least hit once. I guess 
since sub machine guns are kind of rifle-ish they'd be hard to aim at close 
quarters too, but its usually the pistols I have trouble doing damage with, 
magnum and 9mm, and those you could almost certainly use at close quarters. 
Swinging a sword I guess I can see if it's a large sword. Either way as I 
mensioned before now that I know what the problem is, despite how odd it 
seems, I can adjust to it.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, March 06, 2009 7:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you are 
too close you can't correctly aim, swing your sword, etc because of lack 
of room to maneuver in. Second, the enemy is out of range. In that case 
you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid I'm 
not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly considering 
just scrapping the duck command altogether. That's how annoyed I am with 
it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance 
the attacks could have some kind of connection sound and panning, so 
crouching would be a bit easier and make more sense? At the moment it 
just sounds odd, you hear the attack go off, then the character just 
randomly yells out, haha. Its kind of amusing, but makes getting into any 
kind of rhythm a bit tough. Also every once in a while crouching seems to 
disable itself, if you hold it down you'll crouch a bunch in rapid 
succession, but if you try to time it, sometimes crouch just outright 
doesn't work and you end up taking a hit before you can crouch again.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Shadow Dragon

Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a lightning 
bolt at you. So you hear the lightning sound, only instead of staying 
stationary and then hearing a pain cry, you hear the bolt pan across the 
screen to your character so you know how close its getting so you can dodge. 
If it hits, you hear an electrical explosion as your character yells out. 
This would be a little odd for arrows, but you could always do what graphic 
audio does in that situation and give the arrow a kind of high speed 
propellor or wind sound to signify its flight. It'd make attacks a bit 
easier to avoid and make them more realistic, in my opinion. Just a 
suggestion though.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, March 06, 2009 7:27 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you are 
too close you can't correctly aim, swing your sword, etc because of lack 
of room to maneuver in. Second, the enemy is out of range. In that case 
you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid I'm 
not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly considering 
just scrapping the duck command altogether. That's how annoyed I am with 
it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance 
the attacks could have some kind of connection sound and panning, so 
crouching would be a bit easier and make more sense? At the moment it 
just sounds odd, you hear the attack go off, then the character just 
randomly yells out, haha. Its kind of amusing, but makes getting into any 
kind of rhythm a bit tough. Also every once in a while crouching seems to 
disable itself, if you hold it down you'll crouch a bunch in rapid 
succession, but if you try to time it, sometimes crouch just outright 
doesn't work and you end up taking a hit before you can crouch again.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Thomas Ward

Hi James,
Well, I could block the player when encountering a creature, but I 
decided to allow you to pass through it. Reason being I like to say you 
walk around it not through it. Gives you more maneuverability when 
fighting. However, if there are others that want Angela to be blocked 
when encountering a monster let me know and I'll consider it for a 
future update.
As for enemy sound levels I get that complaint from time to time. I've 
not been too conserned about this at the time being but if others are 
having issues I can work on adjusting the internal panning and sound 
volume for monsters somewhat to make them a bit louder.


James Dietz wrote:

Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).




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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread dark

I'd personally be more in favor of blocking if that were possible Tom.

The game is afterall 2D, and if I'd walked into the cyclopse back in the 
first beta when I thought he was a poinsoned dart thrower not threw him, I 
might have been more aware of things. Pluss, when the enemy get's too close 
I have sometimes ended up walking past, then running round and round inside 
the enemy's range but too close in for mine getting hammered.


Had I just run into the enmy, I could've stepped back and hopefully avoided 
Dr. Carter getting frazled, peppered with arrows or otherwise injured.


Just my tuppence worth.

Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 07, 2009 11:08 AM
Subject: Re: [Audyssey] Bug in MOTA.



Hi James,
Well, I could block the player when encountering a creature, but I decided 
to allow you to pass through it. Reason being I like to say you walk 
around it not through it. Gives you more maneuverability when fighting. 
However, if there are others that want Angela to be blocked when 
encountering a monster let me know and I'll consider it for a future 
update.
As for enemy sound levels I get that complaint from time to time. I've not 
been too conserned about this at the time being but if others are having 
issues I can work on adjusting the internal panning and sound volume for 
monsters somewhat to make them a bit louder.


James Dietz wrote:

Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).




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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Thomas Ward

Hi Michael,
Sorry, I have no idea. Until you write down the error message I am going 
to remain clueless. I don't have Vista 64 byt so can't test it locally here.


michael maslo wrote:

Thomas:

Any idea of why beta won't work in 64-bit vista? I got a compatibility
message.




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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Thomas Ward

Hi,
Well, if yu think about it everything has an absolute minimum range in 
real life. For the games purposes the game measures everything in feet 
as a rule. So if an enemy is in say, 0 feet, that is way too close to 
use a pistol, magnum, shotgun, etc so it won't allow you to hit the 
creature when shooting. When you check distances using the view command 
it converts feet into meters since the metric system is what 75% of my 
customers use and was a request way back when.


Shadow Dragon wrote:
Sorry, but that just seems kind of weird to me. The only weapon I can 
see having a realistic minimum range is the bow, and only because you 
have to draw it to fire. The other weapons, especially the pistols, are 
all small enough to be used at close range, and in fact shotguns are 
meant to be used at close range to keep the buckshot or whatever you 
loaded the gun with from spreading too far so it does maximum damage. 
Maximum range sure, but minimum range where guns are concerned is just 
strange. But ah well, now that I know that's not necessarily a bug I can 
get used to it.





--
From: Thomas Ward thomasward1...@gmail.com
Sent: Friday, March 06, 2009 7:18 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi Phil,
You just braught up a very good point. A lot of people still are not 
aware that all weapons have a minimum and maximum range. If someone is 
trying to kill a monster up too close then obviously the weapon won't 
work. Diddo if the monster is out of range. MOTA is not a simple game 
by any means.
Anyway, I'm wondering if Ryan's problem with the random monster in 
room 12 is simply not being prepared for the attack? If it happens to 
be near the staircase then the gamer in question has to act pretty 
quick to get out of the way and not too close to the monster to get in 
some stabs, shots, whatever. It is certainly tricky at times.


Phil Vlasak wrote:

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the 
enemy was 0 distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of 
it by quickly moving to the left, turning around and firing a gun at 
the creature.
Luckily I had 100 health at the time and had a healing potion to 
restore a major hit on me.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Thomas Ward

Hi Aaron,
Oh...I see what you are saying. From a programming standpoint that would 
be a total nightmare to program. Every lightning bolt, arrow, etc would 
have to move in real time with the sound of course being panned in real 
time. That is way, way, way, way too much work for me at this point.


Shadow Dragon wrote:

Bah. Sorry for the double post, forgot to answer the second part of this.

For panning, what I was thinking of is this. Say a harpy tosses a 
lightning bolt at you. So you hear the lightning sound, only instead of 
staying stationary and then hearing a pain cry, you hear the bolt pan 
across the screen to your character so you know how close its getting so 
you can dodge. If it hits, you hear an electrical explosion as your 
character yells out. This would be a little odd for arrows, but you 
could always do what graphic audio does in that situation and give the 
arrow a kind of high speed propellor or wind sound to signify its 
flight. It'd make attacks a bit easier to avoid and make them more 
realistic, in my opinion. Just a suggestion though.





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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Shadow Dragon
This is true in a sense. But there's at least one thing you didn't take inot 
account. Your character is carrying the weapon most times. I could see not 
being able to unsling or draw certain weapons at very close range, but it 
makes more sense to have the character stop or run her weapon into the enemy 
than outright not be able to use it, especially since she can still fire. It 
would be rather simple to say, put your pistol against the enemy's chest and 
fire. And for the larger weapons, since she's still holding the weapon, 
especially in a coridor, aim wouldn't really be an issue, since buckshot 
spreads immediately after coming out of a shotgun, and an MP5 is fully 
automatic, not really meant for aiming. Not to mension centaurs are rather 
big creatures, I imagine they, and the cyclops, would take up a good portion 
of the coridor, I'm asuming a lot of the temple is coridor since it isn't 
open air and its hard to distinguish between coridor and room. In a room 
things would be a bit more tricky, but I still maintain that if you get 
close enough, with just about any gun save maybe a heavy assault weapon 
given the couple seconds it takes the motorized belt to start spinning, you 
could just fire without aiming or press the gun up against the enemy and 
fire. The bow is the exception. I don't mean to sound patronizing, but it 
still seems odd. Its your game though, and its interesting enough that I 
still plan to buy it even if I personally think a mechanic is a little 
strange. Just my two cents.


--
From: Thomas Ward thomasward1...@gmail.com
Sent: Saturday, March 07, 2009 5:10 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi,
Well, if yu think about it everything has an absolute minimum range in 
real life. For the games purposes the game measures everything in feet as 
a rule. So if an enemy is in say, 0 feet, that is way too close to use a 
pistol, magnum, shotgun, etc so it won't allow you to hit the creature 
when shooting. When you check distances using the view command it converts 
feet into meters since the metric system is what 75% of my customers use 
and was a request way back when.






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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread michael maslo
Thomas:

All the error states is this program has stopped worked. Then it gives me
the message that I can close the program. The error message is useless. When
I go to problem resolution in control panel it says there is a compatibility
error.

Is this program a true 32 bit program? Che had a problem with his holdem and
hearts game and he fixed it by not having it check for direct x or net
framework I think. It appears if there is any 16 bit code build in the
installer or program it does not work. Vista 64 bit has to be a true 32 bit
program with no code whatsoever for 16 bit.

I hope this makes sense. 

I wish I had more of a error message but there was someone on this list who
had the same exact problem as me but I have not seen him on here of recent.

You may want to talk to 
Che and maybe he can give you a clue also.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, March 07, 2009 6:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Michael,
Sorry, I have no idea. Until you write down the error message I am going 
to remain clueless. I don't have Vista 64 byt so can't test it locally here.

michael maslo wrote:
 Thomas:
 
 Any idea of why beta won't work in 64-bit vista? I got a compatibility
 message.
 


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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Charles Rivard
I think you should be able to get around the monster either by jumping over 
it or, as it is, walk through it, because we cannot actually move to it's 
left, walk past, then turn and face it.


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 07, 2009 3:08 AM
Subject: Re: [Audyssey] Bug in MOTA.



Hi James,
Well, I could block the player when encountering a creature, but I decided 
to allow you to pass through it. Reason being I like to say you walk 
around it not through it. Gives you more maneuverability when fighting. 
However, if there are others that want Angela to be blocked when 
encountering a monster let me know and I'll consider it for a future 
update.
As for enemy sound levels I get that complaint from time to time. I've not 
been too conserned about this at the time being but if others are having 
issues I can work on adjusting the internal panning and sound volume for 
monsters somewhat to make them a bit louder.


James Dietz wrote:

Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).




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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Valiant8086
Hi.
I'm thinking maybe being blocked might be a way to make it easier. I have found 
it's not really possible to run past the enemy and just ignore it anyway, 
you're dead before you get out of range on the other side.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Saturday, March 07, 2009 6:08 AM
  Subject: Re: [Audyssey] Bug in MOTA.


  Hi James,
  Well, I could block the player when encountering a creature, but I 
  decided to allow you to pass through it. Reason being I like to say you 
  walk around it not through it. Gives you more maneuverability when 
  fighting. However, if there are others that want Angela to be blocked 
  when encountering a monster let me know and I'll consider it for a 
  future update.
  As for enemy sound levels I get that complaint from time to time. I've 
  not been too conserned about this at the time being but if others are 
  having issues I can work on adjusting the internal panning and sound 
  volume for monsters somewhat to make them a bit louder.

  James Dietz wrote:
   Should we be able to walk through monsters? I often find that I've
   inadvertantly walked through a centaur (sp) if it was right at the
   opening to a new room.  It's very confusing.  On a related note, the
   footstep sounds for most enemies are pretty quiet.  THey should all at
   least be normalized to a similar level - the skeleton is the only one
   I can consistently hear (when not firing their weapon).
   


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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread Yohandy

How about if instead of walking through it, you could only jump over it?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 07, 2009 6:08 AM
Subject: Re: [Audyssey] Bug in MOTA.



Hi James,
Well, I could block the player when encountering a creature, but I decided 
to allow you to pass through it. Reason being I like to say you walk 
around it not through it. Gives you more maneuverability when fighting. 
However, if there are others that want Angela to be blocked when 
encountering a monster let me know and I'll consider it for a future 
update.
As for enemy sound levels I get that complaint from time to time. I've not 
been too conserned about this at the time being but if others are having 
issues I can work on adjusting the internal panning and sound volume for 
monsters somewhat to make them a bit louder.


James Dietz wrote:

Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).




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Re: [Audyssey] Bug in MOTA.

2009-03-07 Thread shaun everiss
I'd still like the way to walk through the enemy.
At 06:40 a.m. 8/03/2009, you wrote:
How about if instead of walking through it, you could only jump over it?

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 07, 2009 6:08 AM
Subject: Re: [Audyssey] Bug in MOTA.


Hi James,
Well, I could block the player when encountering a creature, but I decided to 
allow you to pass through it. Reason being I like to say you walk around it 
not through it. Gives you more maneuverability when fighting. However, if 
there are others that want Angela to be blocked when encountering a monster 
let me know and I'll consider it for a future update.
As for enemy sound levels I get that complaint from time to time. I've not 
been too conserned about this at the time being but if others are having 
issues I can work on adjusting the internal panning and sound volume for 
monsters somewhat to make them a bit louder.

James Dietz wrote:
Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).


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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Scott Chesworth
Don't seem to be having any trouble with that particular enemy here. A
bit of practice is probably the solution to this rather than a bugfix
unless I'm missing something.

On 3/6/09, shaun everiss shau...@xtra.co.nz wrote:
 hmmm I can't reproduce this, its true though that I have to jump loads
 around to find then kill the enemy.
 At 02:00 p.m. 6/03/2009, you wrote:
Hi Tom,

This one is going to be hard to reproduce, but when you encounter an enemy
 at the top of the first staircase you always die. You can not kill him
 like normal enemies.
Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Thomas Ward

Hi Ryan,
H...Interesting. I myself haven't seen anything wrong, and resolving 
any bugs if there is one in this case is like looking for a needle in a 
hay stack. About the only thing I can think of is disable the random 
enemy flag for room 12 and see if that resolves your issue.


Ryan Conroy wrote:

Hi Tom,

This one is going to be hard to reproduce, but when you encounter an enemy at 
the top of the first staircase you always die. You can not kill him like normal 
enemies.
Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Phil Vlasak

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy was 0 
distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it by 
quickly moving to the left, turning around and firing a gun at the creature.
Luckily I had 100 health at the time and had a healing potion to restore a 
major hit on me.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 06, 2009 7:29 AM
Subject: Re: [Audyssey] Bug in MOTA.



Hi Ryan,
H...Interesting. I myself haven't seen anything wrong, and resolving
any bugs if there is one in this case is like looking for a needle in a
hay stack. About the only thing I can think of is disable the random
enemy flag for room 12 and see if that resolves your issue.

Ryan Conroy wrote:

Hi Tom,

This one is going to be hard to reproduce, but when you encounter an 
enemy at the top of the first staircase you always die. You can not kill 
him like normal enemies.

Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Shadow Dragon
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance the 
attacks could have some kind of connection sound and panning, so crouching 
would be a bit easier and make more sense? At the moment it just sounds odd, 
you hear the attack go off, then the character just randomly yells out, 
haha. Its kind of amusing, but makes getting into any kind of rhythm a bit 
tough. Also every once in a while crouching seems to disable itself, if you 
hold it down you'll crouch a bunch in rapid succession, but if you try to 
time it, sometimes crouch just outright doesn't work and you end up taking a 
hit before you can crouch again.


--
From: Phil Vlasak p...@pcsgames.net
Sent: Friday, March 06, 2009 6:20 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Bug in MOTA.


Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy was 
0 distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it by 
quickly moving to the left, turning around and firing a gun at the 
creature.
Luckily I had 100 health at the time and had a healing potion to restore a 
major hit on me.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 06, 2009 7:29 AM
Subject: Re: [Audyssey] Bug in MOTA.



Hi Ryan,
H...Interesting. I myself haven't seen anything wrong, and resolving
any bugs if there is one in this case is like looking for a needle in a
hay stack. About the only thing I can think of is disable the random
enemy flag for room 12 and see if that resolves your issue.

Ryan Conroy wrote:

Hi Tom,

This one is going to be hard to reproduce, but when you encounter an 
enemy at the top of the first staircase you always die. You can not kill 
him like normal enemies.

Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in Mota.

2009-03-06 Thread Ryan Conroy
Hi,

Exactly what Phil said. When you reach the top of the staircase, the enemy is 
right there like right next to you. You lose quite a bit of health no matter 
what, and there's no way to shoot it unless you turn around, walk a few steps, 
and then turn back around and fire at it. All the while it's attacking you.
Ryan


Looking for insurance?  Click to compare and save big.
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Charles Rivard

A thought, and a possible s
p
o
i
l
e
r!!  So, for those who don't want it, delete or save for later.

:  When you get to the top of that staircase, keep in mind that a monster 
can come at you from either direction.  Maybe it is on your right, maybe it 
is on your left.  HTH


---
If guns cause crime, pencils cause misspelled words.
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: Gamers@audyssey.org
Sent: Thursday, March 05, 2009 5:00 PM
Subject: [Audyssey] Bug in MOTA.



Hi Tom,

This one is going to be hard to reproduce, but when you encounter an enemy 
at the top of the first staircase you always die. You can not kill him 
like normal enemies.

Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread James Dietz
Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).

On 3/6/09, Charles Rivard woofer...@sbcglobal.net wrote:
 A thought, and a possible s
 p
 o
 i
 l
 e
 r!!  So, for those who don't want it, delete or save for later.

 :  When you get to the top of that staircase, keep in mind that a monster
 can come at you from either direction.  Maybe it is on your right, maybe it
 is on your left.  HTH

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message -
 From: Ryan Conroy staindadd...@juno.com
 To: Gamers@audyssey.org
 Sent: Thursday, March 05, 2009 5:00 PM
 Subject: [Audyssey] Bug in MOTA.


 Hi Tom,

 This one is going to be hard to reproduce, but when you encounter an enemy

 at the top of the first staircase you always die. You can not kill him
 like normal enemies.
 Hope you can fix it.
 Ryan C.
 
 Click here to get you high school diploma (GED) in days
 http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
 ---
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 list,
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Shadow Dragon
The only one that's too quiet in my opinion is the cyclopse, the harpy's 
wings you can hear, skeleton you can hear, and centaur is probably the 
loudest of them all. But cyclopse could definitely use a volume mod.


--
From: James Dietz james.j.di...@gmail.com
Sent: Friday, March 06, 2009 10:44 AM
To: Charles Rivard woofer...@sbcglobal.net; Gamers Discussion list 
gamers@audyssey.org

Subject: Re: [Audyssey] Bug in MOTA.


Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).

On 3/6/09, Charles Rivard woofer...@sbcglobal.net wrote:

A thought, and a possible s
p
o
i
l
e
r!!  So, for those who don't want it, delete or save for later.

:  When you get to the top of that staircase, keep in mind that a monster
can come at you from either direction.  Maybe it is on your right, maybe 
it

is on your left.  HTH

---
If guns cause crime, pencils cause misspelled words.
- Original Message -
From: Ryan Conroy staindadd...@juno.com
To: Gamers@audyssey.org
Sent: Thursday, March 05, 2009 5:00 PM
Subject: [Audyssey] Bug in MOTA.



Hi Tom,

This one is going to be hard to reproduce, but when you encounter an 
enemy


at the top of the first staircase you always die. You can not kill him
like normal enemies.
Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread shaun everiss
well in cases like ladders and such I find it easier to jump over a monster to 
kill it especially when I need to switch guns although I try to not do that 
like running out of amo.
however I can't always do this.
YOu can never kill a monster if its right there in front of you, got to be 
carefull about range, to close and you can't get it but sometimes you can.
you also earn what weapon can nock out the most monsters.
In general your pistol can knock out most things, but more powerfull guns, like 
the shotgun can destroy monsters at longer range.
your arrows can get rid of bosses quickly, and the sword is good at close range 
with just about anything.
your knife is useless but usefull if you don't have anything else.
At 06:44 a.m. 7/03/2009, you wrote:
Should we be able to walk through monsters? I often find that I've
inadvertantly walked through a centaur (sp) if it was right at the
opening to a new room.  It's very confusing.  On a related note, the
footstep sounds for most enemies are pretty quiet.  THey should all at
least be normalized to a similar level - the skeleton is the only one
I can consistently hear (when not firing their weapon).

On 3/6/09, Charles Rivard woofer...@sbcglobal.net wrote:
 A thought, and a possible s
 p
 o
 i
 l
 e
 r!!  So, for those who don't want it, delete or save for later.

 :  When you get to the top of that staircase, keep in mind that a monster
 can come at you from either direction.  Maybe it is on your right, maybe it
 is on your left.  HTH

 ---
 If guns cause crime, pencils cause misspelled words.
 - Original Message -
 From: Ryan Conroy staindadd...@juno.com
 To: Gamers@audyssey.org
 Sent: Thursday, March 05, 2009 5:00 PM
 Subject: [Audyssey] Bug in MOTA.


 Hi Tom,

 This one is going to be hard to reproduce, but when you encounter an enemy

 at the top of the first staircase you always die. You can not kill him
 like normal enemies.
 Hope you can fix it.
 Ryan C.
 
 Click here to get you high school diploma (GED) in days
 http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Valiant8086
Hi.
Make sure you're faceing the enemy you're after. You havje to take a step in 
the enemy's direction in order to face them.
  - Original Message - 
  From: Thomas Ward 
  To: Gamers Discussion list 
  Sent: Friday, March 06, 2009 7:29 AM
  Subject: Re: [Audyssey] Bug in MOTA.


  Hi Ryan,
  H...Interesting. I myself haven't seen anything wrong, and resolving 
  any bugs if there is one in this case is like looking for a needle in a 
  hay stack. About the only thing I can think of is disable the random 
  enemy flag for room 12 and see if that resolves your issue.

  Ryan Conroy wrote:
   Hi Tom,
   
   This one is going to be hard to reproduce, but when you encounter an enemy 
at the top of the first staircase you always die. You can not kill him like 
normal enemies.
   Hope you can fix it.
   Ryan C.
   
   Click here to get you high school diploma (GED) in days
   
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Thomas Ward

Hi Phil,
You just braught up a very good point. A lot of people still are not 
aware that all weapons have a minimum and maximum range. If someone is 
trying to kill a monster up too close then obviously the weapon won't 
work. Diddo if the monster is out of range. MOTA is not a simple game by 
any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room 
12 is simply not being prepared for the attack? If it happens to be near 
the staircase then the gamer in question has to act pretty quick to get 
out of the way and not too close to the monster to get in some stabs, 
shots, whatever. It is certainly tricky at times.


Phil Vlasak wrote:

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy 
was 0 distance away.

This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it 
by quickly moving to the left, turning around and firing a gun at the 
creature.
Luckily I had 100 health at the time and had a healing potion to restore 
a major hit on me.





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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Matheus
agreed thomas, maybe he's just not tow prepared, i tried playing the
game i think that 10 times now and i don't have problems with the
monster.
-Mensagem original-
De: Thomas Ward thomasward1...@gmail.com
Para: Gamers Discussion list gamers@audyssey.org
Data: Sexta, 06 de Março de 2009 21:18
Assunto: Re: [Audyssey] Bug in MOTA.

Hi Phil,
You just braught up a very good point. A lot of people still are not
aware that all weapons have a minimum and maximum range. If someone is
trying to kill a monster up too close then obviously the weapon won't
work. Diddo if the monster is out of range. MOTA is not a simple game by
any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room
12 is simply not being prepared for the attack? If it happens to be near
the staircase then the gamer in question has to act pretty quick to get
out of the way and not too close to the monster to get in some stabs,
shots, whatever. It is certainly tricky at times.

Phil Vlasak wrote:
 Hi Thomas,
 I had this happen with a Harpy in room 12 and it sounds like the enemy
 was 0 distance away.
 This would disable some if not all of your weapons.
 I was attacked when reaching the top of the staircase and got out of it
 by quickly moving to the left, turning around and firing a gun at the
 creature.
 Luckily I had 100 health at the time and had a healing potion to restore
 a major hit on me.



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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Thomas Ward

Hi,
As I just mentioned in the previous post there are two reasons why a 
weapon might not be doing any damage. First, you are too close. If you 
are too close you can't correctly aim, swing your sword, etc because of 
lack of room to maneuver in. Second, the enemy is out of range. In that 
case you flat out miss because it is too far away to hit.
As far as your panning suggestion can you explain further? I'm afraid 
I'm not sure exactly what you are suggesting/asking.
As for ducking I know it is fairly messed up. I've tried, but can't 
exactly get it right. If I don't resolve it soon I'm strongly 
considering just scrapping the duck command altogether. That's how 
annoyed I am with it right now. Grin.


Shadow Dragon wrote:
Yeah, I've seen something like this before, sometimes your weapons just 
outright stop working on enemies and you have to run in the opposite 
direction and turn back around to be able to do damage. Also, any chance 
the attacks could have some kind of connection sound and panning, so 
crouching would be a bit easier and make more sense? At the moment it 
just sounds odd, you hear the attack go off, then the character just 
randomly yells out, haha. Its kind of amusing, but makes getting into 
any kind of rhythm a bit tough. Also every once in a while crouching 
seems to disable itself, if you hold it down you'll crouch a bunch in 
rapid succession, but if you try to time it, sometimes crouch just 
outright doesn't work and you end up taking a hit before you can crouch 
again.





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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread michael maslo
Thomas:

Any idea of why beta won't work in 64-bit vista? I got a compatibility
message.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, March 06, 2009 8:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Phil,
You just braught up a very good point. A lot of people still are not 
aware that all weapons have a minimum and maximum range. If someone is 
trying to kill a monster up too close then obviously the weapon won't 
work. Diddo if the monster is out of range. MOTA is not a simple game by 
any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room 
12 is simply not being prepared for the attack? If it happens to be near 
the staircase then the gamer in question has to act pretty quick to get 
out of the way and not too close to the monster to get in some stabs, 
shots, whatever. It is certainly tricky at times.

Phil Vlasak wrote:
 Hi Thomas,
 I had this happen with a Harpy in room 12 and it sounds like the enemy 
 was 0 distance away.
 This would disable some if not all of your weapons.
 I was attacked when reaching the top of the staircase and got out of it 
 by quickly moving to the left, turning around and firing a gun at the 
 creature.
 Luckily I had 100 health at the time and had a healing potion to restore 
 a major hit on me.
 


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Re: [Audyssey] Bug in MOTA.

2009-03-06 Thread Bryan Peterson
You know, to get the most help with questions like that it's standard 
practice to post the text of the message. I'm not trying to be rude here but 
if Thomas doesn't get the exact message he can't very well help you figure 
it out.
- Original Message - 
From: michael maslo mmaslo1...@swbell.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, March 06, 2009 7:39 PM
Subject: Re: [Audyssey] Bug in MOTA.



Thomas:

Any idea of why beta won't work in 64-bit vista? I got a compatibility
message.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, March 06, 2009 8:18 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Bug in MOTA.

Hi Phil,
You just braught up a very good point. A lot of people still are not
aware that all weapons have a minimum and maximum range. If someone is
trying to kill a monster up too close then obviously the weapon won't
work. Diddo if the monster is out of range. MOTA is not a simple game by
any means.
Anyway, I'm wondering if Ryan's problem with the random monster in room
12 is simply not being prepared for the attack? If it happens to be near
the staircase then the gamer in question has to act pretty quick to get
out of the way and not too close to the monster to get in some stabs,
shots, whatever. It is certainly tricky at times.

Phil Vlasak wrote:

Hi Thomas,
I had this happen with a Harpy in room 12 and it sounds like the enemy
was 0 distance away.
This would disable some if not all of your weapons.
I was attacked when reaching the top of the staircase and got out of it
by quickly moving to the left, turning around and firing a gun at the
creature.
Luckily I had 100 health at the time and had a healing potion to restore
a major hit on me.




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Re: [Audyssey] Bug in MOTA.

2009-03-05 Thread Bryan Peterson
That's never happened to me, so it's definitely going to be hard to 
reproduce if not impossible.
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: Gamers@audyssey.org
Sent: Thursday, March 05, 2009 6:00 PM
Subject: [Audyssey] Bug in MOTA.



Hi Tom,

This one is going to be hard to reproduce, but when you encounter an enemy 
at the top of the first staircase you always die. You can not kill him 
like normal enemies.

Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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Re: [Audyssey] Bug in MOTA.

2009-03-05 Thread shaun everiss
hmmm I can't reproduce this, its true though that I have to jump loads around 
to find then kill the enemy.
At 02:00 p.m. 6/03/2009, you wrote:
Hi Tom,

This one is going to be hard to reproduce, but when you encounter an enemy at 
the top of the first staircase you always die. You can not kill him like 
normal enemies.
Hope you can fix it.
Ryan C.

Click here to get you high school diploma (GED) in days
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsC5USBtUfy9H0YyGdC4ybFjwG3qqvNC4IiApJ8eyYAwMgXhGZml6A/
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