Re: [Audyssey] MOTA Beta 14 Released!

2010-10-07 Thread Ben
Well its not giving me any help.  i'm not angry with you and it isn't your
fault.  I'm going back to beta 13 myself until I find that this issue has
been fixed.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 06 October 2010 18:02
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

Hi Ben,
Actually, it probably does but the volume and positioning is so slight
you don't hear it very well. I've tested it several times and I think
while different most people expect it to sound exactly like beta 13
which ain't going to happen.

On 10/6/10, Ben gamehead...@aol.co.uk wrote:
 They don't for me either.  There is no sound change and the sound doesn't
 move in terms of volume and positioning

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-07 Thread Petr Bláha

Hm, situation seems to be quite bat.
Maybee only hope for us is, that wine will be better sometimes later, 
and it won't be run windows accessible games under it.
Cause when i would know it will work, i won't regred to install all the 
things you mentionet, even i had to ask someone not blind for help.


Dne 6.10.2010 05:40, Thomas Ward napsal(a):

Hi Petr,
Well, emulating Windows games under Linux is pretty much a hit or miss
thing. There is an awesome commercial game emulator for Linux created
by Transgaming called Cedega which supports a number of the leading
games for Windows. They have a sistercommercial emulator for Mac
called Cider. While Cedega and Cider are highly recommended products
for serious Linux and Mac gamers they can't run everything. As it so
happens most accessible games fall into that catagory.
You see the problem is that a game emulator like Cedega attempts to
emulate the Win32 API and DirectX, but it has no emulation for the
Visual Basic 6 runtime environment or Sapi 5. So You couldn't just
take one of Jim Kitchens Sapi text to speech games and run it because
there is no emulation for Visual Basic programs let alone Sapi itself.
So we definitely couldn't use Cedega for emulation.
Well, that leaves us with wine. It is possibl to get Visual Basic 6
programs to run using Wine, but it is a major undertaking to get
working. In order to get a game like Jim's games to work under Linux
you have to install the official Microsoft Win32 API libraries by
copying them from
c:\Windows\System32
and installing them in the Wine System 32 directory and registering them.
Next you have to install the Visual Basic 6 runtime which Orca can't
read the setup for because it doesn't support ATK and the various
other Linux accessibility libraries.
After that you need to install Microsoft DirectX 9 which again will
require sighted asistance because Orca can't read the setup under
Wine.
After that you would want to head over to Jim Kitchen's website and
download and install Sapi 5.1 full install for Windows 2000/XP which
again needs more sighted asistance.
Assuming all that went well and all of it works you could now install
Jim Kitchen's games and hopefully they will work under Wine.
Unfortunately running Windows applications under Wine usually isn't
that great. I did get one game running under Wine a while back, but
after doing all the grunt work of getting everything installed and
working the games ran really slow and crashed a lot. So Wine is still
not a perfect solution for Linux gamers wanting to play Shades of
Doom, Tank Commander, or anything else like that.
Finally, as for recompiling Visual Basic software on Linux you can
forget it. Visual Basic is 100% a Microsoft only language and
technology. Proprietary to the max. The Mono Project has cloned their
C# .Net language, and Microsoft has been fighting the open source
community ever since all the while screaming that creating a
cross-platform .Net Framework and IDE somehow violates their
copyrights.  So its no wonder nobody wants to come up with an open
source Visual Basic compiler and runtime environment for Linux and
Mac. Besides there are plenty of better solutions such as Java,
Python, Ruby, etc that don't require fighting Microsoft over. Most
people serious about writing Linux and Mac software tell Microsoft to
take their proprietary software, programming languages, and stick it
where the sun don't shine.


Cheers!


On 10/5/10, Petr Bláhahammet...@seznam.cz  wrote:
   

Hi Thomas, yeah, thats fact which i forgot -that lot of games for the
blind are based on VB6. What about any possibility of compiling them? If
you have source code you can compile your game as you wish - can't you.
To be honest i have to say that im not a programmer, i have quite good
knowledge of hardware, but programming etc, it is area i am not too
familiar with.
Or maybee another solution except compiling could be possible - maybee,
what about to create some kind of emulator - like the vine is?
My idea is based on theory that when there are mostly no graphics in the
games for the blind, it would be much more easy to develop the emulator
for them, or maybee create some scripts for existing emulator - i mean
wine off course.
Yesterday i was talking with the friend of mine, and he told me that his
coleague run most of windows games (not games for the blind), cause he
wrote a bunch of script where he told which libraries may or may not be
used and it worked.
Sorry for this, but i just want to find any solution, that's the reason
why i am still thinking about it.
 

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Phil Vlasak

Hi Thomas,
In searching for panning sound with sfml-audio
I found this comment,
The default values suck anyway... except if you're using 1 audio-unit per 30 
real life meters.
So it would make sense in panning that plus 1 is 30 meters to the right 
and - 1 is 30 meters to the left.

Can you use a decimal number so that 0.1 is 3 meters to the right?

Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, October 05, 2010 9:05 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for
custom dsp? A callback interface or similar for each sound that enables 
you
to add your own dsp effects or filters to the audio in real-time? If so, 
you
could write a pan effect and simply layer it on top of the sound system 
and
you'd get a perfect pan effect just like in DirectSound, without having 
to
modify the libraries in the slightest. The actual panning, as you know, 
is
trivial math; the only concern is whether you can get at the raw audio 
data
as it is being played, and whether you can do so not only staticly but 
also
in real-time in order to make rapid/dynamic changes. XAudio2 supports 
this,

and so this is what I plan to do for Streemway if the XAudio2 3d renderer
turns out to be unable to reproduce panning accurately which seems to be 
the

case with OpenAl.

I think the idea of a cross platform game engine is great, if you can
justify the extra time spent etc. Good luck!

Kind regards,

Philip Bennefall


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Philip Bennefall

Hi Thomas,

If I am not mistaken, MinGw will accept import libraries from Visual Studio 
so long as the interface is C style and not C++. The naming conventions only 
differ for C++ between the two compilers, not C. This means that Streemway 
should be fine since it exposes a pure C API. But this is getting quite a 
bit off topic so I will stop here.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 6:11 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Hi Philip,
Exactly my point. If I were only a part time Linux user or an
ocational Linux user I wouldn't bother taking the time and energy
upgrading the engine to be cross-platform. Obviously I could have
saved myself time, effort, and a bunchof added bugs just by sticking
with Windows. However, since I use Linux 90% of the time for e-mail,
watching movies, listening to music, and all the other things I do I
feel it is worth the price to be able to have games on that platform
as well.
As for what you can do I don't know of anything at this point, but if
something comes up I'll let you know. About the only thing I can think
of is if worse comes to worse I might ask for a copy of Streemway that
works with MinGW so I don't have to depend on using Visual Studio Pro
to cross-compile my software. However, we can cross that road when we
come to it.

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Well, let us hope that SFML/OpenAl can provide such a feature and then 
see.

I will be happy to assist in any way I can, should you need it.

As for justification, if you are gradualy going over to Linux yourself 
then
I'd say that that's certainly justification enough to spend the extra 
months

porting and testing your engine for that platform. One of the main reasons
why I am not going cross platform at this time is because I am a Windows
user 100 % and so doing a stable port would require much more time and 
money

than I am willing to spend, especially since audio games aren't very
profitable in themselves due to the size of the blind gaming community.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Charles Rivard
If this is the case, how small can the decimal numbers be?  If 0.01 would be 
3 meters in distance, what about 0.033 being 1 meter, which is about a yard, 
0.0011 being about a foot?


---
Shepherds are the best beasts!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 6:39 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Thomas,
In searching for panning sound with sfml-audio
I found this comment,
The default values suck anyway... except if you're using 1 audio-unit per 
30 real life meters.
So it would make sense in panning that plus 1 is 30 meters to the right 
and - 1 is 30 meters to the left.

Can you use a decimal number so that 0.1 is 3 meters to the right?

Phil


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, October 05, 2010 9:05 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for
custom dsp? A callback interface or similar for each sound that enables 
you
to add your own dsp effects or filters to the audio in real-time? If so, 
you
could write a pan effect and simply layer it on top of the sound system 
and
you'd get a perfect pan effect just like in DirectSound, without having 
to
modify the libraries in the slightest. The actual panning, as you know, 
is
trivial math; the only concern is whether you can get at the raw audio 
data
as it is being played, and whether you can do so not only staticly but 
also
in real-time in order to make rapid/dynamic changes. XAudio2 supports 
this,
and so this is what I plan to do for Streemway if the XAudio2 3d 
renderer
turns out to be unable to reproduce panning accurately which seems to be 
the

case with OpenAl.

I think the idea of a cross platform game engine is great, if you can
justify the extra time spent etc. Good luck!

Kind regards,

Philip Bennefall


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Phil,
Yes, you can pass a floating point number to sfml-audio. I'll try it
and see if it makes a difference here.

On 10/6/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 In searching for panning sound with sfml-audio
 I found this comment,
 The default values suck anyway... except if you're using 1 audio-unit per 30
 real life meters.
 So it would make sense in panning that plus 1 is 30 meters to the right
 and - 1 is 30 meters to the left.
 Can you use a decimal number so that 0.1 is 3 meters to the right?

 Phil

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Charles,
We will just try and see. I'm pretty sure you could pass 0.001 as a
value since all of the SFML parameters are floating point values.

Smile.

On 10/6/10, Charles Rivard woofer...@sbcglobal.net wrote:
 If this is the case, how small can the decimal numbers be?  If 0.01 would be
 3 meters in distance, what about 0.033 being 1 meter, which is about a yard,
 0.0011 being about a foot?

 ---
 Shepherds are the best beasts!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Ben
They don't for me either.  There is no sound change and the sound doesn't
move in terms of volume and positioning

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 05 October 2010 17:14
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 good game tom.
 enemies are good, but you never know you are in range of an enemy
 until its in front of you, its fine to shoot but because the sounds
 don't pan swinging at them is a bit hard.

 also if you walk and try to say pick up things you need to stop
 before you do that.
 objects don't pan so its harder to know when to pick things up.
 the game still crashes on exit.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Ben,
Actually, it probably does but the volume and positioning is so slight
you don't hear it very well. I've tested it several times and I think
while different most people expect it to sound exactly like beta 13
which ain't going to happen.

On 10/6/10, Ben gamehead...@aol.co.uk wrote:
 They don't for me either.  There is no sound change and the sound doesn't
 move in terms of volume and positioning

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Hayden Presley
Hi Shaun,
Well...if we haven't mastered the card/puzzle/board games by now, we never
will. Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 05, 2010 11:36 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 14 Released!

true.
in which case I wander if there are any 2 d libs, we are behind in 
our games but we are progressing slowly but surely.
Its not all even either.
for instance though we are only just doing side scrolers we have 
small scale multiplayer support, and we have mastered the 
puzzle/card/board game types.
we also have some almost up with the play 3d titles fps's and a 
couple basic sims to some degree.
The only advantages with sighted games are the large multiplayer 
systems and tourniments.
loads of graphics and a few other things but for what we need we have it
all.
At 04:54 p.m. 6/10/2010, you wrote:
Hi,
I don't know about that. I'm sure there are privately developed
side-scrollers at places like the retro remakes websites, but in the
whole the mainstream game industry has seamed to focus on games that
require 3d rendering of sound effects.
You have to remember back when side-scrollers were really popular were
in the late 80's and early 90's with games like Castlevania, Megaman,
Double Dragon, Prince of Persia, and that sort of thing. For the
mainstream game industry it is kind of like been there and done that.
We haven't been around that long and are just beginning to explore the
side-scroller format a good 20 years after the mainstream industry did
all their major titles.

Cheers!

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
  I guess I can get used to the audio, though we will need some sort of
  beep to tell us when a monster is in range like in gtc or sod.
  I know this is not realistic but since no one wants to use pan
  anymore thats about all we will need.
  I guess no one does side scrolers anymore.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-06 Thread Thomas Ward
Hi Hayden,
That's definitely true. Unfortunately, the majority of said
card/puzzle/board games are for Windows. Grr
I'm tempted to spend some time after MOTA just to create a few simple
card/puzzle/board games for Linux since so few exist. Other than RS
Games client there really aren't any accessible Monopoly, Uno,
Solitaire, etc games that VI gamers can play. It would be nice to have
a few of those for rainy days. Fortunately, they are fairly easy to
create.

On 10/6/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Shaun,
 Well...if we haven't mastered the card/puzzle/board games by now, we never
 will. Grin

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Karl Belanger
The first thing I notice about the new beta even in the first room is the
way sounds pan. Is there anything at all you can do about the sound panning
directly from far right, to center when you are in front of the object, to
far left one step later? One thing I and I suspect many gamers use to deal
with obstacles is the sound position relative to the center, especially for
things like the fire, chasms and spikes. The way it is now, a warning
message becomes essential. Another issue is with the keyboard response. Now,
the keyboard has a slight delay after the first step when you hold an arrow
to run. I realize this is due to the keyboard repeat rate but it would be
nice to not have this. One other issue with the keyboard is that it is now
not possible to run through a room without a torch and press enter every few
steps to check for items. When you press enter, you stop running.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, October 04, 2010 9:27 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 14 Released!

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux
distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t
ar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 good game tom.
 enemies are good, but you never know you are in range of an enemy
 until its in front of you, its fine to shoot but because the sounds
 don't pan swinging at them is a bit hard.

 also if you walk and try to say pick up things you need to stop
 before you do that.
 objects don't pan so its harder to know when to pick things up.
 the game still crashes on exit.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Phil Vlasak

Hi Thomas,
I will describe MOTA 14 panning on my vista system.
You enter the room and the rope sound is at 90 percent right.
You take a few steps and it hasn't move, you take a few more than it moves 
to about 75 percent right, you take a few more steps and it is still at 75 
percent right, once you reach the rope it zooms in one step from 75 percent 
right to 0.

You take one more step right and the rope zooms to 75 percent left.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 05, 2010 12:13 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:

good game tom.
enemies are good, but you never know you are in range of an enemy
until its in front of you, its fine to shoot but because the sounds
don't pan swinging at them is a bit hard.

also if you walk and try to say pick up things you need to stop
before you do that.
objects don't pan so its harder to know when to pick things up.
the game still crashes on exit.


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No virus found in this incoming message.
Checked by AVG - www.avg.com
Version: 9.0.862 / Virus Database: 271.1.1/3178 - Release Date: 10/05/10 
02:34:00



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Bryan Peterson
Yeah, but unfortunately from the sounds of things there's really nothing Tom 
can do about that without going back to the previous Beta. And if he did 
that you'd have to say bye bye to cross platform support.

We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 04, 2010 8:55 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



The first thing I notice about the new beta even in the first room is the
way sounds pan. Is there anything at all you can do about the sound 
panning

directly from far right, to center when you are in front of the object, to
far left one step later? One thing I and I suspect many gamers use to deal
with obstacles is the sound position relative to the center, especially 
for

things like the fire, chasms and spikes. The way it is now, a warning
message becomes essential. Another issue is with the keyboard response. 
Now,
the keyboard has a slight delay after the first step when you hold an 
arrow

to run. I realize this is due to the keyboard repeat rate but it would be
nice to not have this. One other issue with the keyboard is that it is now
not possible to run through a room without a torch and press enter every 
few

steps to check for items. When you press enter, you stop running.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, October 04, 2010 9:27 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 14 Released!

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux
distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t
ar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Phil Vlasak

Hi Bryan,
I think all Thomas needs to do is to fiddle with the panning function.
It sounds like the game is calculating that 1 step away is 100 feet and 2 
steps away is 200 feet and so on.
So instead of 1, 2, 3 in the function he may have to switch to 0.1, 0.2 and 
0.3

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 05, 2010 12:23 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Yeah, but unfortunately from the sounds of things there's really nothing 
Tom

can do about that without going back to the previous Beta. And if he did
that you'd have to say bye bye to cross platform support.
We are the Knights who say...Ni!
- Original Message - 
From: Karl Belanger karl.belan...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 04, 2010 8:55 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



The first thing I notice about the new beta even in the first room is the
way sounds pan. Is there anything at all you can do about the sound
panning
directly from far right, to center when you are in front of the object, 
to
far left one step later? One thing I and I suspect many gamers use to 
deal

with obstacles is the sound position relative to the center, especially
for
things like the fire, chasms and spikes. The way it is now, a warning
message becomes essential. Another issue is with the keyboard response.
Now,
the keyboard has a slight delay after the first step when you hold an
arrow
to run. I realize this is due to the keyboard repeat rate but it would be
nice to not have this. One other issue with the keyboard is that it is 
now

not possible to run through a room without a torch and press enter every
few
steps to check for items. When you press enter, you stop running.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, October 04, 2010 9:27 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 14 Released!

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux
distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t
ar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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Checked by AVG

Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Karl,
As I have said in an earlier post I'm now using OpenAL for audio
output and the way it handles audio is completely different from
something like Microsoft DirectSound. OpenAL does not have a simple
stereo pan control there for sounds have to be positioned using its 3d
listener interface. I really don't have a problem with the way it
handles audio, but apparently a lot of people are having the same
complaint as you do that it doesn't sound right, doesn't pan correct,
etc.
The thing is besides the fact I'm trying to work on a completely
cross-platform engine that will run on Mac, Linux, and Windows I
decided to go with OpenAL because DirectSound is deprecated/no longer
officially supported by Microsoft. Microsoft's new audio library
XAudio2 is like OpenAL in that it has a 3d audio interface, but no
stereo pan control. So I figure no matter what I use we are still
going to encounter this issue unless I go back to directSound or
invest in FMOD which does have a pan control as well.
So I'm at a complete loss as to an answer. I'd like to do something
about this issue, but I don't know anything i can do to help. The only
solution, which sucks, is to ditch the OpenG3D engine and go back to
the Windows specific Genesis Engine. Since my wife and I both have
converted to Linux going back to Windows to create and play games
would be disappointing in the extreme.
As for the issue with the enter key it is just the way SFMl handles
input. It is using events not direct input. That means you can't press
x number of keys at once and expect all those actions to be carried
out at once. At least I don't think so. Instead SFML tends to handle
keyboard events in the order they are recieved in rather than all at
once like DirectInput. I'm going to have to ask the SFML dev list or
the developer himself if anyone can give me helpful suggestions on
improving the keyboard input handling as I've gotten this complaint at
least three or four times today alone, and I don't honestly know of a
solution at this time. However, I'll definitely keep looking for one.

Cheers!


On 10/4/10, Karl Belanger karl.belan...@comcast.net wrote:
 The first thing I notice about the new beta even in the first room is the
 way sounds pan. Is there anything at all you can do about the sound panning
 directly from far right, to center when you are in front of the object, to
 far left one step later? One thing I and I suspect many gamers use to deal
 with obstacles is the sound position relative to the center, especially for
 things like the fire, chasms and spikes. The way it is now, a warning
 message becomes essential. Another issue is with the keyboard response. Now,
 the keyboard has a slight delay after the first step when you hold an arrow
 to run. I realize this is due to the keyboard repeat rate but it would be
 nice to not have this. One other issue with the keyboard is that it is now
 not possible to run through a room without a torch and press enter every few
 steps to check for items. When you press enter, you stop running.
 Karl

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi,
That's right. If I have to go back to using DirectX and other Windows
proprietary APIs that would basically spell the end of the
cross-platform engine I'm developing to hopefully create versions for
Mac and Linux as well as Windows. It is easy enough for Windos users
to say let's forget about cross-platform support but they don't have
a personal stake in weather or not the games are cross-platform.
As it so happens I personally have a stake in weather or not these
games are cross-platform compatible or not. My wife and I are, shall
we say, having financial difficulties and need to  cut all
non-essential expences out of our budget. Well, running a Windows
computer is nothing short of expensive. You have your screen reader
SMAs for Jaws or Window-Eyes, you have your antivirus updates that may
or may not be free, the price of something like Microsoft Visual
Studio Pro is extremely expensive, Microsoft Office is also pretty
costly, not to mention the cost of purchasing the latest and greatest
copy of Windows itself for every computer we happen to own.  To make a
long story short my wife and I decided we'd both install Linux on our
laptops and depend on open source and free software solutions like
Open Office, Firefox, the Orca screen reader, whatever as it is far
less expensive to maintain and operate than the Windows software, and
also  is fairly accessible now anyway. Although, we do have one system
still running Windows 7 it too mostly has free software on it like
open Office, the NVDA screen reader, MinGW C++ compiler, etc besides
whatever commercial games etc we still own for Windows.
So the point here is since I mainly use Linux, plan to use Linux from
here on out for day to day use, it would only make sense to create my
games for Linux and then port them to Windows using the free MinGW
compiler for Windows that is used to cross-compile Linux software on
Windows systems. I can both create and test the game locally on my
Linux computer before even producing the Windows port. However, if I
absolutely had to go back to Windows and Visual C++ Pro to create
games I could, but I just wouldn't be able to play them unless I was
using that specific computer. I'd much rather prefer to create them
and play them on the same computer i use most of the time. So I'm a
bit torn what to do.
I understand the complaints and understand some people are really
unhappy with the new beta. True part of it is bugs which can be fixed,
but some are just cross-platform issues specific to the APIs I'm
using.  I honestly don't know what to do. This is really a situation
of my own personal preference getting in the way of what the majority
of my customers want.Which seams to be direct Windows support using
DirectX and all the other Windows proprietary software that goes with
it.

On 10/5/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Yeah, but unfortunately from the sounds of things there's really nothing Tom
 can do about that without going back to the previous Beta. And if he did
 that you'd have to say bye bye to cross platform support.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Phil,
Ah, that makes sense. That  is what happens hear. As I said it doesn't
seam to bother me, but others claim it gives them trouble. I suppose
it is I am just use to it, and it doesn't feel at all weird to me. I
can fiddle some more with the 3d settings but like I have said several
times before it is not really a simple pan control like DirectSound.
It is a 3d listener interface overkill for this kind of game, and it
could take quite a long time fiddling with settings to get anything
remotely equal to the DirectSound pan settings. Maybe not even then as
you have all that overhead where it calculates sound virtually using
3d parameters.



On 10/5/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I will describe MOTA 14 panning on my vista system.
 You enter the room and the rope sound is at 90 percent right.
 You take a few steps and it hasn't move, you take a few more than it moves
 to about 75 percent right, you take a few more steps and it is still at 75
 percent right, once you reach the rope it zooms in one step from 75 percent
 right to 0.
 You take one more step right and the rope zooms to 75 percent left.


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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Zachary Kline
Hi Thomas,
Speaking as someone who uses Linux daily, and used to run a Windows VM to
play MOTA, I can say the cross-platform support is quite welcome.
I have no issues other than the ones I reported, and am quite happy with
the sound panning as it currently stands.
I would be disappointed, to say the least, if you were pushed into returning
to Windows-only.
Just my two cents.
Best,
Zack.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Alfredo,
Take my word for it the unnoficial version Hayri announced on Friday
had some bugs in it I fixed over the weekend so I highly recommend
uninstalling the unofficial version and upgrade to the official
release of beta 14.
As to what I fixed I adjusted some parameters which fixed the sound
volume of various sounds in the game, fixed the problem where the r
key doesn't announce the current room/area, as well as a few other
bugs here and there. When beta testing always, always, always use the
most stable and official release of the software. Especially if you
plan to report bugs that might have already been addressed/fixed.
This is why I am still extremely furious at Hayri forleaking that beta
in the first place. There are still people like you who are still
running an old, unofficial, less stable build of my game for
absolutely no reason. You shouldn't even have that version in the
first place.
The next time someone does an end runaround on me like that again I'll
quit producing public betas. If people are so impatient they can't
wait for an official announcement then they don't deserve to have
public betas. I will not put up with childish, impatient, people who
don't have enough respect to wait for an official announcement that
might contain important information. It just gulls me to no end I even
have to answer a post like this one like what is the difference
between the unofficial release and the official release when I didn't
give you permission or the go ahead to download the unofficial
releasein the first place. So as far asI am concerned I'll answer no
more questions about the unnoficial version. If you or anyone else
downloaded it and have problems with it it is your problem not mine.
That's what happens to people who do what they aren't suppose to do.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Zack,
Thanks for saying so. It is always nice to know someone else actually
shares my opinions.
As for going back to Windows I don't see that realistically happening.
For one thing I can't afford to upgrade to Visual Studio 2010 Pro, it
isn't very accessible to boot, and I'd much rather use open source
development tools like MinGW and Codeblocks rather than return
Microsoft's over priced, increasingly less accesible ones, just to
produce games for a platform I no longer use daily.
Besides that I'm sure we can produce something fairly decent with the
engine we now have. It is just a matter of debugging certain issues
like the crashes on exit, maybe adjust some settings in OpenAL to try
and get a more natural sounding pan effect, find a better way to
handle input, whatever. I'm sure it all can be done with what we have
once we test and debug it a bit. I don't think we really have to go
back to DirectX etc to produce a good commercially viable game.

On 10/5/10, Zachary Kline zkl...@speedpost.net wrote:
 Hi Thomas,
 Speaking as someone who uses Linux daily, and used to run a Windows VM to
 play MOTA, I can say the cross-platform support is quite welcome.
 I have no issues other than the ones I reported, and am quite happy with
 the sound panning as it currently stands.
 I would be disappointed, to say the least, if you were pushed into returning
 to Windows-only.
 Just my two cents.
 Best,
 Zack.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread djc
I also use Linux from time to time so I sure wouldn't want you to go
backward at all Tom. As I write this I haven't installed Beta14 but will
get it running on Windows this afternoon and probably on Vinux in the near
future. Sound is complicated because everyone's ears are slightly different
and every sound card can also be slightly different. If this newer
technology is working the way you want then I'd certainly stay with it.
Good luck Buddy and we'll stay with you no matter the outcome.


For The Best In music Please Listen to the Legend.
http://legend-oldies.com
Please feel free to follow me on Twitter
http://twitter.com/djc500



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi,
Yeah, I think sfml-audio, which is just a wrapper for OpenAL 1.1, does
a fairly acceptable job of rendering the audio as far as I am
concerned. It is true it doesn't exactly pan the sounds the way
DirectSound does, but as for myself it is no biggy. It is perfectly
acceptable as is in my personal opinion. If I can't exactly get it to
sound like DirectSound I think some people are just going to have to
get use to the way audio is rendered now.

Smile.



On 10/5/10, djc dcoc...@comcast.net wrote:
 I also use Linux from time to time so I sure wouldn't want you to go
 backward at all Tom. As I write this I haven't installed Beta14 but will
 get it running on Windows this afternoon and probably on Vinux in the near
 future. Sound is complicated because everyone's ears are slightly different
 and every sound card can also be slightly different. If this newer
 technology is working the way you want then I'd certainly stay with it.
 Good luck Buddy and we'll stay with you no matter the outcome.


 For The Best In music Please Listen to the Legend.
 http://legend-oldies.com
 Please feel free to follow me on Twitter
 http://twitter.com/djc500



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Petr Bláha
 I thing that all the developers of accessible games should thing of 
porting their products to linux or mac as well. Cause there is large 
community of blind users who have linux installed and i thing that 
community becomes larger and larger.
So maybe Phil, David and others should thing of it, i have to say that 
it would be nice to play Shades of doom or time of conflict under the 
linux - smiles.
By the way - how about STFC Thomas? Do you work on porting it to linux? 
Or you want to finnish work on MOTA first?


Dne 5.10.2010 20:18, Thomas Ward napsal(a):

Hi Zack,
Thanks for saying so. It is always nice to know someone else actually
shares my opinions.
As for going back to Windows I don't see that realistically happening.
For one thing I can't afford to upgrade to Visual Studio 2010 Pro, it
isn't very accessible to boot, and I'd much rather use open source
development tools like MinGW and Codeblocks rather than return
Microsoft's over priced, increasingly less accesible ones, just to
produce games for a platform I no longer use daily.
Besides that I'm sure we can produce something fairly decent with the
engine we now have. It is just a matter of debugging certain issues
like the crashes on exit, maybe adjust some settings in OpenAL to try
and get a more natural sounding pan effect, find a better way to
handle input, whatever. I'm sure it all can be done with what we have
once we test and debug it a bit. I don't think we really have to go
back to DirectX etc to produce a good commercially viable game.

On 10/5/10, Zachary Klinezkl...@speedpost.net  wrote:

Hi Thomas,
Speaking as someone who uses Linux daily, and used to run a Windows VM to
play MOTA, I can say the cross-platform support is quite welcome.
I have no issues other than the ones I reported, and am quite happy with
the sound panning as it currently stands.
I would be disappointed, to say the least, if you were pushed into returning
to Windows-only.
Just my two cents.
Best,
Zack.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

I aggree I use this for enemies, etc.
also locations, and its a bit hard to swing.
its good that enemies are evenly placed though.
At 03:55 p.m. 5/10/2010, you wrote:

The first thing I notice about the new beta even in the first room is the
way sounds pan. Is there anything at all you can do about the sound panning
directly from far right, to center when you are in front of the object, to
far left one step later? One thing I and I suspect many gamers use to deal
with obstacles is the sound position relative to the center, especially for
things like the fire, chasms and spikes. The way it is now, a warning
message becomes essential. Another issue is with the keyboard response. Now,
the keyboard has a slight delay after the first step when you hold an arrow
to run. I realize this is due to the keyboard repeat rate but it would be
nice to not have this. One other issue with the keyboard is that it is now
not possible to run through a room without a torch and press enter every few
steps to check for items. When you press enter, you stop running.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, October 04, 2010 9:27 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 14 Released!

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux
distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t
ar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss
well when I move towards a trap or monster I hear it, in my right 
ear, same with an object.

I usually hear it slowly move towards the centre of the speakers.
it doesn't though it does get louder.
now my view key shows 0 but its still far right.
I jump.
its now far left.
if a monster,  I move towards it to swing my sword at it.
I move to hit it.
it gets lowder and such but does not move to the centre.
it suddenly snaps to the centre then snaps to the far left.
if i got the other way it snaps to the far right.
At 05:13 a.m. 6/10/2010, you wrote:

Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 good game tom.
 enemies are good, but you never know you are in range of an enemy
 until its in front of you, its fine to shoot but because the sounds
 don't pan swinging at them is a bit hard.

 also if you walk and try to say pick up things you need to stop
 before you do that.
 objects don't pan so its harder to know when to pick things up.
 the game still crashes on exit.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss
I was not concious of the object moving at all it was like it snapped 
left or right or whatever.

usually when I jump traps they rush past.
but it doesn't happen, I jump, then snap middle then left.
At 05:22 a.m. 6/10/2010, you wrote:

Hi Thomas,
I will describe MOTA 14 panning on my vista system.
You enter the room and the rope sound is at 90 percent right.
You take a few steps and it hasn't move, you take a few more than it 
moves to about 75 percent right, you take a few more steps and it is 
still at 75 percent right, once you reach the rope it zooms in one 
step from 75 percent right to 0.

You take one more step right and the rope zooms to 75 percent left.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, October 05, 2010 12:13 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



Hi Shaun,
Ok, what do you mean the sounds don't pan? On my system I fixed the
panning problem before beta 14 was officially released and everything
pans correctly on my laptop. So I need a further explanation of what
you exactly mean by sounds aren't panning. Are you saying everything
is static, like in the center, rather than being panned left/right of
you?

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:

good game tom.
enemies are good, but you never know you are in range of an enemy
until its in front of you, its fine to shoot but because the sounds
don't pan swinging at them is a bit hard.

also if you walk and try to say pick up things you need to stop
before you do that.
objects don't pan so its harder to know when to pick things up.
the game still crashes on exit.


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No virus found in this incoming message.
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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss
hmmm true, but unless he can fix the bugs in this version or whatever 
it all is I can't play the game properly.

And unless the exit issue is solved I can't exactly play really.
At 05:23 a.m. 6/10/2010, you wrote:
Yeah, but unfortunately from the sounds of things there's really 
nothing Tom can do about that without going back to the previous 
Beta. And if he did that you'd have to say bye bye to cross platform support.

We are the Knights who say...Ni!
- Original Message - From: Karl Belanger karl.belan...@comcast.net
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, October 04, 2010 8:55 PM
Subject: Re: [Audyssey] MOTA Beta 14 Released!



The first thing I notice about the new beta even in the first room is the
way sounds pan. Is there anything at all you can do about the sound panning
directly from far right, to center when you are in front of the object, to
far left one step later? One thing I and I suspect many gamers use to deal
with obstacles is the sound position relative to the center, especially for
things like the fire, chasms and spikes. The way it is now, a warning
message becomes essential. Another issue is with the keyboard response. Now,
the keyboard has a slight delay after the first step when you hold an arrow
to run. I realize this is due to the keyboard repeat rate but it would be
nice to not have this. One other issue with the keyboard is that it is now
not possible to run through a room without a torch and press enter every few
steps to check for items. When you press enter, you stop running.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, October 04, 2010 9:27 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Beta 14 Released!

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux
distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.t
ar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

hmmm how easy is it to make your own pan control for the engine?
At 05:50 a.m. 6/10/2010, you wrote:

Hi Karl,
As I have said in an earlier post I'm now using OpenAL for audio
output and the way it handles audio is completely different from
something like Microsoft DirectSound. OpenAL does not have a simple
stereo pan control there for sounds have to be positioned using its 3d
listener interface. I really don't have a problem with the way it
handles audio, but apparently a lot of people are having the same
complaint as you do that it doesn't sound right, doesn't pan correct,
etc.
The thing is besides the fact I'm trying to work on a completely
cross-platform engine that will run on Mac, Linux, and Windows I
decided to go with OpenAL because DirectSound is deprecated/no longer
officially supported by Microsoft. Microsoft's new audio library
XAudio2 is like OpenAL in that it has a 3d audio interface, but no
stereo pan control. So I figure no matter what I use we are still
going to encounter this issue unless I go back to directSound or
invest in FMOD which does have a pan control as well.
So I'm at a complete loss as to an answer. I'd like to do something
about this issue, but I don't know anything i can do to help. The only
solution, which sucks, is to ditch the OpenG3D engine and go back to
the Windows specific Genesis Engine. Since my wife and I both have
converted to Linux going back to Windows to create and play games
would be disappointing in the extreme.
As for the issue with the enter key it is just the way SFMl handles
input. It is using events not direct input. That means you can't press
x number of keys at once and expect all those actions to be carried
out at once. At least I don't think so. Instead SFML tends to handle
keyboard events in the order they are recieved in rather than all at
once like DirectInput. I'm going to have to ask the SFML dev list or
the developer himself if anyone can give me helpful suggestions on
improving the keyboard input handling as I've gotten this complaint at
least three or four times today alone, and I don't honestly know of a
solution at this time. However, I'll definitely keep looking for one.

Cheers!


On 10/4/10, Karl Belanger karl.belan...@comcast.net wrote:
 The first thing I notice about the new beta even in the first room is the
 way sounds pan. Is there anything at all you can do about the sound panning
 directly from far right, to center when you are in front of the object, to
 far left one step later? One thing I and I suspect many gamers use to deal
 with obstacles is the sound position relative to the center, especially for
 things like the fire, chasms and spikes. The way it is now, a warning
 message becomes essential. Another issue is with the keyboard 
response. Now,

 the keyboard has a slight delay after the first step when you hold an arrow
 to run. I realize this is due to the keyboard repeat rate but it would be
 nice to not have this. One other issue with the keyboard is that it is now
 not possible to run through a room without a torch and press 
enter every few

 steps to check for items. When you press enter, you stop running.
 Karl

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

I want your cross platform stuff to work to.
I have an interest in the opensource software and most of that runs 
cross platform.

At 06:38 a.m. 6/10/2010, you wrote:

Hi,
That's right. If I have to go back to using DirectX and other Windows
proprietary APIs that would basically spell the end of the
cross-platform engine I'm developing to hopefully create versions for
Mac and Linux as well as Windows. It is easy enough for Windos users
to say let's forget about cross-platform support but they don't have
a personal stake in weather or not the games are cross-platform.
As it so happens I personally have a stake in weather or not these
games are cross-platform compatible or not. My wife and I are, shall
we say, having financial difficulties and need to  cut all
non-essential expences out of our budget. Well, running a Windows
computer is nothing short of expensive. You have your screen reader
SMAs for Jaws or Window-Eyes, you have your antivirus updates that may
or may not be free, the price of something like Microsoft Visual
Studio Pro is extremely expensive, Microsoft Office is also pretty
costly, not to mention the cost of purchasing the latest and greatest
copy of Windows itself for every computer we happen to own.  To make a
long story short my wife and I decided we'd both install Linux on our
laptops and depend on open source and free software solutions like
Open Office, Firefox, the Orca screen reader, whatever as it is far
less expensive to maintain and operate than the Windows software, and
also  is fairly accessible now anyway. Although, we do have one system
still running Windows 7 it too mostly has free software on it like
open Office, the NVDA screen reader, MinGW C++ compiler, etc besides
whatever commercial games etc we still own for Windows.
So the point here is since I mainly use Linux, plan to use Linux from
here on out for day to day use, it would only make sense to create my
games for Linux and then port them to Windows using the free MinGW
compiler for Windows that is used to cross-compile Linux software on
Windows systems. I can both create and test the game locally on my
Linux computer before even producing the Windows port. However, if I
absolutely had to go back to Windows and Visual C++ Pro to create
games I could, but I just wouldn't be able to play them unless I was
using that specific computer. I'd much rather prefer to create them
and play them on the same computer i use most of the time. So I'm a
bit torn what to do.
I understand the complaints and understand some people are really
unhappy with the new beta. True part of it is bugs which can be fixed,
but some are just cross-platform issues specific to the APIs I'm
using.  I honestly don't know what to do. This is really a situation
of my own personal preference getting in the way of what the majority
of my customers want.Which seams to be direct Windows support using
DirectX and all the other Windows proprietary software that goes with
it.

On 10/5/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Yeah, but unfortunately from the sounds of things there's really 
nothing Tom

 can do about that without going back to the previous Beta. And if he did
 that you'd have to say bye bye to cross platform support.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

well the panning is a bit disconcerting but I could handle it  I guess.
At 06:56 a.m. 6/10/2010, you wrote:

Hi Thomas,
Speaking as someone who uses Linux daily, and used to run a Windows VM to
play MOTA, I can say the cross-platform support is quite welcome.
I have no issues other than the ones I reported, and am quite happy with
the sound panning as it currently stands.
I would be disappointed, to say the least, if you were pushed into returning
to Windows-only.
Just my two cents.
Best,
Zack.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Shaun,
Creating my own pan control wouldn't be very easy. I'd have to upgrade
OpenAL, upgrade sfml-audio, and then update my engine using the new
stereo pan control feature. Plus build new windows and Linux libraries
for all of the above since this would be an  unofficial update to
OpenAL and SFML.
Yeah, I could submit my changes to the maintainers for OpenAL and
SFML, but who knows when the new packages would make it into the
general package repositories for Debian, Ubuntu, Fedora, and all the
other Linux distributions out there. In other words Anyone who would
want to play this game would have to absolutely be running my modified
versions of OpenAL and SFML which defeats the purpose of using the
mainstream stable releases of these APIs which are either installed
with your distribution of Linux or are available in their extra
package repositories. It would be like telling a Windows user that you
have DirectX, but you have to install my custom version of DirectX
instead to play this one game because it doesn't offer feature x.
As it happens DirectX no longer has a pan control either if you use
the XAudio2 library which  ships with current builds of DirectX for
XP, Vista, and Windows 7. Let's face it folks the day of using a basic
stereo pan control is ancient history as far as game APIs are
concerned. These days game developers, mainstream developers, all
create games with high-end 3d audio with support for 5.1 and 7.1 sound
cards. Simple 2d stereo panning is, to put it nicely, very old
fassioned for mainstream game companies and developers. In the case
they want a sort of 2d pan effect they simply pipe it through the 3d
listener interface and emulate a pan effect that way.
For us not having a smooth pan effect is a big issue because we use
audio exclusively and totally depend on accurate rendering of the
audio output. Were this a mainstream game I doubt the average gamer
would notice. As long as the sound comes out of the left speaker,
right speaker, or is center is all they care about. The could care
less if it is 75% off center or 90% off center as long as the effect
is close enough to sound cool.
I'm not justifying this in any way, shape, or form but am letting you
know things are changing as far as game APIs are concerned. It doesn't
matter if you use a free API like OpenAL or if you go out and purchase
an expensive audio library like FMOD they are all more or less geared
for 3d audio output. Nobody accept us really wants simple stereo
panning it seams.
For example, i can remember when Microsoft made their public
announcement about XAudio2 for Windows Vista and the XBox.They wrote
this huge article about all the cutting edge features in XAudio2,
explained why it was superior to DirectSound,and how they had answered
the mainstream cgame developers demand for improved 3d audio support
for future Windows and XBox game titles. It seams in the rush to meet
the demands of the mainstream game companies, who after all puts money
in Microsoft's pocket to support their platforms, Microsoft decided to
leave out anything they felt was too unimportant like stereo panning.
So XAudio2 doesn't have it unless you write your own using their 3d
audio interface.
I'd imagine if Mac and Linux game developers felt a stereo pan control
was important they would have added one already. However, as OpenAL
doesn't have one I must assume the mainstream and private game
developers for Mac and Linux feel one is unnecessary the same as
everybody else does about XAudio2 and the other big name audio
libraries out there.

Cheers!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Shaun,
I'm debugging the exit issue. I hope to have a fix for that by the
weekend. Things like that take time to fix. As for the audio who
knows. It is the way the audio works. Sorry to say but you will have
to live with it.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 hmmm true, but unless he can fix the bugs in this version or whatever
 it all is I can't play the game properly.
 And unless the exit issue is solved I can't exactly play really.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Shaun,
Well, then that is your sound card not the game. When I walk there is
a progression of movement getting nearer as I walk towards it and it
fades out as I walk away from it. It might be like 90%, 75%, 50%, 25%,
center, and then 25%, 50%, etc in the other direction. It definitely
is not a snap from right to center, to left as you described. There is
definitely some panning going on here. So I have to conclude the
problem is specific to your hardware not rendering the audio properly.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 I was not concious of the object moving at all it was like it snapped
 left or right or whatever.
 usually when I jump traps they rush past.
 but it doesn't happen, I jump, then snap middle then left.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Philip Bennefall

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for 
custom dsp? A callback interface or similar for each sound that enables you 
to add your own dsp effects or filters to the audio in real-time? If so, you 
could write a pan effect and simply layer it on top of the sound system and 
you'd get a perfect pan effect just like in DirectSound, without having to 
modify the libraries in the slightest. The actual panning, as you know, is 
trivial math; the only concern is whether you can get at the raw audio data 
as it is being played, and whether you can do so not only staticly but also 
in real-time in order to make rapid/dynamic changes. XAudio2 supports this, 
and so this is what I plan to do for Streemway if the XAudio2 3d renderer 
turns out to be unable to reproduce panning accurately which seems to be the 
case with OpenAl.


I think the idea of a cross platform game engine is great, if you can 
justify the extra time spent etc. Good luck!


Kind regards,

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 1:55 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Hi Shaun,
Creating my own pan control wouldn't be very easy. I'd have to upgrade
OpenAL, upgrade sfml-audio, and then update my engine using the new
stereo pan control feature. Plus build new windows and Linux libraries
for all of the above since this would be an  unofficial update to
OpenAL and SFML.
Yeah, I could submit my changes to the maintainers for OpenAL and
SFML, but who knows when the new packages would make it into the
general package repositories for Debian, Ubuntu, Fedora, and all the
other Linux distributions out there. In other words Anyone who would
want to play this game would have to absolutely be running my modified
versions of OpenAL and SFML which defeats the purpose of using the
mainstream stable releases of these APIs which are either installed
with your distribution of Linux or are available in their extra
package repositories. It would be like telling a Windows user that you
have DirectX, but you have to install my custom version of DirectX
instead to play this one game because it doesn't offer feature x.
As it happens DirectX no longer has a pan control either if you use
the XAudio2 library which  ships with current builds of DirectX for
XP, Vista, and Windows 7. Let's face it folks the day of using a basic
stereo pan control is ancient history as far as game APIs are
concerned. These days game developers, mainstream developers, all
create games with high-end 3d audio with support for 5.1 and 7.1 sound
cards. Simple 2d stereo panning is, to put it nicely, very old
fassioned for mainstream game companies and developers. In the case
they want a sort of 2d pan effect they simply pipe it through the 3d
listener interface and emulate a pan effect that way.
For us not having a smooth pan effect is a big issue because we use
audio exclusively and totally depend on accurate rendering of the
audio output. Were this a mainstream game I doubt the average gamer
would notice. As long as the sound comes out of the left speaker,
right speaker, or is center is all they care about. The could care
less if it is 75% off center or 90% off center as long as the effect
is close enough to sound cool.
I'm not justifying this in any way, shape, or form but am letting you
know things are changing as far as game APIs are concerned. It doesn't
matter if you use a free API like OpenAL or if you go out and purchase
an expensive audio library like FMOD they are all more or less geared
for 3d audio output. Nobody accept us really wants simple stereo
panning it seams.
For example, i can remember when Microsoft made their public
announcement about XAudio2 for Windows Vista and the XBox.They wrote
this huge article about all the cutting edge features in XAudio2,
explained why it was superior to DirectSound,and how they had answered
the mainstream cgame developers demand for improved 3d audio support
for future Windows and XBox game titles. It seams in the rush to meet
the demands of the mainstream game companies, who after all puts money
in Microsoft's pocket to support their platforms, Microsoft decided to
leave out anything they felt was too unimportant like stereo panning.
So XAudio2 doesn't have it unless you write your own using their 3d
audio interface.
I'd imagine if Mac and Linux game developers felt a stereo pan control
was important they would have added one already. However, as OpenAL
doesn't have one I must assume the mainstream and private game
developers for Mac and Linux feel one is unnecessary the same as
everybody else does about XAudio2 and the other big name audio
libraries out there.

Cheers!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Shaun,
Rather than talking about this all day why don't you just record it
and send me an mp3? I can understand this better with an actual stereo
recording of what exactly it sounds like on your sound card. Then,
I'll know for sure if it is acting normally or there is something
wrong on your end.

HTH


On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 well when I move towards a trap or monster I hear it, in my right
 ear, same with an object.
 I usually hear it slowly move towards the centre of the speakers.
 it doesn't though it does get louder.
 now my view key shows 0 but its still far right.
 I jump.
 its now far left.
 if a monster,  I move towards it to swing my sword at it.
 I move to hit it.
 it gets lowder and such but does not move to the centre.
 it suddenly snaps to the centre then snaps to the far left.
 if i got the other way it snaps to the far right.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Here's a quick thought for you to ponder. Does OpenAl have support for
 custom dsp? A callback interface or similar for each sound that enables you
 to add your own dsp effects or filters to the audio in real-time? If so, you
 could write a pan effect and simply layer it on top of the sound system and
 you'd get a perfect pan effect just like in DirectSound, without having to
 modify the libraries in the slightest. The actual panning, as you know, is
 trivial math; the only concern is whether you can get at the raw audio data
 as it is being played, and whether you can do so not only staticly but also
 in real-time in order to make rapid/dynamic changes. XAudio2 supports this,
 and so this is what I plan to do for Streemway if the XAudio2 3d renderer
 turns out to be unable to reproduce panning accurately which seems to be the
 case with OpenAl.

 I think the idea of a cross platform game engine is great, if you can
 justify the extra time spent etc. Good luck!

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Petr,
That would totally rock if more game developers were willing to do
that, but unfortunately the large majority of VI game developers are
all Visual Basic 6 programmers. They'd all have to learn something
more cross-platform compatible such as C++, Python, or maybe Java to
begin thinking of creating non-Windows games.
Anyway, as it happens STFC 2.0 and USA Raceway both will be Linux
compatible as well. I have ports planned for both of them, but right
now I'm trying to get the new engine stable and get MOTA out the door
first. Once that's done I don't see why I can't port STFC and Raceway
over using all the new cross-platform stuff I have created for that
purpose. Of course, Raceway will be tricky because in order to take
advantage of force feedback I might have to  use DirectX for the
Windows builds because SFML's joystick support is ok, but no where as
good as DirectX yet.

Cheers!


On 10/5/10, Petr Bláha hammet...@seznam.cz wrote:
   I thing that all the developers of accessible games should thing of
 porting their products to linux or mac as well. Cause there is large
 community of blind users who have linux installed and i thing that
 community becomes larger and larger.
 So maybe Phil, David and others should thing of it, i have to say that
 it would be nice to play Shades of doom or time of conflict under the
 linux - smiles.
 By the way - how about STFC Thomas? Do you work on porting it to linux?
 Or you want to finnish work on MOTA first?

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Philip Bennefall

Hi Thomas,

Well, let us hope that SFML/OpenAl can provide such a feature and then see. 
I will be happy to assist in any way I can, should you need it.


As for justification, if you are gradualy going over to Linux yourself then 
I'd say that that's certainly justification enough to spend the extra months 
porting and testing your engine for that platform. One of the main reasons 
why I am not going cross platform at this time is because I am a Windows 
user 100 % and so doing a stable port would require much more time and money 
than I am willing to spend, especially since audio games aren't very 
profitable in themselves due to the size of the blind gaming community.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 3:05 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Hi Philip,

That's a good question. I don't know if OpenAL supports customn DSP
effects or not, but I can check. In any case that would only be half
the problem here.
I'm currently  using a cross-platform audio library called sfml-audio
which is basically a nice front-end for OpenAL. The SFML developer has
added all the necessary code to load wav files, ogg files, and various
other file types and then loads them into OpenAL's sound buffers for
playback and positioning. Plus has added support for streaming and
that sort of thing. In other words it is basically the open source
equal to your PB Streemway library minus the sound encryption and it
uses OpenAL rather than DirectSound. So if sfml-audio doesn't support
custom DSP but OpenAL does then it would be up to me to reinvent the
wheel by creating my own Streemway or sfml-audio type front-end to get
a simple stereo pan effect. Definitely not a very happy thought seeing
as such a project would take a good month to create if not longer.

As for justifying a cross-platform engine what can I say? In my
opinion the fact that my wife and I have chosen to go Linux but most
of my customers still use Windows is justification enough. Its like
what would be the point spending months, even years, creating games
that would only run on Windows when three out of four computers my
wife and I own now all run Linux.

The only reason we have kept that one Windows system around is because
we own some expensive software that we can still use like Soundforge,
Visual Studio Pro, as well as various games that won't run on Linux
and still is of personal use to us.  As good as Linux is admitedly
there are certainly apps you can't find for Linux such as the Halmark
software for creating personalized holiday gift cards that my wife
likes to use. for that we can justify keeping one Windows system
around, but not maintaining three or four computers with Windows
software on it. That obviously gets expensive. Especially in light of
the fact more and more developers are going the route of Microsoft and
licensing software for a single computer.

So I have elected to take whatever time and energy is necessary to
modify my Genesis Engine, which was written in C++ anyway, to use
non-proprietary APIs like SFML so I could build high quality Linux
games for myself while still being able to sell to a mostly Windows
market. It is buggy right now, but I'm sure I'll eventually get it all
working in time.

Cheers!

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support for
custom dsp? A callback interface or similar for each sound that enables 
you
to add your own dsp effects or filters to the audio in real-time? If so, 
you
could write a pan effect and simply layer it on top of the sound system 
and

you'd get a perfect pan effect just like in DirectSound, without having to
modify the libraries in the slightest. The actual panning, as you know, is
trivial math; the only concern is whether you can get at the raw audio 
data
as it is being played, and whether you can do so not only staticly but 
also
in real-time in order to make rapid/dynamic changes. XAudio2 supports 
this,

and so this is what I plan to do for Streemway if the XAudio2 3d renderer
turns out to be unable to reproduce panning accurately which seems to be 
the

case with OpenAl.

I think the idea of a cross platform game engine is great, if you can
justify the extra time spent etc. Good luck!

Kind regards,

Philip Bennefall



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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Petr Bláha
Hi Thomas, yeah, thats fact which i forgot -that lot of games for the 
blind are based on VB6. What about any possibility of compiling them? If 
you have source code you can compile your game as you wish - can't you.
To be honest i have to say that im not a programmer, i have quite good 
knowledge of hardware, but programming etc, it is area i am not too 
familiar with.
Or maybee another solution except compiling could be possible - maybee, 
what about to create some kind of emulator - like the vine is?
My idea is based on theory that when there are mostly no graphics in the 
games for the blind, it would be much more easy to develop the emulator 
for them, or maybee create some scripts for existing emulator - i mean 
wine off course.
Yesterday i was talking with the friend of mine, and he told me that his 
coleague run most of windows games (not games for the blind), cause he 
wrote a bunch of script where he told which libraries may or may not be 
used and it worked.
Sorry for this, but i just want to find any solution, that's the reason 
why i am still thinking about it.

Dne 6.10.2010 03:16, Thomas Ward napsal(a):

Hi Petr,
That would totally rock if more game developers were willing to do
that, but unfortunately the large majority of VI game developers are
all Visual Basic 6 programmers. They'd all have to learn something
more cross-platform compatible such as C++, Python, or maybe Java to
begin thinking of creating non-Windows games.
Anyway, as it happens STFC 2.0 and USA Raceway both will be Linux
compatible as well. I have ports planned for both of them, but right
now I'm trying to get the new engine stable and get MOTA out the door
first. Once that's done I don't see why I can't port STFC and Raceway
over using all the new cross-platform stuff I have created for that
purpose. Of course, Raceway will be tricky because in order to take
advantage of force feedback I might have to  use DirectX for the
Windows builds because SFML's joystick support is ok, but no where as
good as DirectX yet.

Cheers!


On 10/5/10, Petr Bláhahammet...@seznam.cz  wrote:
   

   I thing that all the developers of accessible games should thing of
porting their products to linux or mac as well. Cause there is large
community of blind users who have linux installed and i thing that
community becomes larger and larger.
So maybe Phil, David and others should thing of it, i have to say that
it would be nice to play Shades of doom or time of conflict under the
linux - smiles.
By the way - how about STFC Thomas? Do you work on porting it to linux?
Or you want to finnish work on MOTA first?
 

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

true.
in which case us blindies will be limited to use older software.
I don't think we can run stuff like that.
I don't even have a 5.1, it sounds cool I aggree for 3d games but 
side scrolers?


I guess if its the way of the future we will just have to live with it.
At 12:55 p.m. 6/10/2010, you wrote:

Hi Shaun,
Creating my own pan control wouldn't be very easy. I'd have to upgrade
OpenAL, upgrade sfml-audio, and then update my engine using the new
stereo pan control feature. Plus build new windows and Linux libraries
for all of the above since this would be an  unofficial update to
OpenAL and SFML.
Yeah, I could submit my changes to the maintainers for OpenAL and
SFML, but who knows when the new packages would make it into the
general package repositories for Debian, Ubuntu, Fedora, and all the
other Linux distributions out there. In other words Anyone who would
want to play this game would have to absolutely be running my modified
versions of OpenAL and SFML which defeats the purpose of using the
mainstream stable releases of these APIs which are either installed
with your distribution of Linux or are available in their extra
package repositories. It would be like telling a Windows user that you
have DirectX, but you have to install my custom version of DirectX
instead to play this one game because it doesn't offer feature x.
As it happens DirectX no longer has a pan control either if you use
the XAudio2 library which  ships with current builds of DirectX for
XP, Vista, and Windows 7. Let's face it folks the day of using a basic
stereo pan control is ancient history as far as game APIs are
concerned. These days game developers, mainstream developers, all
create games with high-end 3d audio with support for 5.1 and 7.1 sound
cards. Simple 2d stereo panning is, to put it nicely, very old
fassioned for mainstream game companies and developers. In the case
they want a sort of 2d pan effect they simply pipe it through the 3d
listener interface and emulate a pan effect that way.
For us not having a smooth pan effect is a big issue because we use
audio exclusively and totally depend on accurate rendering of the
audio output. Were this a mainstream game I doubt the average gamer
would notice. As long as the sound comes out of the left speaker,
right speaker, or is center is all they care about. The could care
less if it is 75% off center or 90% off center as long as the effect
is close enough to sound cool.
I'm not justifying this in any way, shape, or form but am letting you
know things are changing as far as game APIs are concerned. It doesn't
matter if you use a free API like OpenAL or if you go out and purchase
an expensive audio library like FMOD they are all more or less geared
for 3d audio output. Nobody accept us really wants simple stereo
panning it seams.
For example, i can remember when Microsoft made their public
announcement about XAudio2 for Windows Vista and the XBox.They wrote
this huge article about all the cutting edge features in XAudio2,
explained why it was superior to DirectSound,and how they had answered
the mainstream cgame developers demand for improved 3d audio support
for future Windows and XBox game titles. It seams in the rush to meet
the demands of the mainstream game companies, who after all puts money
in Microsoft's pocket to support their platforms, Microsoft decided to
leave out anything they felt was too unimportant like stereo panning.
So XAudio2 doesn't have it unless you write your own using their 3d
audio interface.
I'd imagine if Mac and Linux game developers felt a stereo pan control
was important they would have added one already. However, as OpenAL
doesn't have one I must assume the mainstream and private game
developers for Mac and Linux feel one is unnecessary the same as
everybody else does about XAudio2 and the other big name audio
libraries out there.

Cheers!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss
I guess I can get used to the audio, though we will need some sort of 
beep to tell us when a monster is in range like in gtc or sod.
I know this is not realistic but since no one wants to use pan 
anymore thats about all we will need.

I guess no one does side scrolers anymore.
At 12:58 p.m. 6/10/2010, you wrote:

Hi Shaun,
I'm debugging the exit issue. I hope to have a fix for that by the
weekend. Things like that take time to fix. As for the audio who
knows. It is the way the audio works. Sorry to say but you will have
to live with it.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 hmmm true, but unless he can fix the bugs in this version or whatever
 it all is I can't play the game properly.
 And unless the exit issue is solved I can't exactly play really.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

well stupid internal sound cards sigh
I will probably have to get used to it, it gets louder and softer and 
I guess thats 3d positioning for you.
though I am seriously thinking of getting another usb card with some 
analog features as supposed to this stupid realtech chipset.

its real bad.
At 01:03 p.m. 6/10/2010, you wrote:

Hi Shaun,
Well, then that is your sound card not the game. When I walk there is
a progression of movement getting nearer as I walk towards it and it
fades out as I walk away from it. It might be like 90%, 75%, 50%, 25%,
center, and then 25%, 50%, etc in the other direction. It definitely
is not a snap from right to center, to left as you described. There is
definitely some panning going on here. So I have to conclude the
problem is specific to your hardware not rendering the audio properly.

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 I was not concious of the object moving at all it was like it snapped
 left or right or whatever.
 usually when I jump traps they rush past.
 but it doesn't happen, I jump, then snap middle then left.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss
hmmm I didn't think about dsp effects or such but that would work I 
guess I don't use to many of those in my player but those exist.

At 01:09 p.m. 6/10/2010, you wrote:

Hi Thomas,

Here's a quick thought for you to ponder. Does OpenAl have support 
for custom dsp? A callback interface or similar for each sound that 
enables you to add your own dsp effects or filters to the audio in 
real-time? If so, you could write a pan effect and simply layer it 
on top of the sound system and you'd get a perfect pan effect just 
like in DirectSound, without having to modify the libraries in the 
slightest. The actual panning, as you know, is trivial math; the 
only concern is whether you can get at the raw audio data as it is 
being played, and whether you can do so not only staticly but also 
in real-time in order to make rapid/dynamic changes. XAudio2 
supports this, and so this is what I plan to do for Streemway if the 
XAudio2 3d renderer turns out to be unable to reproduce panning 
accurately which seems to be the case with OpenAl.


I think the idea of a cross platform game engine is great, if you 
can justify the extra time spent etc. Good luck!


Kind regards,

Philip Bennefall
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, October 06, 2010 1:55 AM
Subject: Re: [Audyssey] MOTA Beta 14 Released!


Hi Shaun,
Creating my own pan control wouldn't be very easy. I'd have to upgrade
OpenAL, upgrade sfml-audio, and then update my engine using the new
stereo pan control feature. Plus build new windows and Linux libraries
for all of the above since this would be an  unofficial update to
OpenAL and SFML.
Yeah, I could submit my changes to the maintainers for OpenAL and
SFML, but who knows when the new packages would make it into the
general package repositories for Debian, Ubuntu, Fedora, and all the
other Linux distributions out there. In other words Anyone who would
want to play this game would have to absolutely be running my modified
versions of OpenAL and SFML which defeats the purpose of using the
mainstream stable releases of these APIs which are either installed
with your distribution of Linux or are available in their extra
package repositories. It would be like telling a Windows user that you
have DirectX, but you have to install my custom version of DirectX
instead to play this one game because it doesn't offer feature x.
As it happens DirectX no longer has a pan control either if you use
the XAudio2 library which  ships with current builds of DirectX for
XP, Vista, and Windows 7. Let's face it folks the day of using a basic
stereo pan control is ancient history as far as game APIs are
concerned. These days game developers, mainstream developers, all
create games with high-end 3d audio with support for 5.1 and 7.1 sound
cards. Simple 2d stereo panning is, to put it nicely, very old
fassioned for mainstream game companies and developers. In the case
they want a sort of 2d pan effect they simply pipe it through the 3d
listener interface and emulate a pan effect that way.
For us not having a smooth pan effect is a big issue because we use
audio exclusively and totally depend on accurate rendering of the
audio output. Were this a mainstream game I doubt the average gamer
would notice. As long as the sound comes out of the left speaker,
right speaker, or is center is all they care about. The could care
less if it is 75% off center or 90% off center as long as the effect
is close enough to sound cool.
I'm not justifying this in any way, shape, or form but am letting you
know things are changing as far as game APIs are concerned. It doesn't
matter if you use a free API like OpenAL or if you go out and purchase
an expensive audio library like FMOD they are all more or less geared
for 3d audio output. Nobody accept us really wants simple stereo
panning it seams.
For example, i can remember when Microsoft made their public
announcement about XAudio2 for Windows Vista and the XBox.They wrote
this huge article about all the cutting edge features in XAudio2,
explained why it was superior to DirectSound,and how they had answered
the mainstream cgame developers demand for improved 3d audio support
for future Windows and XBox game titles. It seams in the rush to meet
the demands of the mainstream game companies, who after all puts money
in Microsoft's pocket to support their platforms, Microsoft decided to
leave out anything they felt was too unimportant like stereo panning.
So XAudio2 doesn't have it unless you write your own using their 3d
audio interface.
I'd imagine if Mac and Linux game developers felt a stereo pan control
was important they would have added one already. However, as OpenAL
doesn't have one I must assume the mainstream and private game
developers for Mac and Linux feel one is unnecessary the same as
everybody else does about XAudio2 and the other big name audio
libraries out there.

Cheers!

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

hmmm ok tom I'll do a recording.
ofcause I will have to save the file before I exit the game otherwise 
it crashes but yeah I can do this.

I have some time to record.
It may be my drivers but my issue is that my card crackles as it is 
and updated drivers destabelises the system, I have some drivers for 
the laptop but the crackle is worse.
I don't know why they didn't leave the stupid systems with just a 
soundmax, my hd realtech has stupid memmory for effects and such.
Its only after trying to play games like teraformas and some others 
that I realise how crappy it really is.

At 01:09 p.m. 6/10/2010, you wrote:

Hi Shaun,
Rather than talking about this all day why don't you just record it
and send me an mp3? I can understand this better with an actual stereo
recording of what exactly it sounds like on your sound card. Then,
I'll know for sure if it is acting normally or there is something
wrong on your end.

HTH


On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 well when I move towards a trap or monster I hear it, in my right
 ear, same with an object.
 I usually hear it slowly move towards the centre of the speakers.
 it doesn't though it does get louder.
 now my view key shows 0 but its still far right.
 I jump.
 its now far left.
 if a monster,  I move towards it to swing my sword at it.
 I move to hit it.
 it gets lowder and such but does not move to the centre.
 it suddenly snaps to the centre then snaps to the far left.
 if i got the other way it snaps to the far right.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Petr,
Well, emulating Windows games under Linux is pretty much a hit or miss
thing. There is an awesome commercial game emulator for Linux created
by Transgaming called Cedega which supports a number of the leading
games for Windows. They have a sistercommercial emulator for Mac
called Cider. While Cedega and Cider are highly recommended products
for serious Linux and Mac gamers they can't run everything. As it so
happens most accessible games fall into that catagory.
You see the problem is that a game emulator like Cedega attempts to
emulate the Win32 API and DirectX, but it has no emulation for the
Visual Basic 6 runtime environment or Sapi 5. So You couldn't just
take one of Jim Kitchens Sapi text to speech games and run it because
there is no emulation for Visual Basic programs let alone Sapi itself.
So we definitely couldn't use Cedega for emulation.
Well, that leaves us with wine. It is possibl to get Visual Basic 6
programs to run using Wine, but it is a major undertaking to get
working. In order to get a game like Jim's games to work under Linux
you have to install the official Microsoft Win32 API libraries by
copying them from
c:\Windows\System32
and installing them in the Wine System 32 directory and registering them.
Next you have to install the Visual Basic 6 runtime which Orca can't
read the setup for because it doesn't support ATK and the various
other Linux accessibility libraries.
After that you need to install Microsoft DirectX 9 which again will
require sighted asistance because Orca can't read the setup under
Wine.
After that you would want to head over to Jim Kitchen's website and
download and install Sapi 5.1 full install for Windows 2000/XP which
again needs more sighted asistance.
Assuming all that went well and all of it works you could now install
Jim Kitchen's games and hopefully they will work under Wine.
Unfortunately running Windows applications under Wine usually isn't
that great. I did get one game running under Wine a while back, but
after doing all the grunt work of getting everything installed and
working the games ran really slow and crashed a lot. So Wine is still
not a perfect solution for Linux gamers wanting to play Shades of
Doom, Tank Commander, or anything else like that.
Finally, as for recompiling Visual Basic software on Linux you can
forget it. Visual Basic is 100% a Microsoft only language and
technology. Proprietary to the max. The Mono Project has cloned their
C# .Net language, and Microsoft has been fighting the open source
community ever since all the while screaming that creating a
cross-platform .Net Framework and IDE somehow violates their
copyrights.  So its no wonder nobody wants to come up with an open
source Visual Basic compiler and runtime environment for Linux and
Mac. Besides there are plenty of better solutions such as Java,
Python, Ruby, etc that don't require fighting Microsoft over. Most
people serious about writing Linux and Mac software tell Microsoft to
take their proprietary software, programming languages, and stick it
where the sun don't shine.


Cheers!


On 10/5/10, Petr Bláha hammet...@seznam.cz wrote:
 Hi Thomas, yeah, thats fact which i forgot -that lot of games for the
 blind are based on VB6. What about any possibility of compiling them? If
 you have source code you can compile your game as you wish - can't you.
 To be honest i have to say that im not a programmer, i have quite good
 knowledge of hardware, but programming etc, it is area i am not too
 familiar with.
 Or maybee another solution except compiling could be possible - maybee,
 what about to create some kind of emulator - like the vine is?
 My idea is based on theory that when there are mostly no graphics in the
 games for the blind, it would be much more easy to develop the emulator
 for them, or maybee create some scripts for existing emulator - i mean
 wine off course.
 Yesterday i was talking with the friend of mine, and he told me that his
 coleague run most of windows games (not games for the blind), cause he
 wrote a bunch of script where he told which libraries may or may not be
 used and it worked.
 Sorry for this, but i just want to find any solution, that's the reason
 why i am still thinking about it.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi,
I don't know about that. I'm sure there are privately developed
side-scrollers at places like the retro remakes websites, but in the
whole the mainstream game industry has seamed to focus on games that
require 3d rendering of sound effects.
You have to remember back when side-scrollers were really popular were
in the late 80's and early 90's with games like Castlevania, Megaman,
Double Dragon, Prince of Persia, and that sort of thing. For the
mainstream game industry it is kind of like been there and done that.
We haven't been around that long and are just beginning to explore the
side-scroller format a good 20 years after the mainstream industry did
all their major titles.

Cheers!

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 I guess I can get used to the audio, though we will need some sort of
 beep to tell us when a monster is in range like in gtc or sod.
 I know this is not realistic but since no one wants to use pan
 anymore thats about all we will need.
 I guess no one does side scrolers anymore.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread Thomas Ward
Hi Philip,
Exactly my point. If I were only a part time Linux user or an
ocational Linux user I wouldn't bother taking the time and energy
upgrading the engine to be cross-platform. Obviously I could have
saved myself time, effort, and a bunchof added bugs just by sticking
with Windows. However, since I use Linux 90% of the time for e-mail,
watching movies, listening to music, and all the other things I do I
feel it is worth the price to be able to have games on that platform
as well.
As for what you can do I don't know of anything at this point, but if
something comes up I'll let you know. About the only thing I can think
of is if worse comes to worse I might ask for a copy of Streemway that
works with MinGW so I don't have to depend on using Visual Studio Pro
to cross-compile my software. However, we can cross that road when we
come to it.

On 10/5/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Well, let us hope that SFML/OpenAl can provide such a feature and then see.
 I will be happy to assist in any way I can, should you need it.

 As for justification, if you are gradualy going over to Linux yourself then
 I'd say that that's certainly justification enough to spend the extra months
 porting and testing your engine for that platform. One of the main reasons
 why I am not going cross platform at this time is because I am a Windows
 user 100 % and so doing a stable port would require much more time and money
 than I am willing to spend, especially since audio games aren't very
 profitable in themselves due to the size of the blind gaming community.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-05 Thread shaun everiss

true.
in which case I wander if there are any 2 d libs, we are behind in 
our games but we are progressing slowly but surely.

Its not all even either.
for instance though we are only just doing side scrolers we have 
small scale multiplayer support, and we have mastered the 
puzzle/card/board game types.
we also have some almost up with the play 3d titles fps's and a 
couple basic sims to some degree.
The only advantages with sighted games are the large multiplayer 
systems and tourniments.

loads of graphics and a few other things but for what we need we have it all.
At 04:54 p.m. 6/10/2010, you wrote:

Hi,
I don't know about that. I'm sure there are privately developed
side-scrollers at places like the retro remakes websites, but in the
whole the mainstream game industry has seamed to focus on games that
require 3d rendering of sound effects.
You have to remember back when side-scrollers were really popular were
in the late 80's and early 90's with games like Castlevania, Megaman,
Double Dragon, Prince of Persia, and that sort of thing. For the
mainstream game industry it is kind of like been there and done that.
We haven't been around that long and are just beginning to explore the
side-scroller format a good 20 years after the mainstream industry did
all their major titles.

Cheers!

On 10/5/10, shaun everiss sm.ever...@gmail.com wrote:
 I guess I can get used to the audio, though we will need some sort of
 beep to tell us when a monster is in range like in gtc or sod.
 I know this is not realistic but since no one wants to use pan
 anymore thats about all we will need.
 I guess no one does side scrolers anymore.

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-04 Thread Castanedagarcia_Alfredo
So I see you decided to keep beta 14, even if the beta was not officially 
released? How was it different than the broken release and the official 
release? You see, I thought it was fully released and i installed iand played 
it. For some reason, I got no blue screen, so I did not have to uninstall the 
game.  Is this game in 3D?
Alfredo

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Re: [Audyssey] MOTA Beta 14 Released!

2010-10-04 Thread shaun everiss

good game tom.
enemies are good, but you never know you are in range of an enemy 
until its in front of you, its fine to shoot but because the sounds 
don't pan swinging at them is a bit hard.


also if you walk and try to say pick up things you need to stop 
before you do that.

objects don't pan so its harder to know when to pick things up.
the game still crashes on exit.
At 02:26 p.m. 5/10/2010, you wrote:

Hi everyone,
I am happy to announce that Tomb Hunter Mysteries of the Ancients beta
14 is now officially uploaded and ready for download. This all new
release is a major upgrade from beta 13 and earlier.

What's New

Beta 14 now uses our cross-platform engine Open G3D which uses a
number of free and open source APIs such as OpenAL 1.1, SFML 1.6,
libsndfile, and others instead of commercial APIs such as Microsoft
DirectX.
There is now an official Windows release and a Linux release for
Debian based Linux operating systems. (May work on other distributions
if all dependencies are met.)
Uses uncompressed *.wav files rather than compressed *.ogg files for
sounds and music.
Fixed a number of bugs related to the new Open G3D engine.
Created custom i386 SFML 1.6 deb packages for Ubuntu and Vinux distributions.

Downloading the Game

To download Mysteries of the Ancients uninstall any previous releases
of the software and visit our products page
http://www.usagamesinteractive.com/products.php
to download either the Linux or Windows release. For the custom SFML
packages visit
http://www.usagamesinteractive.com/downloads/requirements/libsfml-1.6-i386.tar.gz
and read the file guide.txt located in the Mysteries of the Ancients
Docs directory for directions on installing SFML for Linux.

Happy gaming!

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