Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-08 Thread shaun everiss
Hey man thats major cool news.
At 02:47 p.m. 8/04/2008, you wrote:
Hi,
Actually, it might not be quite that long before STFC comes out. I am 
not giving any sort of time frame, but I hope to begin work on the STFC 
2 engine pretty soon.

jeh wrote:
 Hi Tomas,

 I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
 pretty long time to make games like that.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread jeh
Hi Tomas,

I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
pretty long time to make games like that.

Josh

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 08, 2008 3:01 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


 Hi,
 Yeah, I've heard that a lot from gamers. There doesn't seam to be a real
 demand for strategy style games as many blind gamers just aren't
 interested in that sort of thing. They express a desire for good but
 simplar games to play.
 One of the reasons STFC was written the way it was is because I didn't
 have a lot of Star Trek effects to speak of when I created STFC 1.x.
 However, in the past year I have come across a huge boat load of Star
 Trek effects including bridge ambience, weapons, warp engine effects,
 etc. Amung these effects I have the official sound of a moving Borg
 cube. So if I decide to go with this style of game play you will be able
 to actually hear ship x engines passing by or approaching you.
 I also have the official Star Trek TNG bridge ambience so it would be
 extremely authentic sounding for the gamer when I do STFC 2.


 kelby carlson wrote:
 I'd definitely like to see STFC 2 be along something of those
 lines.  Sounds very enjoyable if you ask me.  I'm bad at
 turn-based strategy, but would probably be able to get the hang
 of this easier.

 Kelby



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Dakotah Rickard
Oh. I love strategy games. I wish there were more of them. Sound RTS had a
good popular acclaim...at any rate, Thomas, where did you get your star trek
Effects?
Signed:
Dakotah Rickard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of jeh
Sent: Monday, April 07, 2008 09:22
To: Gamers Discussion list
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

Hi Tomas,

I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
pretty long time to make games like that.

Josh

- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 08, 2008 3:01 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


 Hi,
 Yeah, I've heard that a lot from gamers. There doesn't seam to be a real
 demand for strategy style games as many blind gamers just aren't
 interested in that sort of thing. They express a desire for good but
 simplar games to play.
 One of the reasons STFC was written the way it was is because I didn't
 have a lot of Star Trek effects to speak of when I created STFC 1.x.
 However, in the past year I have come across a huge boat load of Star
 Trek effects including bridge ambience, weapons, warp engine effects,
 etc. Amung these effects I have the official sound of a moving Borg
 cube. So if I decide to go with this style of game play you will be able
 to actually hear ship x engines passing by or approaching you.
 I also have the official Star Trek TNG bridge ambience so it would be
 extremely authentic sounding for the gamer when I do STFC 2.


 kelby carlson wrote:
 I'd definitely like to see STFC 2 be along something of those
 lines.  Sounds very enjoyable if you ask me.  I'm bad at
 turn-based strategy, but would probably be able to get the hang
 of this easier.

 Kelby



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Thomas Ward
Hi,
Well, the majority of my sound libraries came from some Star Trek sound 
and theme cds I purchased for Windows 95. They had a Next Generation, 
DS9, and Voyager disk that came with full motion vidios, wav files, 
pictures, icons, etc. They were there so you could create desktop themes 
for Windows 95/98.
There were some sounds I acquired from the internet, and of course 
included them in my Trek sound libraries.
Other sounds I got through other resources I'd rather not disclose how I 
obtained them. People might not be exactly happy with how I obtained them.

Dakotah Rickard wrote:
 Oh. I love strategy games. I wish there were more of them. Sound RTS had a
 good popular acclaim...at any rate, Thomas, where did you get your star trek
 Effects?
 Signed:
 Dakotah Rickard
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Thomas Ward
Hi,
Actually, it might not be quite that long before STFC comes out. I am 
not giving any sort of time frame, but I hope to begin work on the STFC 
2 engine pretty soon.

jeh wrote:
 Hi Tomas,

 I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
 pretty long time to make games like that.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-11 Thread shaun everiss
hmm.
I have the latest everything,  and so I don't know
At 04:12 p.m. 11/03/2008, you wrote:
Hi Shaun,
Still something is wrong. I removed Java 6 Update 1 a couple of months 
ago and then installed Java Update 6 Update 3 with no problems on two 
systems running Vista and one running XP SP2. In my case the remove 
button worked normally.


shaun everiss wrote:
 thats not the issue.
 I open the uninstaller.
 there are the standard modify, and repair options, but the remove button is 
 greyed out.
 This happens on 3 systems that use this.
 I can remove other things just fine when the uninstaller comes up there is 
 always a remove button.
 Maybe I was not being clear, I can execute the uninstaller just fine.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread shaun everiss
well speaking about stfc2 etc.
We have all the missions for say science, battles, etc.
There has been no actual trek exploration type thing.
Would be good if there were research missions, or exploring missions, you 
origionally set out to do things and either during your work or whatever 
something goes disasterously wrong.
At 05:03 p.m. 10/03/2008, you wrote:
Hi Dark,
Well, as for Bajor and the Bajoran system that planet has changed hands 
several times over the course of the Star Trek series. They were part of 
the Cardassian Union, then became an indipendant world, and eventually 
joined the Federation at the end of DS9 season 7. As you recall when 
Kira started Deep Space 9 she held the Bajoran melitia rank of Major. At 
the end of DS9 after Bajor joined the Federation against the dominion 
Kira's rank of Colonel was switch to a full fledged Federation Commander 
and was given Sisko's job as station commander.
Anyway, I do think the idea that creating a global starmap for STFC 2 
would be nice. In theory every mission should contain a planet Earth, 
Cardassia, Qo'nos, Romulus, etc even though you might not be traveling 
to those star systems or planets to carry out your mission.
Some starbases such as Earth Station Mckinley should also be universally 
accessible in the game, but other starbases can be added or removed 
based on specific missions. For example a research station along the 
Cardassian neutral zone lost communication 12 hours a go. Enterprise is 
sent in to investigate. Turns out Cardassian raiders raided the station 
and have stolen advanced weapons research being worked on at the 
station. That kind of station can be added or deleted where Earth 
Station Mckinley should stay since we know that that station exists even 
though the Enterprise doesn't go there every epasode. Not to mention you 
can always return there for repairs and resupplies just like the supply 
ships in LW.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread shaun everiss
Well the sapi sdks are 500mb to.
One thing that I noticed that ever since java6.0 sun conciders it as a core 
componant, so you can't uninstall it.
you can delete the machine manually after updating to the next version although 
risidual bits still remain.
I then do a repair on the java access bridge.
Although I can't seem to run native java programs because the standard jre 
runtime interface is graphic, sun java rendered in websites is real accessible 
and stable.
At 05:21 p.m. 10/03/2008, you wrote:
Hi Shaun,
Yes, there is a huge difference in the size of a Java development 
platform and a Microsoft.NEt development platform.
If you want to get everything for a full install of Microsoft's .NET 
development platform with DirectX you are talking around 500 MB for 
DirectX, 2 to 4 GB for the Windows Vista SDK, another 2 GB for the IDES, 
and
you are looking at a good 6 to 8 GB of space just to write one game. On 
todays hard drives that is doable, but is still very bloated and takes 
up way too much space for my liking.
If you wanted to go Java the Java 6 JDK and JRE is only 149 MB fully 
installed. There is an additional 92 MB for the Eclipse IDE, and around 
120 MB for the Java resource docs. Even ith extra plugins, libs, I 
suspect tops your typical Java development platform is around 500 MB. 
That sure beats 6 to 8 GB for a .NET development platform.
As for my issues with Java I am certain sooner or later I will work them 
out. The language is growing quite popular amung developers, and there 
is a rapidly growing amount of mainstream docs on using Java to power 
the next generation of web and PC based vidio games. Yes, there is also 
a Java book on games and smart phones as well.

shaun everiss wrote:
 Well tell me if you succeed tom.
 I once decided to try to program with the vstudio express system.
 one of the reasons I didn't decide to do this was the fact that space for 
 the programs was in access of 2gb, and with resourcekits, etc that was 
 atleast another 4.
 And the time to load, Oh my gosh.
 And access to things once loaded.
 The java runtimes don't take much I don't think anyway as I use them all the 
 time for things.
 I don't think the rks and other things are all that much.
 I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
 use 500mb or less on the installs.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread Thomas Ward
Hi Shaun,

Quote
One thing that I noticed that ever since java6.0 sun considers it as a 
core component,
so you can't uninstall it.
End quote

It sounds to me like your Windows install is having registry issues. You 
most certainly can add and remove the Sun JRE 6.0 from Add and Remove 
programs. For example on my laptop I can go to the Windows Vista control 
panel, open programs and features, and Java TM 6 Update 3, shows up in 
the list of add/remove programs. If I wanted to I could right click on 
it right now, and click on uninstall and it would go by. However, as I 
am developing with it I obviously am not going to uninstall it right 
now. Though, sometime in the near future I will be upgrading to Java 6 
Update 4.


Quote
Well the sapi sdks are 500mb to.
End quote

The Sapi 5 SDK is not necessary for .NET development. Visual Basic .NET 
and C# .NET can access the SpeechLib.dll file via com without a full 
SDK. Besides which The speech sdk has been rolled into the Windows Vista 
Platform SDK which means the old Sapi 5.1 SDK is deprecated anyway.

Quote
Although I can't seem to run native java programs because the standard 
jre runtime
interface is graphic, sun java rendered in websites is real accessible 
and stable.
End quote


Well, from what I have heard it sounds to me like your Windows XP Java 
installation is corrupted. If you have been manually deleting your Java 
machine you likely have all kinds of registry keys pointing to the wrong 
runtime machine which would not only hang accesssibility, but return the 
wrong vm for the application. You either need to scrub your registry 
with something like registry mechanic pdq, or reformat your system.
All I can ask is in the future please get your facts strait before you 
get on list spreading false information to the rest of the gaming 
community. Fact is as a developer I often have to correct such eronious 
and false roomers as this all the time. Someone says something untrue 
about some technology like Java, and then I have to spend tech support 
time helping some customer, or potential customer, realise what was said 
by person x is not true, and then explain to them how the matter can be 
done the right way. Often times the damage is already done because they 
installed or uninstalled something they were not suppose to the wrong way.
For example, with Java the install order is this. Install Sun JRE 
install Java access bridge. Now, to install it you reverse the order. 
Uninstall access bridge uninstall JRE. Then, install upgrades. That is 
not rocket science.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread shaun everiss
thats not the issue.
I open the uninstaller.
there are the standard modify, and repair options, but the remove button is 
greyed out.
This happens on 3 systems that use this.
I can remove other things just fine when the uninstaller comes up there is 
always a remove button.
Maybe I was not being clear, I can execute the uninstaller just fine.
At 05:50 a.m. 11/03/2008, you wrote:
Hi Shaun,

Quote
One thing that I noticed that ever since java6.0 sun considers it as a 
core component,
so you can't uninstall it.
End quote

It sounds to me like your Windows install is having registry issues. You 
most certainly can add and remove the Sun JRE 6.0 from Add and Remove 
programs. For example on my laptop I can go to the Windows Vista control 
panel, open programs and features, and Java TM 6 Update 3, shows up in 
the list of add/remove programs. If I wanted to I could right click on 
it right now, and click on uninstall and it would go by. However, as I 
am developing with it I obviously am not going to uninstall it right 
now. Though, sometime in the near future I will be upgrading to Java 6 
Update 4.


Quote
Well the sapi sdks are 500mb to.
End quote

The Sapi 5 SDK is not necessary for .NET development. Visual Basic .NET 
and C# .NET can access the SpeechLib.dll file via com without a full 
SDK. Besides which The speech sdk has been rolled into the Windows Vista 
Platform SDK which means the old Sapi 5.1 SDK is deprecated anyway.

Quote
Although I can't seem to run native java programs because the standard 
jre runtime
interface is graphic, sun java rendered in websites is real accessible 
and stable.
End quote


Well, from what I have heard it sounds to me like your Windows XP Java 
installation is corrupted. If you have been manually deleting your Java 
machine you likely have all kinds of registry keys pointing to the wrong 
runtime machine which would not only hang accesssibility, but return the 
wrong vm for the application. You either need to scrub your registry 
with something like registry mechanic pdq, or reformat your system.
All I can ask is in the future please get your facts strait before you 
get on list spreading false information to the rest of the gaming 
community. Fact is as a developer I often have to correct such eronious 
and false roomers as this all the time. Someone says something untrue 
about some technology like Java, and then I have to spend tech support 
time helping some customer, or potential customer, realise what was said 
by person x is not true, and then explain to them how the matter can be 
done the right way. Often times the damage is already done because they 
installed or uninstalled something they were not suppose to the wrong way.
For example, with Java the install order is this. Install Sun JRE 
install Java access bridge. Now, to install it you reverse the order. 
Uninstall access bridge uninstall JRE. Then, install upgrades. That is 
not rocket science.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread Thomas Ward
Hi Shaun,
Still something is wrong. I removed Java 6 Update 1 a couple of months 
ago and then installed Java Update 6 Update 3 with no problems on two 
systems running Vista and one running XP SP2. In my case the remove 
button worked normally.


shaun everiss wrote:
 thats not the issue.
 I open the uninstaller.
 there are the standard modify, and repair options, but the remove button is 
 greyed out.
 This happens on 3 systems that use this.
 I can remove other things just fine when the uninstaller comes up there is 
 always a remove button.
 Maybe I was not being clear, I can execute the uninstaller just fine.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread aiden gardiner
it could be done with a plug in style i suppose. release the game, then 
release add ons which will install extra story lines and so forth. that way, 
you wouldn't have to bundle it all into one huge file.

aiden
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 09, 2008 5:47 AM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


 Hi,
 Ouch! That would be some really rough programming. There are lots of
 difference between the ships of each Star Trek series.
 Though, the idea of offering different ship classes would be
 interesting. Each class has it's own unique advantages and
 disadvantages. Each would offer a different tactical situation.
 For example, an Intrepid-Class starship, similar to Voyager, wouldn't
 carry a lot of firepower into battle so you would have to use the ships
 maneuverability and speed to good advantage. A ship like the
 Sovereign-Class, similar To Enterprise E, is slow for a ship but carries
 a lot of firepower onto the battle field. The Nebula-Class and
 Galaxy-Class ships fall somewhere in the middle of those extremes. The
 Defiant-Class carries firepower, speed, and invisibility to the
 battlefield making it an awesome tactical ship to command.


 aiden gardiner wrote:
 i think it would be good to develop a story line, say, for example, allow
 the player to choose which series they wanted to play in, and then let 
 the
 game adjust the missions accordingly.

 cheers



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Cara,
Well, the Lonewolf style of adding user missions is pretty simple. There 
are three sections of the mission script seperated by question marks. 
The first section deals with the mission orders. The second is the 
creation of special ships, weapons, etc. The third section deals with 
setting triggers, goto statements, backto statements, etc. Basicly, 
controlling the default locations and behaviors for things.
One thing needs to be kept in mind is that the  Lonewolf engine uses 
Sapi 5 so custom names for ships, islands, sectors, weapons, etc is all 
possible do to the fact all that info is piped either to a text box a 
screen reader can read or directly to Sapi.
However, now that I am porting everything to Java I have returned to the 
practice of using pre-recorded wav files to speak sections of text. That 
makes adding additional ships, stations, sectors, aliens, etc extremely 
difficult. I would have to have some sort of edit feature that would 
allow you to point to additional voice packs for missions, special 
weapons, alien ships, etc. Not an easy thing.
Cara, as you might recall on the game developers list I was discussing 
the problems with figuring out the play status on wav files. For MOTA I 
was planning on just putting the speech thread to sleep while speech 
file x is speaking to simulate normal speech. Well, that works if the 
files are going to be fixed. If some total newby comes along and wants 
to stick just any old wav file in it isn't going to work. The engine is 
going to go strait to heck and a handbasket. Of course, forcing me to 
implament a dataline line listener on every single clip in use. In that 
case something like JOAL might be a better solution.

Cara Quinn wrote:
Thomas, totally understand!  Out of curiosity, just because I don't  
 know how LW works, how is the mission creation set up so that users  
 can DIY?

RE: burnout, ya know, again, I completely understand!  Even with  
 the limited user base of JQ, I really wanted to finish it and sort of  
 move on as it were, but no dice!  Every time I turn around, it just  
 keeps hanging on and hanging on and hanging on!  lol!  I.E. the  
 install process won't work for someone, or there's an error introduced  
 due to updates in the AGRIP code, or someone wants a bunch of new  
 features etc…  smile

Now as much as I enjoyed creating that mod, and like it a whole  
 lot, there was definitely a time of burnout with it.  So now I sort of  
 want to just relax and let it go.

So with the kinds of projects you're working on and with the types  
 of correspondences you're getting as a matter of course, I can so  
 relate, and my heart goes out to you!  smile

 anyway, just my two cents, and have a terrific weekend!…  Go out and  
 HAVE SOME FUN!…

 Smiles,

 Cara  :)
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Dark,
Well, part of the problem is most people are unaware of some of the 
difficulties I am having in porting my games from C# .NET to Java. One 
of the issues that has come up is finding an equal sound library like 
DirectX Directsound. The library I am using rright now, 
javax.sound.sampled, works ok, but there is a rather difficult problem 
with getting the play status on any wav files. For the time being I have 
found a hot fix by putting the active thread to sleep which is speaking, 
but that requires the game to know how long the file is in milliseconds. 
That is ok for me since I can simply open it in Goldwave and get that 
information and punch it into the compiler. For a total outsider 
expanding sound packs would likely break my hot fix unless I do one of 
two things. Either I find a function to get the files length in MS, 
which I believe javax.sound.sampled can do, or I implament a load of 
line listeners to keep track of any and all playing wav files. Niether 
solution is impossible, but not going to happen for a while since I am 
still exploring and experimenting with different potential gaming 
libraries and solutions for Java.
I am certain I can give you 101 reasons why not to add a level editor, 
but above all is I have never written a game in Java before. I don't 
have the same experience with Java as I do with C# and Visual Basic 
which I still encounter on a daily basis. What programming in Java I 
have done in the passed has all been business oriented applications. As 
I think has been said before, writing an application for a business is 
not the same thing as writing a game. Smile


Dark wrote:
 Hi tom.

 well, it's obvious to me from the games and the frequency of the beta 
 releases just how much time and effort you put into things, and of course 
 you should both have a break and make certain your working on projects you 
 yourself feel happy with, not just pandering to everyone else's wishes, and 
 I do take the point about level editers being an especially tricky 
 proposition because of the user in put involved (particularly when you 
 factor in different people using different screen readers).

 For a trek game, I waas personally thinking again a parzing system similart 
 to lw, but instead of typing in mission or other text for in game events, 
 adding the name and location of appropriate sound files. But you are right 
 in that this could be complicated to the none-techy.

 All this being said though, I stil think some sort of level editer for a 
 complex game would do very well in the audio games community,  look 
 what's already been done with rail racer's track editer, and that with only 
 a few factors to play with.

 this is another reason I was so sad Agm didn't succeed.

 Of course, this isn't to say it should be you that creates the thing tom, 
 only that I'd like it done by someone, and the platform of a mission based 
 game in a complex universe could be a nice place to do it.

 Beware the Grue!

 Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
Well tell me if you succeed tom.
I once decided to try to program with the vstudio express system.
one of the reasons I didn't decide to do this was the fact that space for the 
programs was in access of 2gb, and with resourcekits, etc that was atleast 
another 4.
And the time to load, Oh my gosh.
And access to things once loaded.
The java runtimes don't take much I don't think anyway as I use them all the 
time for things.
I don't think the rks and other things are all that much.
I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
use 500mb or less on the installs.
At 08:05 a.m. 10/03/2008, you wrote:
Hi Dark,
Well, part of the problem is most people are unaware of some of the 
difficulties I am having in porting my games from C# .NET to Java. One 
of the issues that has come up is finding an equal sound library like 
DirectX Directsound. The library I am using rright now, 
javax.sound.sampled, works ok, but there is a rather difficult problem 
with getting the play status on any wav files. For the time being I have 
found a hot fix by putting the active thread to sleep which is speaking, 
but that requires the game to know how long the file is in milliseconds. 
That is ok for me since I can simply open it in Goldwave and get that 
information and punch it into the compiler. For a total outsider 
expanding sound packs would likely break my hot fix unless I do one of 
two things. Either I find a function to get the files length in MS, 
which I believe javax.sound.sampled can do, or I implament a load of 
line listeners to keep track of any and all playing wav files. Niether 
solution is impossible, but not going to happen for a while since I am 
still exploring and experimenting with different potential gaming 
libraries and solutions for Java.
I am certain I can give you 101 reasons why not to add a level editor, 
but above all is I have never written a game in Java before. I don't 
have the same experience with Java as I do with C# and Visual Basic 
which I still encounter on a daily basis. What programming in Java I 
have done in the passed has all been business oriented applications. As 
I think has been said before, writing an application for a business is 
not the same thing as writing a game. Smile


Dark wrote:
 Hi tom.

 well, it's obvious to me from the games and the frequency of the beta 
 releases just how much time and effort you put into things, and of course 
 you should both have a break and make certain your working on projects you 
 yourself feel happy with, not just pandering to everyone else's wishes, and 
 I do take the point about level editers being an especially tricky 
 proposition because of the user in put involved (particularly when you 
 factor in different people using different screen readers).

 For a trek game, I waas personally thinking again a parzing system similart 
 to lw, but instead of typing in mission or other text for in game events, 
 adding the name and location of appropriate sound files. But you are right 
 in that this could be complicated to the none-techy.

 All this being said though, I stil think some sort of level editer for a 
 complex game would do very well in the audio games community,  look 
 what's already been done with rail racer's track editer, and that with only 
 a few factors to play with.

 this is another reason I was so sad Agm didn't succeed.

 Of course, this isn't to say it should be you that creates the thing tom, 
 only that I'd like it done by someone, and the platform of a mission based 
 game in a complex universe could be a nice place to do it.

 Beware the Grue!

 Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
true tom.
However you also get evil races in drwho like the dalecs and well in trek the 
borg.
I always wandered what would happen  if first contact with us humans was with 
the borg.
That really would put a damper on things.
we would exist to a point, present day after which we would be borg.
If startrek was like that I think it would be quite  a short series.
At 10:07 a.m. 10/03/2008, you wrote:
Hi,
Yeah, though 0, 0, 1 is an actual coordinate called a 3d vector. It 
makes sense that they would use 3d vectors in space since space is a 3d 
environment. Though, why earth would be 0, 0, 1 is beyond me. We are 
actually on the outer arm of the Milky Way galaxy, far from the center 
of our galaxy, which would assume to me that we should be on a point far 
away from 0, 0, 1.
However, then again we humans are such vain creatures, and have always 
desired to state that our world is at the center of the universe. Before 
the age of enlightenment religious groups such as the Catholic Church 
declared it was haracy to state the Earth was not the center of the 
universe. You would be put to death or torchered for merely suggesting 
that the Earth orbited the sun, and that our solar system was one of 
billions in a very large universe. Never mind the interesting question 
is their intelligent life beyond Earth?
That is actually one of the reasons I like Star Trek. It calls out to 
the intelectual in me. It is nice to think about what the human race 
could be like in three or four hundred years. Will, the human race 
destroy itself in some foolish war over greed, religion,  and power, or 
will mankind finally grow up and begin to answer the questions that have 
puzzled us for centuries. There is no question that the concepts of 
visitors from the stars or other planets goes way back into the deepest 
roots of human history. Yet, even today in 2008 the topic of aliens and 
UFOs is a hot topic with no conclusive results one way or another. 
Either you believe or you don't. It would be nice to find answers one 
way or the other though.

Stefen Hudson wrote:
 There are no terms. You will disarm all your weapons and escort us without 
 further diversion to sector 001, where we will begin assimilating your 
 culture and technology.
 Yet another example of named sectors.

   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Stefen Hudson
That'd be an interesting game. You play as the Borg and attempt to 
assimilate every species you can.

--
From: shaun everiss [EMAIL PROTECTED]
Sent: Sunday, March 09, 2008 2:51 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

 true tom.
 However you also get evil races in drwho like the dalecs and well in trek 
 the borg.
 I always wandered what would happen  if first contact with us humans was 
 with the borg.
 That really would put a damper on things.
 we would exist to a point, present day after which we would be borg.
 If startrek was like that I think it would be quite  a short series.
 At 10:07 a.m. 10/03/2008, you wrote:
Hi,
Yeah, though 0, 0, 1 is an actual coordinate called a 3d vector. It
makes sense that they would use 3d vectors in space since space is a 3d
environment. Though, why earth would be 0, 0, 1 is beyond me. We are
actually on the outer arm of the Milky Way galaxy, far from the center
of our galaxy, which would assume to me that we should be on a point far
away from 0, 0, 1.
However, then again we humans are such vain creatures, and have always
desired to state that our world is at the center of the universe. Before
the age of enlightenment religious groups such as the Catholic Church
declared it was haracy to state the Earth was not the center of the
universe. You would be put to death or torchered for merely suggesting
that the Earth orbited the sun, and that our solar system was one of
billions in a very large universe. Never mind the interesting question
is their intelligent life beyond Earth?
That is actually one of the reasons I like Star Trek. It calls out to
the intelectual in me. It is nice to think about what the human race
could be like in three or four hundred years. Will, the human race
destroy itself in some foolish war over greed, religion,  and power, or
will mankind finally grow up and begin to answer the questions that have
puzzled us for centuries. There is no question that the concepts of
visitors from the stars or other planets goes way back into the deepest
roots of human history. Yet, even today in 2008 the topic of aliens and
UFOs is a hot topic with no conclusive results one way or another.
Either you believe or you don't. It would be nice to find answers one
way or the other though.

Stefen Hudson wrote:
 There are no terms. You will disarm all your weapons and escort us 
 without
 further diversion to sector 001, where we will begin assimilating your
 culture and technology.
 Yet another example of named sectors.




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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Dark
Personally, I'd say the daleks could wipe the floor with the borg,  or 
indeed any other species, anytime, anywhere! I'd love a game where you 
played as the daleks exterminating your way across the universe.

Ex ter min ate! the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
Well, the anser isn't that hard to figure out. In fact, the TNG series 
has already explored this possability a couple of times. In Star Trek 
First Contact the Borg attempted to go back in time and rewrite history 
by assimalating Earth before first contact. If you remember the seen 
where the Enterprise is caught in the temperal rift Data reports that 
Earth has aproximitly nine billion people all Borg. Then, Captain Picard 
realised what had just happened. The Borg had gone back in time and 
changed first contact. Since The Enterprise was caught up in the 
temperal rift they were not assimalated and were the only humans left in 
the galaxy to stop the Borg.
Then, there was the really cool two part epasode where Commander Data 
accidently got sent back to the 1880's. When Data arrives in the 1880's 
he discovers an enemy race of aliens attempting to take over 
Sanfransisco. He gets author's Jack London and Mark Twain to help him 
while the Enterprise crew try and return history back to normal.

shaun everiss wrote:
 true tom.
 However you also get evil races in drwho like the dalecs and well in trek the 
 borg.
 I always wandered what would happen  if first contact with us humans was with 
 the borg.
 That really would put a damper on things.
 we would exist to a point, present day after which we would be borg.
 If startrek was like that I think it would be quite  a short series.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
That is true. Defiant depends heavily on it's foward pulse phasers to 
destroy or damage enemy vessels. However, there is a disadvantage with 
the Defiant's pulse phasers. The standard Type X phaser has a range of 
30 KM where the Defiant's phasers have a max range of 15 KM. 
However, short on range the pulse phaser has a heavier punch.
As for cloaking devices you have a very good point. That is one reason I 
would like to drop Defiant out of STFC 2. It is cool playing with, but 
is very very tricky to program around since there is no way for the game 
to keep track of the ship while it is invisible. If enemy ships are also 
cloaked it is difficult to set a trigger to have you find them unless 
you show them up as a sensor emmission that would only happen if they 
are traveling over warp 6.

shaun everiss wrote:
 well the defient relies mostly on its pulse cannons.
 ANd when I fight with that I always try to rely on the pulse cannons.
 However its not good with cloaked ships unless you can get it in a situation 
 where  it is not noticed on the first ship attack and you can get it in range.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Dark,
Well, as for Bajor and the Bajoran system that planet has changed hands 
several times over the course of the Star Trek series. They were part of 
the Cardassian Union, then became an indipendant world, and eventually 
joined the Federation at the end of DS9 season 7. As you recall when 
Kira started Deep Space 9 she held the Bajoran melitia rank of Major. At 
the end of DS9 after Bajor joined the Federation against the dominion 
Kira's rank of Colonel was switch to a full fledged Federation Commander 
and was given Sisko's job as station commander.
Anyway, I do think the idea that creating a global starmap for STFC 2 
would be nice. In theory every mission should contain a planet Earth, 
Cardassia, Qo'nos, Romulus, etc even though you might not be traveling 
to those star systems or planets to carry out your mission.
Some starbases such as Earth Station Mckinley should also be universally 
accessible in the game, but other starbases can be added or removed 
based on specific missions. For example a research station along the 
Cardassian neutral zone lost communication 12 hours a go. Enterprise is 
sent in to investigate. Turns out Cardassian raiders raided the station 
and have stolen advanced weapons research being worked on at the 
station. That kind of station can be added or deleted where Earth 
Station Mckinley should stay since we know that that station exists even 
though the Enterprise doesn't go there every epasode. Not to mention you 
can always return there for repairs and resupplies just like the supply 
ships in LW.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
Yes, there is a huge difference in the size of a Java development 
platform and a Microsoft.NEt development platform.
If you want to get everything for a full install of Microsoft's .NET 
development platform with DirectX you are talking around 500 MB for 
DirectX, 2 to 4 GB for the Windows Vista SDK, another 2 GB for the IDES, 
and
you are looking at a good 6 to 8 GB of space just to write one game. On 
todays hard drives that is doable, but is still very bloated and takes 
up way too much space for my liking.
If you wanted to go Java the Java 6 JDK and JRE is only 149 MB fully 
installed. There is an additional 92 MB for the Eclipse IDE, and around 
120 MB for the Java resource docs. Even ith extra plugins, libs, I 
suspect tops your typical Java development platform is around 500 MB. 
That sure beats 6 to 8 GB for a .NET development platform.
As for my issues with Java I am certain sooner or later I will work them 
out. The language is growing quite popular amung developers, and there 
is a rapidly growing amount of mainstream docs on using Java to power 
the next generation of web and PC based vidio games. Yes, there is also 
a Java book on games and smart phones as well.

shaun everiss wrote:
 Well tell me if you succeed tom.
 I once decided to try to program with the vstudio express system.
 one of the reasons I didn't decide to do this was the fact that space for the 
 programs was in access of 2gb, and with resourcekits, etc that was atleast 
 another 4.
 And the time to load, Oh my gosh.
 And access to things once loaded.
 The java runtimes don't take much I don't think anyway as I use them all the 
 time for things.
 I don't think the rks and other things are all that much.
 I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
 use 500mb or less on the installs.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
yeah defient is fun to play with so long as you are tracking your own uncloaked 
fleet or a uncloaked ship.
I use defient as a primary destroyer of cardations.
After that the only time it comes in handy is when I need the numbers for a 
mission and even then only if I am lucky can I use it.
If  however I am not then well.
Usually if it aint needed I just let it die after the last cardation is dead.
Another weird thing with stfc I notice is if I send a weaker ship that has 
basically nothing in to battle and a stronger ship it is good when its the 
weaker ship that cops it but not if its the strong ship.
also if both get wasted then that really sucks.
At 03:34 p.m. 10/03/2008, you wrote:
Hi Shaun,
That is true. Defiant depends heavily on it's foward pulse phasers to 
destroy or damage enemy vessels. However, there is a disadvantage with 
the Defiant's pulse phasers. The standard Type X phaser has a range of 
30 KM where the Defiant's phasers have a max range of 15 KM. 
However, short on range the pulse phaser has a heavier punch.
As for cloaking devices you have a very good point. That is one reason I 
would like to drop Defiant out of STFC 2. It is cool playing with, but 
is very very tricky to program around since there is no way for the game 
to keep track of the ship while it is invisible. If enemy ships are also 
cloaked it is difficult to set a trigger to have you find them unless 
you show them up as a sensor emmission that would only happen if they 
are traveling over warp 6.

shaun everiss wrote:
 well the defient relies mostly on its pulse cannons.
 ANd when I fight with that I always try to rely on the pulse cannons.
 However its not good with cloaked ships unless you can get it in a situation 
 where  it is not noticed on the first ship attack and you can get it in 
 range.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread kelby carlson
I'd definitely like to see STFC 2 be along something of those 
lines.  Sounds very enjoyable if you ask me.  I'm bad at 
turn-based strategy, but would probably be able to get the hang 
of this easier.

Kelby

Doomed Dragon

Tidings of death have many wings.

--J.  R.  R.  Tolkien

For Venus smiles not in a house of tears.

--William Shakespeare

I do not love the bright sword for its sharpness, nor the arrow 
for its swiftness, nor the warrior for his glory.  I love only 
that which they defend: the city of the Men of Númenor.

--J.  R.  R.  Tolkien

Beautiful she is, sir! Lovely! Sometimes like a great tree in 
flower, sometimes like a white daffadowndilly, small and slender 
like.  Hard as diamonds, soft as moonlight.  Warm as sunlight, 
cold as frost in the stars.  Proud and far-off as a 
snow-mountain, and as merry as any lass   I ever saw with daisies 
in her hair in springtime.

--J.  R.  R.  Tolkien

By the pricking of my thumbs, something wicked this way comes.

--William Shakespeare



 - Original Message -
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Date sent: Sat, 08 Mar 2008 10:39:43 -0600 (CST)
Subject: [Audyssey] STFC 2 was LW sound packs?

Hi Dark,
Well, if gamers on this list are interested in a Lonewolf style 
Trek
game instead of a full real time strategy game I would certainly 
do it.
Making a Lonewolf style game isn't too hard to do.  It is 
actually
infinitly easier in the long run.
Instead of programming for 5 or 10 starships all i have to focus 
on is
one ship.  That would of course allow me to add more detail to 
that one
ship adding more advanced features with damage control, weapons,
restocking, autopilot system, etc.  In fact, now that you mention 
it it
is an all around better idea.
I could in theory moddle STFC 2 around a GMA Tank Commander style 
of
play where you are given your mission orders, and then you enter 
some
sector of space to investigate something or stop some enemy 
vessel.
However, as for a Lonewolf style mission parcer I can't really do 
that.
All of my future games are going to be using pre-recorded speech 
like
GTC so like GTC all missions will have to be added by the 
developer and
not externally by end users.  I'm sorry, but I won't pay $499 for 
a
license for the Java Sapi 5 development kit just to have a 
mission
parcer in a free game.
As for modding Lonewolf I would not touch that with a 10 foot 
poll.
Besides the copyright violations of converting Lonewolf in to a 
Trek
game the engine itself would never operate correctly even if you 
did.
There are too many differences between Star Trek starships and 
real
naval vessels.  Wepondry being one of them.
For example, on STNG the enterprise NCC 1701-D comes equipped 
with the
following armourments.  The Enterprise has 13 Type-X phaser 
emitters each
with 5.1 Megawatts of throughput.  In addition to phasers the 
Enterprise
carries a maximum of 250 photon torpedoes that may be fired in 
groups of
5 to 20 per shot, or fired in single bursts.  The Enterprise 
carries the
standard Starfleet shield generators with a maximum output of 
2026
gigawatts of resistance.  Like all vessels the Enterprise caries 
9 deep
space probes which may be used for reconicense operations or can 
be
converted into 9 additional photon torpedoes in emergency 
situations.
As you can see just by reviewing the armourment specs the 
Lonewolf
submarine doesn't even come close to matching up with the 
Enterprise's
true weapons.  The Enterprise 1701-E seen in Startrek 8, 9, 10 is 
even
more powerful since it was designed to fight the Borg.



Dark wrote:
 Indeed yes Tom, I'd love a single starship commanding game, in 
fact I'd
 personally rather go for that than the real time stfc as well 
(especially if
 it was possible to have user created missions as in lw).

 Obviously, even if you replaced all the lw sounds with trek 
ones, the game
 would stil not exactly be a trek game because of the game's 
output to you,
 and the game features specific to submarine combat, such as 
depth charges,
 surfacing, balast etc.  to take a basic example, even if you 
replaced the
 deazel sub engine sound with a warp engine, you'd stil have your 
speed
 reported in nots, and stil get messages about deazel fuel etc.

 i just wondered if it might be possible to both cut down the 
work for you,
 and take advantage of lw's great features,  such as the 
mission parza
 and detailed movement and targiting mechanics to create a trek 
game, but
 somehow also rewrite the bits of gameplay that wouldn't fit on a 
starship,
 as well as obviously modding all the sounds.

 As I said though, I'd expect monkeying about with David 
greenwood's code
 goes against copywrite, even if it would be easier than writing 
the game
 yourself from scratch.

 Beware the Grue!

 Dark.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Well, fair enough on the lw idea, and I can deffinately see why you wouldn't 
want to shell out that sort of money for the java sapi developement kit on a 
free game.

I would personally love command of a single shipk carrying out missions gtc 
style, not only could you have a variety of objectives from seak and 
destroy, to patrol, to purely scientific scanning for objects or survivers 
from an attack, but  As you said yourself, we have a lot of detailed info on 
how the trek ships function, which would lend itself to a complex game, and 
I'd personally very much like the experience of commanding a spaceship in 
detail, as opposed to yet another space invaders varient.

Just because you could not use sapi though, that would not necessarily 
preclude the possibility of user created missions, afterall, people 
deffinately have the option to record or find original voice samples for 
mission orders,  or even extra sound files for mission objects if 
necessary, and there is so much in the trek universe a lot of diverse sorts 
of missions and interesting stories could be told this way if it were 
possible.

Beware the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
Hmmm.
I like the menu and selections of things myself.
I don't care for the sector style of play lonewolf has, I always seem to forget 
what things are I like autopilot loads.
A gtc style would rock though.
You use the compas direction to move the tank to places, in a sector.
However you start in the first sector and go the second, etc.
I suspect in stfc2 it would be more complex than that.
I don't think gtc has much navigation work in it, its mainly the fighting 
aspect.
At 05:35 a.m. 9/03/2008, you wrote:
Hi Dark,
Well, if gamers on this list are interested in a Lonewolf style Trek 
game instead of a full real time strategy game I would certainly do it. 
Making a Lonewolf style game isn't too hard to do. It is actually 
infinitly easier in the long run.
Instead of programming for 5 or 10 starships all i have to focus on is 
one ship. That would of course allow me to add more detail to that one 
ship adding more advanced features with damage control, weapons, 
restocking, autopilot system, etc. In fact, now that you mention it it 
is an all around better idea.
I could in theory moddle STFC 2 around a GMA Tank Commander style of 
play where you are given your mission orders, and then you enter some 
sector of space to investigate something or stop some enemy vessel.
However, as for a Lonewolf style mission parcer I can't really do that. 
All of my future games are going to be using pre-recorded speech like 
GTC so like GTC all missions will have to be added by the developer and 
not externally by end users. I'm sorry, but I won't pay $499 for a 
license for the Java Sapi 5 development kit just to have a mission 
parcer in a free game.
As for modding Lonewolf I would not touch that with a 10 foot poll. 
Besides the copyright violations of converting Lonewolf in to a Trek 
game the engine itself would never operate correctly even if you did. 
There are too many differences between Star Trek starships and real 
naval vessels. Wepondry being one of them.
For example, on STNG the enterprise NCC 1701-D comes equipped with the 
following armourments. The Enterprise has 13 Type-X phaser emitters each 
with 5.1 Megawatts of throughput. In addition to phasers the Enterprise 
carries a maximum of 250 photon torpedoes that may be fired in groups of 
5 to 20 per shot, or fired in single bursts. The Enterprise carries the 
standard Starfleet shield generators with a maximum output of 2026 
gigawatts of resistance. Like all vessels the Enterprise caries 9 deep 
space probes which may be used for reconicense operations or can be 
converted into 9 additional photon torpedoes in emergency situations.
As you can see just by reviewing the armourment specs the Lonewolf 
submarine doesn't even come close to matching up with the Enterprise's 
true weapons. The Enterprise 1701-E seen in Startrek 8, 9, 10 is even 
more powerful since it was designed to fight the Borg.



Dark wrote:
 Indeed yes Tom, I'd love a single starship commanding game, in fact I'd 
 personally rather go for that than the real time stfc as well (especially if 
 it was possible to have user created missions as in lw).

 Obviously, even if you replaced all the lw sounds with trek ones, the game 
 would stil not exactly be a trek game because of the game's output to you, 
 and the game features specific to submarine combat, such as depth charges, 
 surfacing, balast etc. to take a basic example, even if you replaced the 
 deazel sub engine sound with a warp engine, you'd stil have your speed 
 reported in nots, and stil get messages about deazel fuel etc.

 i just wondered if it might be possible to both cut down the work for you, 
 and take advantage of lw's great features,  such as the mission parza 
 and detailed movement and targiting mechanics to create a trek game, but 
 somehow also rewrite the bits of gameplay that wouldn't fit on a starship, 
 as well as obviously modding all the sounds.

 As I said though, I'd expect monkeying about with David greenwood's code 
 goes against copywrite, even if it would be easier than writing the game 
 yourself from scratch.

 Beware the Grue!

 Dark.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Yeah, I've heard that a lot from gamers. There doesn't seam to be a real 
demand for strategy style games as many blind gamers just aren't 
interested in that sort of thing. They express a desire for good but 
simplar games to play.
One of the reasons STFC was written the way it was is because I didn't 
have a lot of Star Trek effects to speak of when I created STFC 1.x. 
However, in the past year I have come across a huge boat load of Star 
Trek effects including bridge ambience, weapons, warp engine effects, 
etc. Amung these effects I have the official sound of a moving Borg 
cube. So if I decide to go with this style of game play you will be able 
to actually hear ship x engines passing by or approaching you.
I also have the official Star Trek TNG bridge ambience so it would be 
extremely authentic sounding for the gamer when I do STFC 2.


kelby carlson wrote:
 I'd definitely like to see STFC 2 be along something of those 
 lines.  Sounds very enjoyable if you ask me.  I'm bad at 
 turn-based strategy, but would probably be able to get the hang 
 of this easier.

 Kelby
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread chou.clement
Hmm. If noone minds my input, I'm inclined to agree with Shaun. I like the 
menu selection of things like it is in stfc right now. It's good, though 
realtime strategy could be added into the mix, I feel. perhaps you could add 
like broadcasts from ships or starbases, or whatever. Like, if you were 
giving orders to monarchy, a transmission could come in saying that a 
klingon vessel was attacking the ds9 starbase. Ten you could switch to that 
ship and deal with it. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
I wander also that during missions random events could ocur, like distressed 
ships, problems, etc.
in many trek missions there are interuptions randomly that change the mission 
mostly during it on the way, etc.
At 07:34 a.m. 9/03/2008, you wrote:
Well, fair enough on the lw idea, and I can deffinately see why you wouldn't 
want to shell out that sort of money for the java sapi developement kit on a 
free game.

I would personally love command of a single shipk carrying out missions gtc 
style, not only could you have a variety of objectives from seak and 
destroy, to patrol, to purely scientific scanning for objects or survivers 
from an attack, but  As you said yourself, we have a lot of detailed info on 
how the trek ships function, which would lend itself to a complex game, and 
I'd personally very much like the experience of commanding a spaceship in 
detail, as opposed to yet another space invaders varient.

Just because you could not use sapi though, that would not necessarily 
preclude the possibility of user created missions, afterall, people 
deffinately have the option to record or find original voice samples for 
mission orders,  or even extra sound files for mission objects if 
necessary, and there is so much in the trek universe a lot of diverse sorts 
of missions and interesting stories could be told this way if it were 
possible.

Beware the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
I certainly would rather have free movement around the game than a set level 
system as in Gtc, sinse that would open the possibility for various sorts of 
missions such as escort and patrol.

I think though, as it would be a trek system, using the actual names for 
planets and systems, with some sort of coordinates for locating objects 
within a system would make navigation much easer than in lw.

In fact, sometimes I wish lw would just use a streight grid map system, than 
the sectors each with their individualized mmap.

I also agree with sean about the menues, in fact I think the Stfc interface 
with a choice betwene menue items and shortcut keys was a perfect method for 
an easy way to control a lot of complex functions either quickly or slowly.

Beware the Grue!

Dark.
-  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
one thing I don't like about lw is the fact that unless you know what is around 
then you forget the codes.
At 08:26 a.m. 9/03/2008, you wrote:
I certainly would rather have free movement around the game than a set level 
system as in Gtc, sinse that would open the possibility for various sorts of 
missions such as escort and patrol.

I think though, as it would be a trek system, using the actual names for 
planets and systems, with some sort of coordinates for locating objects 
within a system would make navigation much easer than in lw.

In fact, sometimes I wish lw would just use a streight grid map system, than 
the sectors each with their individualized mmap.

I also agree with sean about the menues, in fact I think the Stfc interface 
with a choice betwene menue items and shortcut keys was a perfect method for 
an easy way to control a lot of complex functions either quickly or slowly.

Beware the Grue!

Dark.
-  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
where did you aquire all those sfx from?
At 08:01 a.m. 9/03/2008, you wrote:
Hi,
Yeah, I've heard that a lot from gamers. There doesn't seam to be a real 
demand for strategy style games as many blind gamers just aren't 
interested in that sort of thing. They express a desire for good but 
simplar games to play.
One of the reasons STFC was written the way it was is because I didn't 
have a lot of Star Trek effects to speak of when I created STFC 1.x. 
However, in the past year I have come across a huge boat load of Star 
Trek effects including bridge ambience, weapons, warp engine effects, 
etc. Amung these effects I have the official sound of a moving Borg 
cube. So if I decide to go with this style of game play you will be able 
to actually hear ship x engines passing by or approaching you.
I also have the official Star Trek TNG bridge ambience so it would be 
extremely authentic sounding for the gamer when I do STFC 2.


kelby carlson wrote:
 I'd definitely like to see STFC 2 be along something of those 
 lines.  Sounds very enjoyable if you ask me.  I'm bad at 
 turn-based strategy, but would probably be able to get the hang 
 of this easier.

 Kelby
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread aiden gardiner
i think it would be good to develop a story line, say, for example, allow 
the player to choose which series they wanted to play in, and then let the 
game adjust the missions accordingly.

cheers

Aiden
- Original Message - 
From: shaun everiss [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, March 08, 2008 6:38 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


 Hmmm.
 I like the menu and selections of things myself.
 I don't care for the sector style of play lonewolf has, I always seem to 
 forget what things are I like autopilot loads.
 A gtc style would rock though.
 You use the compas direction to move the tank to places, in a sector.
 However you start in the first sector and go the second, etc.
 I suspect in stfc2 it would be more complex than that.
 I don't think gtc has much navigation work in it, its mainly the fighting 
 aspect.
 At 05:35 a.m. 9/03/2008, you wrote:
Hi Dark,
Well, if gamers on this list are interested in a Lonewolf style Trek
game instead of a full real time strategy game I would certainly do it.
Making a Lonewolf style game isn't too hard to do. It is actually
infinitly easier in the long run.
Instead of programming for 5 or 10 starships all i have to focus on is
one ship. That would of course allow me to add more detail to that one
ship adding more advanced features with damage control, weapons,
restocking, autopilot system, etc. In fact, now that you mention it it
is an all around better idea.
I could in theory moddle STFC 2 around a GMA Tank Commander style of
play where you are given your mission orders, and then you enter some
sector of space to investigate something or stop some enemy vessel.
However, as for a Lonewolf style mission parcer I can't really do that.
All of my future games are going to be using pre-recorded speech like
GTC so like GTC all missions will have to be added by the developer and
not externally by end users. I'm sorry, but I won't pay $499 for a
license for the Java Sapi 5 development kit just to have a mission
parcer in a free game.
As for modding Lonewolf I would not touch that with a 10 foot poll.
Besides the copyright violations of converting Lonewolf in to a Trek
game the engine itself would never operate correctly even if you did.
There are too many differences between Star Trek starships and real
naval vessels. Wepondry being one of them.
For example, on STNG the enterprise NCC 1701-D comes equipped with the
following armourments. The Enterprise has 13 Type-X phaser emitters each
with 5.1 Megawatts of throughput. In addition to phasers the Enterprise
carries a maximum of 250 photon torpedoes that may be fired in groups of
5 to 20 per shot, or fired in single bursts. The Enterprise carries the
standard Starfleet shield generators with a maximum output of 2026
gigawatts of resistance. Like all vessels the Enterprise caries 9 deep
space probes which may be used for reconicense operations or can be
converted into 9 additional photon torpedoes in emergency situations.
As you can see just by reviewing the armourment specs the Lonewolf
submarine doesn't even come close to matching up with the Enterprise's
true weapons. The Enterprise 1701-E seen in Startrek 8, 9, 10 is even
more powerful since it was designed to fight the Borg.



Dark wrote:
 Indeed yes Tom, I'd love a single starship commanding game, in fact I'd
 personally rather go for that than the real time stfc as well 
 (especially if
 it was possible to have user created missions as in lw).

 Obviously, even if you replaced all the lw sounds with trek ones, the 
 game
 would stil not exactly be a trek game because of the game's output to 
 you,
 and the game features specific to submarine combat, such as depth 
 charges,
 surfacing, balast etc. to take a basic example, even if you replaced the
 deazel sub engine sound with a warp engine, you'd stil have your speed
 reported in nots, and stil get messages about deazel fuel etc.

 i just wondered if it might be possible to both cut down the work for 
 you,
 and take advantage of lw's great features,  such as the mission 
 parza
 and detailed movement and targiting mechanics to create a trek game, but
 somehow also rewrite the bits of gameplay that wouldn't fit on a 
 starship,
 as well as obviously modding all the sounds.

 As I said though, I'd expect monkeying about with David greenwood's code
 goes against copywrite, even if it would be easier than writing the game
 yourself from scratch.

 Beware the Grue!

 Dark.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Cara Quinn
   I must agree!  I too would like this sort of thing over the multi  
vessel strategy sort of idea.  As well, I also think it would be a  
great idea to allow users to use / record their own sound descripts  
etc. for user creatable missions.  I'm personally not familiar enough  
with that aspect of LW to compare but strictly on the gaming aspect,  
as I said, this sounds tres cool!…

Have an awesome day!…

Smiles,

Cara  :)


On Mar 8, 2008, at 10:34 AM, Dark wrote:

 Well, fair enough on the lw idea, and I can deffinately see why you  
 wouldn't
 want to shell out that sort of money for the java sapi developement  
 kit on a
 free game.

 I would personally love command of a single shipk carrying out  
 missions gtc
 style, not only could you have a variety of objectives from seak and
 destroy, to patrol, to purely scientific scanning for objects or  
 survivers
 from an attack, but  As you said yourself, we have a lot of detailed  
 info on
 how the trek ships function, which would lend itself to a complex  
 game, and
 I'd personally very much like the experience of commanding a  
 spaceship in
 detail, as opposed to yet another space invaders varient.

 Just because you could not use sapi though, that would not necessarily
 preclude the possibility of user created missions, afterall, people
 deffinately have the option to record or find original voice samples  
 for
 mission orders,  or even extra sound files for mission objects if
 necessary, and there is so much in the trek universe a lot of  
 diverse sorts
 of missions and interesting stories could be told this way if it were
 possible.

 Beware the Grue!

 Dark.


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Cara Quinn
   Thomas, totally understand!  Out of curiosity, just because I don't  
know how LW works, how is the mission creation set up so that users  
can DIY?

   RE: burnout, ya know, again, I completely understand!  Even with  
the limited user base of JQ, I really wanted to finish it and sort of  
move on as it were, but no dice!  Every time I turn around, it just  
keeps hanging on and hanging on and hanging on!  lol!  I.E. the  
install process won't work for someone, or there's an error introduced  
due to updates in the AGRIP code, or someone wants a bunch of new  
features etc…  smile

   Now as much as I enjoyed creating that mod, and like it a whole  
lot, there was definitely a time of burnout with it.  So now I sort of  
want to just relax and let it go.

   So with the kinds of projects you're working on and with the types  
of correspondences you're getting as a matter of course, I can so  
relate, and my heart goes out to you!  smile

anyway, just my two cents, and have a terrific weekend!…  Go out and  
HAVE SOME FUN!…

Smiles,

Cara  :)


On Mar 8, 2008, at 11:46 AM, Thomas Ward wrote:

 Hi Dark,
 Well, to be honest about it there is probably lots of ways a level
 editor could be added to STFC 2, but I seriously don't wish to do so  
 at
 this time. There are quite a number of reasons why I feel that way.
 First, one reason is to make a game customisable the developer is
 looking at double the time involved because everything has to be coded
 to be set or changed externally. There are very few internal  
 standards,
 and everything depends on the script or data files outside the  
 program.
 Second, any level editor I create has to be easy for anyone to learn  
 and
 use. I can't assume everyone is a techno wizard. in fact, I've
 encountered more than my share of, shall we say, technologically
 impaired people.
 So I think the solution would have to be made easy for the general
 public. That of course takes more time as it requires making something
 otherwise difficult easy. Such as a dialog box that pops up and allows
 you to fill in information, and then have it generate the new mission
 file. That's more work than I feel up to right now.
 Finally, part of it is just me. After taking over Montezuma's Return  
 and
 Raceway I have been coming close to total burn out. They have been the
 source of a lot of emotional and physical stress to finish, and  
 after I
 am done with those two titles I suspect I will take a good amount of
 time off from creating games. When I decide to take up another game
 project I think it will certainly not be something as stressful or  
 have
 a lot of end user say so. It will be there for my own enjoyment.
 For example, Tomb Hunter II, my FPS treasure hunting game, is a  
 project
 I am taking full control over. Notice I don't talk much about it on
 list? Well, because I am writing it the way I want it, and no one else
 is going to have much say so about it until I am ready to take end  
 user
 suggestions. It is a stress reliever as well as the kind of game I  
 have
 wanted for years. I am following my own dream and not someone elses.

 Cheers.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Hi tom.

well, it's obvious to me from the games and the frequency of the beta 
releases just how much time and effort you put into things, and of course 
you should both have a break and make certain your working on projects you 
yourself feel happy with, not just pandering to everyone else's wishes, and 
I do take the point about level editers being an especially tricky 
proposition because of the user in put involved (particularly when you 
factor in different people using different screen readers).

For a trek game, I waas personally thinking again a parzing system similart 
to lw, but instead of typing in mission or other text for in game events, 
adding the name and location of appropriate sound files. But you are right 
in that this could be complicated to the none-techy.

All this being said though, I stil think some sort of level editer for a 
complex game would do very well in the audio games community,  look 
what's already been done with rail racer's track editer, and that with only 
a few factors to play with.

this is another reason I was so sad Agm didn't succeed.

Of course, this isn't to say it should be you that creates the thing tom, 
only that I'd like it done by someone, and the platform of a mission based 
game in a complex universe could be a nice place to do it.

Beware the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Shaun,
Well, I do recall on Star Trek the Enterprise crew making reference to 
sectors such as sector J-25 in the Best Of Both Worlds. That suggests to 
me that at least some of the star systems ar charted with a letter and 
number designation the way Lonewolf is. However, I have heard reference 
to actual coordinates like sector 1, 0, 9. So it could go either way.
As for menus if this thing goes real time they would have to go. You 
would obviously have to turn, select weapons, raise shields, control 
warp and impulse engines, all in real time. There would be no time to 
doddle with menus.


shaun everiss wrote:
 Hmmm.
 I like the menu and selections of things myself.
 I don't care for the sector style of play lonewolf has, I always seem to 
 forget what things are I like autopilot loads.
 A gtc style would rock though.
 You use the compas direction to move the tank to places, in a sector.
 However you start in the first sector and go the second, etc.
 I suspect in stfc2 it would be more complex than that.
 I don't think gtc has much navigation work in it, its mainly the fighting 
 aspect.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Dark,
Well, I think both styles of feedback could be accomidated. Using charts 
is a necessity if you want to order the Enterprise to investigate sector 
B-7 rather than giving the player some string of coordinates like 2250, 
0, 7750. That is assuming of course the grid is that large.
In actuality most game developers don't exactly make grids that size, 
but even reducing the scale of  an entire star system to a virtual world 
is still going to be a pretty good sized grid.
For example, the Enterprise's phasers have a maximum range of 30 
kilometers. Let's assume our virtual reality says 1 unit on the grid 
equals 1000 km. At that rate the grid would have to be 2592by 
2592 to travel the distance of a single photon for one day.
Now, according to Star trek warp 1 is 318 times the speed of light. On 
our scale, small as it is, our grid would have to be 946080 by 
946080. Big enough number for you? Lol!
All I am saying is I can see the reason for charts. They would be easier 
if we were dealing with very large grids where specific and actual 
coordinates would be useless do to the math involved in number crunching 
them in your head. As it is STFC would probably use a very cut down 
scale on say a 1 by 1 grid.With phaser range say 30 instead of 
3000 units.
One idea I have pondered is rather than grids or charts how about just 
naming the areas of space Federation space, Klingon space, Romulan 
space, etc? We really don't need to see the underlying grid to play. If 
you use autopilot it will obviously calculate the direction to Starbase 
x, and swing the bow around to the proper heading. They use autopilot 
most of the time on Star Trek when traveling between systems anyway.
As far as scanning goes STFC could have a built in navigation scan which 
would announce any planets, stations, stars, etc in the area.

Dark wrote:
 I certainly would rather have free movement around the game than a set level 
 system as in Gtc, sinse that would open the possibility for various sorts of 
 missions such as escort and patrol.

 I think though, as it would be a trek system, using the actual names for 
 planets and systems, with some sort of coordinates for locating objects 
 within a system would make navigation much easer than in lw.

 In fact, sometimes I wish lw would just use a streight grid map system, than 
 the sectors each with their individualized mmap.

 I also agree with sean about the menues, in fact I think the Stfc interface 
 with a choice betwene menue items and shortcut keys was a perfect method for 
 an easy way to control a lot of complex functions either quickly or slowly.

 Beware the Grue!

 Dark.
 -  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Sorry, but in this case I do have the right to remain silent.Smile

shaun everiss wrote:
 where did you aquire all those sfx from?
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
i suppose that is possible.

shaun everiss wrote:
 I wander also that during missions random events could ocur, like distressed 
 ships, problems, etc.
 in many trek missions there are interuptions randomly that change the mission 
 mostly during it on the way, etc.
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Ouch! That would be some really rough programming. There are lots of 
difference between the ships of each Star Trek series.
Though, the idea of offering different ship classes would be 
interesting. Each class has it's own unique advantages and 
disadvantages. Each would offer a different tactical situation.
For example, an Intrepid-Class starship, similar to Voyager, wouldn't 
carry a lot of firepower into battle so you would have to use the ships 
maneuverability and speed to good advantage. A ship like the 
Sovereign-Class, similar To Enterprise E, is slow for a ship but carries 
a lot of firepower onto the battle field. The Nebula-Class and 
Galaxy-Class ships fall somewhere in the middle of those extremes. The 
Defiant-Class carries firepower, speed, and invisibility to the 
battlefield making it an awesome tactical ship to command.


aiden gardiner wrote:
 i think it would be good to develop a story line, say, for example, allow 
 the player to choose which series they wanted to play in, and then let the 
 game adjust the missions accordingly.

 cheers
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Cara,
Well, I never thought writing Lonewolf missions were too bad, but I know 
lots of gamers that did find it an issue. Then, again I am a programmer 
so one script language is the same to me as the next. I don't have the 
parcer scripts memorised any more but it went something like this to 
create a ship.
02 NAME=Destroyer LENGTH=010 WIDTH=002 HEIGHT=50 DEPTH=025 SPEED=030
Basicly, a lot of it was just using reserved variables and flags that 
were set by the LW parcer. As a programmer I have a pretty good idea how 
it works and one glance is enough for me to get the picture and general 
idea. For someone totally new to programming while they can learn it 
they won't have that instant moment of click where it all falls in place.
As it is I won't be adding a mission parcer in STFC just do to the work 
involved in adding that kind of functionality to a game. Adding 
customisation that has to handle just about any idea someone might come 
up with.


Cara Quinn wrote:
I must agree!  I too would like this sort of thing over the multi  
 vessel strategy sort of idea.  As well, I also think it would be a  
 great idea to allow users to use / record their own sound descripts  
 etc. for user creatable missions.  I'm personally not familiar enough  
 with that aspect of LW to compare but strictly on the gaming aspect,  
 as I said, this sounds tres cool!…

 Have an awesome day!…

 Smiles,
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Stefen Hudson
There are no terms. You will disarm all your weapons and escort us without 
further diversion to sector 001, where we will begin assimilating your 
culture and technology.
Yet another example of named sectors.

--
From: Thomas Ward [EMAIL PROTECTED]
Sent: Saturday, March 08, 2008 8:47 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

 Hi Shaun,
 Well, I do recall on Star Trek the Enterprise crew making reference to
 sectors such as sector J-25 in the Best Of Both Worlds. That suggests to
 me that at least some of the star systems ar charted with a letter and
 number designation the way Lonewolf is. However, I have heard reference
 to actual coordinates like sector 1, 0, 9. So it could go either way.
 As for menus if this thing goes real time they would have to go. You
 would obviously have to turn, select weapons, raise shields, control
 warp and impulse engines, all in real time. There would be no time to
 doddle with menus.


 shaun everiss wrote:
 Hmmm.
 I like the menu and selections of things myself.
 I don't care for the sector style of play lonewolf has, I always seem to 
 forget what things are I like autopilot loads.
 A gtc style would rock though.
 You use the compas direction to move the tank to places, in a sector.
 However you start in the first sector and go the second, etc.
 I suspect in stfc2 it would be more complex than that.
 I don't think gtc has much navigation work in it, its mainly the fighting 
 aspect.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Stefen Hudson
There are a few sites with computer effects and what not on them, such as:
www.stdimension.org
www.lcarscom.net.

There used to be one called Star Trek in Sound and Vision, but it was 
unfortunately shut down due to people downloading too much at once.

I suppose if you had a good audio editor you could record bits of the shows 
with sounds only and attempt to filter some background sounds out. I think 
the Star Trek Dimension site has some sounds from Star Trek PC games, which 
aren't accessible.

--
From: Thomas Ward [EMAIL PROTECTED]
Sent: Saturday, March 08, 2008 9:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

 Hi,
 Sorry, but in this case I do have the right to remain silent.Smile

 shaun everiss wrote:
 where did you aquire all those sfx from?



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Personally, as a complete non-programmer, I found the lw mission parza quite 
reasonable to understand, and the only reason I haven't created missions 
myself is simply my general awfulness at lw makes testing them or deciding 
what sort of thing would be easy or difficult a bit of a problem. If I was 
better at the game, and had completed more missions I'd probably give it a 
go.

Of course this is all subjective though obviously.

Beware the Grue!

Dark.
- Original Message - 
From: Thomas Ward [EMAIL PROTECTED]
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, March 09, 2008 6:00 AM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


Hi Cara,
Well, I never thought writing Lonewolf missions were too bad, but I know
lots of gamers that did find it an issue. Then, again I am a programmer
so one script language is the same to me as the next. I don't have the
parcer scripts memorised any more but it went something like this to
create a ship.
02 NAME=Destroyer LENGTH=010 WIDTH=002 HEIGHT=50 DEPTH=025 SPEED=030
Basicly, a lot of it was just using reserved variables and flags that
were set by the LW parcer. As a programmer I have a pretty good idea how
it works and one glance is enough for me to get the picture and general
idea. For someone totally new to programming while they can learn it
they won't have that instant moment of click where it all falls in place.
As it is I won't be adding a mission parcer in STFC just do to the work
involved in adding that kind of functionality to a game. Adding
customisation that has to handle just about any idea someone might come
up with.


Cara Quinn wrote:
I must agree!  I too would like this sort of thing over the multi
 vessel strategy sort of idea.  As well, I also think it would be a
 great idea to allow users to use / record their own sound descripts
 etc. for user creatable missions.  I'm personally not familiar enough
 with that aspect of LW to compare but strictly on the gaming aspect,
 as I said, this sounds tres cool!…

 Have an awesome day!…

 Smiles,



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-- 
No virus found in this incoming message.
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Version: 7.5.516 / Virus Database: 269.21.6/1317 - Release Date: 07/03/2008 
08:15



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
that would make sense, though that does slightly remind me of the lw 
system,  but on the other hand, nobody said navigating a starship was 
easy, and as I would want stfc2 to have some degree of realism this is 
obviously something which must be used. Perhaps though the charts could be 
as helpful as possible, ie telling you what is in each sector, giving names 
for as many objects such as planets and systems as possible (I personally 
find names easier to work with than just a1 etc).

I'd personally prefer the map to be absolute with sector names and 
identifyers, and the information about which race or faction holds which 
sectors of space to be fluid as it is in smugglers 3.

So, rather than having cardassian space simply have a number of systems 
the cardassians control, which could be variable in the different 
missions,  for example, having the planet baijore (appologies for 
possibly wangled spelling), change from being a cardassian planet to a 
member of the federation complete with federation space system.

this would also open the possibility to having areas like the neutral zone, 
which imho opens up some wonderful possibilities for missions (look at all 
the shinanigans that goes on there in tng).

Beware the Grue!

Dark.
-  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
well the defient relies mostly on its pulse cannons.
ANd when I fight with that I always try to rely on the pulse cannons.
However its not good with cloaked ships unless you can get it in a situation 
where  it is not noticed on the first ship attack and you can get it in range.
At 06:47 p.m. 9/03/2008, you wrote:
Hi,
Ouch! That would be some really rough programming. There are lots of 
difference between the ships of each Star Trek series.
Though, the idea of offering different ship classes would be 
interesting. Each class has it's own unique advantages and 
disadvantages. Each would offer a different tactical situation.
For example, an Intrepid-Class starship, similar to Voyager, wouldn't 
carry a lot of firepower into battle so you would have to use the ships 
maneuverability and speed to good advantage. A ship like the 
Sovereign-Class, similar To Enterprise E, is slow for a ship but carries 
a lot of firepower onto the battle field. The Nebula-Class and 
Galaxy-Class ships fall somewhere in the middle of those extremes. The 
Defiant-Class carries firepower, speed, and invisibility to the 
battlefield making it an awesome tactical ship to command.


aiden gardiner wrote:
 i think it would be good to develop a story line, say, for example, allow 
 the player to choose which series they wanted to play in, and then let the 
 game adjust the missions accordingly.

 cheers
   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
I  know about these, some of these have not updated in a bit but I should 
really revisit these.
At 07:15 p.m. 9/03/2008, you wrote:
There are a few sites with computer effects and what not on them, such as:
www.stdimension.org
www.lcarscom.net.

There used to be one called Star Trek in Sound and Vision, but it was 
unfortunately shut down due to people downloading too much at once.

I suppose if you had a good audio editor you could record bits of the shows 
with sounds only and attempt to filter some background sounds out. I think 
the Star Trek Dimension site has some sounds from Star Trek PC games, which 
aren't accessible.

--
From: Thomas Ward [EMAIL PROTECTED]
Sent: Saturday, March 08, 2008 9:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

 Hi,
 Sorry, but in this case I do have the right to remain silent.Smile

 shaun everiss wrote:
 where did you aquire all those sfx from?



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