[Audyssey] daytona error

2011-04-13 Thread william lomas
hi all i am running windows seven 32-bit under fusion on my mac but when I 
updated to the latest available directx i still get the error on startup do i 
need to do as it says in the readme?


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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread dark

Hi Tom.

You are indeed right, and were you making a game based on Dr. who or tolkien 
which are! major interests of mine I'd be the first to insist on canonical 
details, and while I'm probably more casual about startrek I do appreciate 
the correctness of a game like final conflict.


however, sinse this is! a sports sim, and each wrestler or wrestling 
federation is at rock bottom (ha ha), only a name and set of statistics, 
there really is no reason why the engine couldn't be created to do both by 
simply customizing wrestler names.


Look at Jim's baseball game as an example. someone who was a big baseball 
fan could write in team and player names correct to real baseball teams and 
players, where as someone like myself can simply modify the names and such 
according to personal amusement.


in fact on one occasion I had the 10 doctors vs Hogwarts, and having the 
fifth doctor batting against harry potter was rather amusing! ;D.


Add in a few extra stats for strength, power, pluss descriptions of 
signature moves and you have a wrestling sim, whether you want the champion 
of your federation to be hulk hogan with power 10, staminer 10 and speed 10 
and the big boot, or bob the batlin gold fish with the same stats and the 
fishtank splash.


eitherway, you've got your champion wrestler.

on the self voicing issue, personally the only difference I find betwene 
sapi and Hal is that with Hal I may need to manually read the text where as 
with sapi it's read to me by the program.


If the program requires timed reading of the text and input, such as lone 
wolf or playing a mud, I therefore much prefer sapi sinse oddes are though 
Hal will read it I don't want the extra reading time factored in, but if 
there is no time limit I don't tend to worry too much.


This is why I've used Hal to play many text games from world of legends to 
anything written in tads, and indeed as a suplimentary reading method in 
winfrotz tts after sapi has read the entire prompt.


I suppose sapi is sort of lazier on my part, but that's about it ;D.

Beware the grue!

Dark.



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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Phil Vlasak

Hi Thomas,
We had a similar debate when I worked on Harry Hollingworth's World Series 
Baseball.
There was a core group of fans that played only teams from the same year and 
even did a 165 game season to determine who was in the world series.
But most of the game players didn't care to be realistic and enjoyed playing 
any two teams against each other.
Some even requested that they be able to add themselves into the game as a 
player and give themselves stats to rival the greatest.
I did get a special thrill when the game said that Phil Vlasak hit a home 
run to win the game.
We found that at least ninety percent of the game owners played it as 
fantasy baseball rather than the purists who played it as a real game.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, April 12, 2011 10:04 PM
Subject: Re: [Audyssey] Possible WWE Roster



HI Dark,

Yeah, well one thing is for certain regardless what I do I can't
please everyone. That's true with every game a developer creates, and
it becomes more of an issue any time a game features something like
Star Trek, Star Wars, wrestling, etc as hard core fans see it as a
type of fan fiction where those who aren't hard core fans just see it
as another game.

For instance, let's take Trek 2000 verses Final Conflict. Well, when
David Greenwood wrote his Star Trek game, Trek 2000, it is pretty
obvious he wasn't interested in making it too technical. I.E. doing
everything achording to cannon. As a result the game was ok, but
wasn't great. My biggest complaint was that it lacked a lot of
technical details from the original Star Trek series, and it was
dumbed down to help novis gamers.

For example, i know for a fact that the original Enterprise had 100
photon torpedoes. The Enterprise in Trek 2000 only carried 10. On Star
Trek, as in real life, they had to set a course like (0, 9, 0) rather
than north, south, east , west. I thought the north, south, east, west
directions in Trek 2000 was really hoky. I.E. not at all realistic or
technically accurate.

Basically, because I was a big Star Trek fan, follow cannon the way
some people might follow their favorite sports team, I had all these
expectations what a Star Trek game would and should be like. These are
details that would only be of concern to a hard core Trek fan, but not
matter to your average gamer who maybe purchased the game just for a
little fun. Someone who isn't up on Trek cannon wouldn't care, but
those who know the cannon would find it disappointing. Which is what
happened.

So my first project for USA Games was to basically rewrite Trek 2000
my way which resulted in the creation of Final Conflict. Admitedly it
wasn't my best work, I could have done better, but I did my best to
write it using actual facts and cannon based on the television series.
Plus instead of using generic names like navigation, scanning, and
weapons I used the actual names of those stations like Helm, Ops, and
Tactical. Trek fans loved it, but some people who tried the game who
didn't know anything about Star Trek asked me why I called it Ops
instead of Sensors or Scanning or something self-explanitory.  Which
brings us directly to the heart of the matter.

One of the things I set out to do when starting USA Games is to write
games based on cannon. Weather I write a Star Trek game or write a
wrestling game I do my best to make the game as true to the cannon as
possible which generally is widely accepted as a good thing by
dedicated fans. However, someone like yourself, who doesn't know
wrestling cannon well, that obviously isn't a good thing.

I guess it is kind of like coming into a movie half way through and
asking everyone,  "who is this or that character, what is going on,
why is he/she doing this or that?"  All are valid questions, because
you simply don't know the back story, and you aren't going to enjoy it
as much as the guy sitting next to you who watched it from the moment
the movie started.

I think this is actually where our diference of opinion originates.
I'm the guy who has been watching the movie from the beginning, so to
speak, and you just entered after missing a good portion of it. Your
idea of wrestling is sketchy at best so Toni the Tiger and Captain
Crunch are just as viable options as Hulk Hogan and Ricky "the Dragon"
Steamboat to you. However, as a cannonest myself I would feel like
Toni the Tiger and Captain Crunch don't belong in the game and should
be barred from playing on any official roster.However, that's not to
say we can't do both.

One of the things I like about Srith is you can select from a list of
pregenerated/created characters, I.E. cannon adventurers, or you can
custom create your own. I think a similar idea could apply here. For
the wrestling cannonest like myself I can simply choose to play one of
the existing restlers from the list. Someone else who doesn't really
know wrestling that well or wants to add a wrestler not in the
database they coul

Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Richard Claridge
Hi Thomas.
I personally would prefer you to do the game that you want to do, and
for me the simpler the better, because it takes less work and
therefore will be with us quicker and wont take too much time out of
other development of yours. I've said before and I will say again, its
important that you makethe game you are happy with.
I am really looking forward to playing this game, and hope it wont be
long until you do a game around the late 90s as this was my main WWF
period, during the early to mid 90s I mainly watched WCW and was too
young to watch any wrestling in the 80s, but do have knowledge of most
of the names in your rostr.
Thanks
Richard

On 4/13/11, Phil Vlasak  wrote:
> Hi Thomas,
> We had a similar debate when I worked on Harry Hollingworth's World Series
> Baseball.
> There was a core group of fans that played only teams from the same year and
> even did a 165 game season to determine who was in the world series.
> But most of the game players didn't care to be realistic and enjoyed playing
> any two teams against each other.
> Some even requested that they be able to add themselves into the game as a
> player and give themselves stats to rival the greatest.
> I did get a special thrill when the game said that Phil Vlasak hit a home
> run to win the game.
> We found that at least ninety percent of the game owners played it as
> fantasy baseball rather than the purists who played it as a real game.
> Phil
>
> - Original Message -
> From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Tuesday, April 12, 2011 10:04 PM
> Subject: Re: [Audyssey] Possible WWE Roster
>
>
>> HI Dark,
>>
>> Yeah, well one thing is for certain regardless what I do I can't
>> please everyone. That's true with every game a developer creates, and
>> it becomes more of an issue any time a game features something like
>> Star Trek, Star Wars, wrestling, etc as hard core fans see it as a
>> type of fan fiction where those who aren't hard core fans just see it
>> as another game.
>>
>> For instance, let's take Trek 2000 verses Final Conflict. Well, when
>> David Greenwood wrote his Star Trek game, Trek 2000, it is pretty
>> obvious he wasn't interested in making it too technical. I.E. doing
>> everything achording to cannon. As a result the game was ok, but
>> wasn't great. My biggest complaint was that it lacked a lot of
>> technical details from the original Star Trek series, and it was
>> dumbed down to help novis gamers.
>>
>> For example, i know for a fact that the original Enterprise had 100
>> photon torpedoes. The Enterprise in Trek 2000 only carried 10. On Star
>> Trek, as in real life, they had to set a course like (0, 9, 0) rather
>> than north, south, east , west. I thought the north, south, east, west
>> directions in Trek 2000 was really hoky. I.E. not at all realistic or
>> technically accurate.
>>
>> Basically, because I was a big Star Trek fan, follow cannon the way
>> some people might follow their favorite sports team, I had all these
>> expectations what a Star Trek game would and should be like. These are
>> details that would only be of concern to a hard core Trek fan, but not
>> matter to your average gamer who maybe purchased the game just for a
>> little fun. Someone who isn't up on Trek cannon wouldn't care, but
>> those who know the cannon would find it disappointing. Which is what
>> happened.
>>
>> So my first project for USA Games was to basically rewrite Trek 2000
>> my way which resulted in the creation of Final Conflict. Admitedly it
>> wasn't my best work, I could have done better, but I did my best to
>> write it using actual facts and cannon based on the television series.
>> Plus instead of using generic names like navigation, scanning, and
>> weapons I used the actual names of those stations like Helm, Ops, and
>> Tactical. Trek fans loved it, but some people who tried the game who
>> didn't know anything about Star Trek asked me why I called it Ops
>> instead of Sensors or Scanning or something self-explanitory.  Which
>> brings us directly to the heart of the matter.
>>
>> One of the things I set out to do when starting USA Games is to write
>> games based on cannon. Weather I write a Star Trek game or write a
>> wrestling game I do my best to make the game as true to the cannon as
>> possible which generally is widely accepted as a good thing by
>> dedicated fans. However, someone like yourself, who doesn't know
>> wrestling cannon well, that obviously isn't a good thing.
>>
>> I guess it is kind of like coming into a movie half way through and
>> asking everyone,  "who is this or that character, what is going on,
>> why is he/she doing this or that?"  All are valid questions, because
>> you simply don't know the back story, and you aren't going to enjoy it
>> as much as the guy sitting next to you who watched it from the moment
>> the movie started.
>>
>> I think this is actually where our diference of opinion originates.
>> I'm the guy who has been watching the movie

Re: [Audyssey] where to find westfront

2011-04-13 Thread dark
Hmmm Michael, not sure why the download link wasn't working, but why didn't 
you just look on the games' homepage? the link for the game is right there 
at http://ppanks76.tripod.com/wfpc.zip


on the database the furst link labled url will take you to the games' 
homepage, and the second labled download will download the game.


If one doesn't work, try the other.

I'll update the database link now though so it works.

Beware the grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Wednesday, April 13, 2011 6:08 AM
Subject: [Audyssey] where to find westfront


Hey, does anyone know how I can get the game call westfront the trials of 
guilder?
I was on audiogames.net last night and I click on the link for the game 
but nothing came up.
If someone would please send me this game that would be great.  I do know 
from what I reaed that it is a free game so I'm guessing that it won't be 
a problem if someone gave it to me on the list.

Thanks

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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Thomas Ward
Hi Phil,

Interesting. Well, as an absolute purest myself and as the developer
I'd rather either go straight 100% fantasy wrestling, I.E. 100% made
up wrestlers, or 100% true to the wrestlers I know and like. From what
I gather from your message since 90% of the potential players probably
don't give a rats butt about purity I should probably aim for
something like a fantasy wrestling game without any connection to the
WWE, WCW, ECW, and so on.

In one way that would be nice as I wouldn't have to worry about WWE or
anyone else coming after me for any potential copyrights etc. I could
create some fantasy wrestling federation and fill the roster with 40
or 50 custom wrestlers, and have fun creating original back stories
and characters while doing it. After all, that's what the WWE does all
the time. They take an ordinary name like Steve Auston and make it
sound meaner by calling him Stone Cold Steve Auston. Now, just by
adding those two words he sounds like the kick butt wrestler he is.

Another reason why a totally fantasy wrestling game sounds apealing to
me is ever since I started the idea of rewriting Piledriver I've got
comments like let's add Steve Auston, let's add the Rock, let's
include Edge, and this or that person. Besides the fact I don't like
the idea of mixing old and new wrestlers together personally it would
be pure murder to program all that. Let's face the facts of the matter
realistically.

Over the past week I've compiled a list of 80 wrestlers who were in
the WWF between 1982 and 1990. That's 80 different wrestlers I'll have
to program by hand, create an independant A.I. for, and it would
probably take me at least a year or two to get that working on my
current schedule. Now, if we were to open the game to everyone who was
in the 1990's until present you are looking at at least 200 or more
wrestlers. That might not be difficult for EA Games to program, but
pretty much impossible for me. So technically speaking I just can't
include each and every single wrestler who ever existed. At least not
the way I want to create this game.

So to be honest I was considering cutting the list down for the
initial release anyway just to make it more easy to manage from a
logistics point of view, and then build on it as I have time and
energy to do so. Now, if we eject the idea of using real life
wrestlers this makes it much easier because I can start out with a
roster of say 20 male and 20 female fantasy wrestlers with their own
back story, history, and unique moves and wrestling style. Heck even
some of the nicknames of current wrestlers might be able to be
borrowed since they are sort of generic.

For instance, let's create a wrestler called the Viper. He might be
some kind of new cross between Randy Orton and Jake "the Snake"
Roberts. WWE fans might think of this guy as Randy Orton, but he'll
have a different back story and probably some different moves. Maybe a
sleeper hold like the Cobra Clutch since this guy would have a snake
theme.

As I said coming up with new and interesting characters shouldn't be
that hard to do. For instance, cowboys, outlaws, etc is a popular
theme for wrestlers. I might as easily come up with my own bad dude
call him, Outlaw Jimmy Haynes, and base him on somebody like Terry
Funk or Cowboy Bob Orton or something like that. Who knows maybe come
up with a tag team of outlaw themed wrestlers and call them the
Outlaws. It is all pretty easy to do.

Actually, the more I think about it the more I kind of think it is a
good idea. I'd be interested to know what everyone else thinks about
the idea of just ejecting the WWE game altogether and starting over
fresh using a completely fantasy based wrestling game. That way a
person could create his or her own wrestler and wrestle the games
official roster. Any thoughts?

Cheers!


On 4/13/11, Phil Vlasak  wrote:
> Hi Thomas,
> We had a similar debate when I worked on Harry Hollingworth's World Series
> Baseball.
> There was a core group of fans that played only teams from the same year and
> even did a 165 game season to determine who was in the world series.
> But most of the game players didn't care to be realistic and enjoyed playing
> any two teams against each other.
> Some even requested that they be able to add themselves into the game as a
> player and give themselves stats to rival the greatest.
> I did get a special thrill when the game said that Phil Vlasak hit a home
> run to win the game.
> We found that at least ninety percent of the game owners played it as
> fantasy baseball rather than the purists who played it as a real game.
> Phil

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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread dark
I like this idea tom as you might guess, it certainly has been one which 
nintendo and other game companies have used for boxing and wrestling games 
for years,  look at punch out with king hippo or Saturday night slam 
masters where the likes of Mike Haggar and Alexander power competed for the 
capcom wrestling federation title (haggar actually went on to become really 
famous, old school gamers like me will know him from final fight, and he's 
recently been in marval vs capcom 3, but Saturday night slam masters, 
capcom's old 1980's wrestling game was where he started).


Pluss, if,  as I hope, at some point or other you release a wrestler 
creator for the game, people are free to add in hulk hogan, stone cold steve 
ostin, or whoever they want.


Actually with phil talking about Phil vlasac hitting home runs it might be 
rather fun to name some of the wrestlers after some of the accessible game 
personalities for amusement value.


Tom Mysterio ward, magician Phil vlasac, Jim kitchin killer etc ;d.

Beware the grue!

Dark. 



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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Phil Vlasak

Hi Thomas,
One thing that Harry did was to allow some people to create team sets for 
the Baseball game.
So if they wanted the 1980 Toronto Blue Jays in the game they had the 
ability to create it.
The set creating software asked you the person's name and then went through 
the stats and you filled in the appropriate edit boxes.
When done the game file was saved with the year and team name such as the 
80bluejays.dat
If you did the same with the wrestling game, then the purists could help you 
create the players and have that as an option.
So you could have Rock Cold Steve Auston, a fantasy player,  in the game but 
a player could create the Stone Cold Steve Auston using his real stats.
The one problem with fantasy wrestlers is that their strengths, weaknesses, 
abilities and moves would not be known like the real wrestler's are.
It would be important to give an overall score for each one to allow you to 
know how good he or she was.
We also considered adjustable player's stats, so when the Viper beat Stone 
Cold Steve Auston, his total score would drop as the Viper's would go up.
One way to show someone's score would be to list them by score, with the 
highest scoring wrestler at the top of the list.
Phil 



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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Thomas Ward
HI Dark,

Yeah, but one major difference between Jim's baseball game and the
wrestling game I'm working on is he stores all of his names etc in
text files. I can't really do that because the way I'm designing the
game everything is pretty specific to each wrestler. I.E. they have
there own specific artificial intelligence, signature moves, etc so
they act and wrestle as the real life person would. This is a
completely different kind of game than Jim's baseball because the
artificial intelligence etc is so generic it doesn't matter who is
playing who because the game will play the same. Not so with my
wrestling game. Everything is finely detailed, and changing stuff you
shouldn't change would screw up all the work I spent in designing that
really custom A.I.

Of course, all of this depends on actually basing the game on real
life people, and writing the game from a strictly purest point of
view. Having read Phil's post I'm not so sure that's a good idea. You
yourself have repeatedly made the point you aren't up on wrestling
history etc. So maybe the answer is just to walk away from the big
name super stars, walk away from the WWE, TNA, WCW, and all that and
come up with something completely original from scratch. A whole bunch
of new wrestlers with their own unique back stories, signature moves,
and completely copyright free to boot. As I just got done saying to
Phil I don't think that would be to hard to do, the community could
help with ideas, and it could be a lot of fun just being creative.

Just as I've been sitting here writing these messages a number of
ideas have come to me. I can think of some names for tag teams like
the Head Hunters, the Outlaws, the Titans, and things like that. As
for wrestlers I'm sure I can come up with some convincing names as
well. Its not like the professional wrestlers exactly have incredibly
original names either. For instance, back in the 80's one of the top
female stars was Princess Victoria. That's ok, but right off the top
of my head I can think of cooler names than that. A name like Vixon
sounds like a great name for a heel female wrestler.

So what do you think. Should we just try this out as an independant
fantasy wrestling game and see how it goes?

Cheers!


On 4/13/11, dark  wrote:
> Hi Tom.
>
> You are indeed right, and were you making a game based on Dr. who or tolkien
> which are! major interests of mine I'd be the first to insist on canonical
> details, and while I'm probably more casual about startrek I do appreciate
> the correctness of a game like final conflict.
>
> however, sinse this is! a sports sim, and each wrestler or wrestling
> federation is at rock bottom (ha ha), only a name and set of statistics,
> there really is no reason why the engine couldn't be created to do both by
> simply customizing wrestler names.
>
> Look at Jim's baseball game as an example. someone who was a big baseball
> fan could write in team and player names correct to real baseball teams and
> players, where as someone like myself can simply modify the names and such
> according to personal amusement.
>
> in fact on one occasion I had the 10 doctors vs Hogwarts, and having the
> fifth doctor batting against harry potter was rather amusing! ;D.
>
> Add in a few extra stats for strength, power, pluss descriptions of
> signature moves and you have a wrestling sim, whether you want the champion
> of your federation to be hulk hogan with power 10, staminer 10 and speed 10
> and the big boot, or bob the batlin gold fish with the same stats and the
> fishtank splash.
>
> eitherway, you've got your champion wrestler.
>
> on the self voicing issue, personally the only difference I find betwene
> sapi and Hal is that with Hal I may need to manually read the text where as
> with sapi it's read to me by the program.
>
> If the program requires timed reading of the text and input, such as lone
> wolf or playing a mud, I therefore much prefer sapi sinse oddes are though
> Hal will read it I don't want the extra reading time factored in, but if
> there is no time limit I don't tend to worry too much.
>
> This is why I've used Hal to play many text games from world of legends to
> anything written in tads, and indeed as a suplimentary reading method in
> winfrotz tts after sapi has read the entire prompt.
>
> I suppose sapi is sort of lazier on my part, but that's about it ;D.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread dark

Hi Tom.

On the Ai score, one game I really admire for ai which I came across 
recently (thanks to a friend), is the pc doss beat em up one must fall 2097.


One of the cleverest things about it, is that though it only had 8 basic 
robots, all of whome had moves in standard beat em up style, each also had a 
pilot with stats.


The robot determined the move set, what sort of punches and kicks there were 
and what specials were available, while the pilot determined the robots' 
health, overall speed and yes, Ai.


The game also had tournaments which were completely editable by players 
where people could write in not only the which robot opponents used, what 
the opponents said, but also what the opponent's pilot stats and Ai was.


The ai in text file was catagorized by sets of three words all off which 
determined behaviour in the one on one fighting match.


Aggressive passive or neutral,
airial ground based or mid range,
jumping, kicking or punching.

combinations of these three setup how opponents fought.

For instance, an areal punching opponent would try to jump in and punch you, 
where as a defensive jumping opponent would do a lot of jumping away.


This left players lots of room to customize tournament opponents in the 
game, even though there are only 8 basical beat em up characters to play 
with in terms of special and normal moves.


Perhaps a system like this, where the ai was tied to a number of properties 
which a player could set in each wrestler might be the way to produce a 
really diverse game.


For instance, have a number of variables from 1-5 which determine the 
likelihood of the wrestler doing certain actions, eg turnbukle 1-5 to 
determine how likely it will be the wrestler will try attacks from there, or 
submission hold 1-5 to determine how likely a wrestler would be to try and 
get their opponent in a submission hold.


Given that the game will presumably be turn based and not real time, this 
would seem a good way of determining things, by controlling the wrestlers' 
stats and their good technique of mooves at specific points.


For instance, a really low level, bad wrestler may be very heavy, but may 
try to get on the turn buckles a lot and fail a lot, while a big hefty 
fighter with more experience might stick to the ground and try to pin and 
hold their opponent.


Ditto with face or heal maneuvers like using steel chairs or going outside 
the ring, or indeed technical vs brutal style.


Yes, this would probably take some more thinking about and programming, but 
this is just to illustrate how you could have both an editable game, and a 
game with reasonable Ai.


This is in fact one thing jason has said about entombed, that if he begins 
on Entombed Ii, he will start coding it with the intention of making it 
editable rather than trying to alter existing code later so as to add an 
editer to the game.


Beware the grue!

Dark. 



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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Thomas Ward
Hi Dark,

Well, that sounds interesting, but there is a problem. I wouldn't have
a clue how to create something like that. Truth is although I'm a fair
programmer I wouldn't know where to start to create something like you
are talking about. You are quite frankly talking over my head and
skills as a programmer. That's one reason I'm not exactly jumping up
and down to add an editer. I have a very very vague idea how to do it,
and that would require a lot of experimentation etc. I'd rather just
write the game the way I know how and not spend two years trying to
figure out how to get this editer to work.

HTH


On 4/13/11, dark  wrote:
> Hi Tom.
>
> On the Ai score, one game I really admire for ai which I came across
> recently (thanks to a friend), is the pc doss beat em up one must fall 2097.
>
> One of the cleverest things about it, is that though it only had 8 basic
> robots, all of whome had moves in standard beat em up style, each also had a
> pilot with stats.
>
> The robot determined the move set, what sort of punches and kicks there were
> and what specials were available, while the pilot determined the robots'
> health, overall speed and yes, Ai.
>
> The game also had tournaments which were completely editable by players
> where people could write in not only the which robot opponents used, what
> the opponents said, but also what the opponent's pilot stats and Ai was.
>
> The ai in text file was catagorized by sets of three words all off which
> determined behaviour in the one on one fighting match.
>
> Aggressive passive or neutral,
> airial ground based or mid range,
> jumping, kicking or punching.
>
> combinations of these three setup how opponents fought.
>
> For instance, an areal punching opponent would try to jump in and punch you,
> where as a defensive jumping opponent would do a lot of jumping away.
>
> This left players lots of room to customize tournament opponents in the
> game, even though there are only 8 basical beat em up characters to play
> with in terms of special and normal moves.
>
> Perhaps a system like this, where the ai was tied to a number of properties
> which a player could set in each wrestler might be the way to produce a
> really diverse game.
>
> For instance, have a number of variables from 1-5 which determine the
> likelihood of the wrestler doing certain actions, eg turnbukle 1-5 to
> determine how likely it will be the wrestler will try attacks from there, or
> submission hold 1-5 to determine how likely a wrestler would be to try and
> get their opponent in a submission hold.
>
> Given that the game will presumably be turn based and not real time, this
> would seem a good way of determining things, by controlling the wrestlers'
> stats and their good technique of mooves at specific points.
>
> For instance, a really low level, bad wrestler may be very heavy, but may
> try to get on the turn buckles a lot and fail a lot, while a big hefty
> fighter with more experience might stick to the ground and try to pin and
> hold their opponent.
>
> Ditto with face or heal maneuvers like using steel chairs or going outside
> the ring, or indeed technical vs brutal style.
>
> Yes, this would probably take some more thinking about and programming, but
> this is just to illustrate how you could have both an editable game, and a
> game with reasonable Ai.
>
> This is in fact one thing jason has said about entombed, that if he begins
> on Entombed Ii, he will start coding it with the intention of making it
> editable rather than trying to alter existing code later so as to add an
> editer to the game.
>
> Beware the grue!
>
> Dark.
>
>
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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Thomas Ward
Hi Phil,

Well, for now I'm not going to add any kind of editer etc to the game.
The reason is I want each and every wrestler to have a different
artificial intelligence, his or her own unique moves, and to really
make each and every match completely different where you will have to
change your strategy and tactics when stepping into the ring with a
different wrestler. This is much like real life when two guys get into
the ring with completely different fighting styles. This is far more
worth while to me as a gamer then just writing some generic artificial
intelligence that is a one-sized fits all approach. That is exactly
what I don't like about Wrestling League Manager and Piledriver, and
why I wanted to rewrite them in the first place.

Let's take Pile Driver for example. It allows you to create custom
wrestlers and add them to the database, and to create your own custom
federation. That's fair enough. However, in order to do that the game
uses some generic artificial intelligence that changes slightly from
wrestler to wrestler based on what ever you put into the editer.
That's ok, but after playing a while I can pretty much figure out how
each and every wrestler will react because the artificial intelligence
is actually pretty simplistic. Not only that it fails to take in
account a guy like Andre the Giant is too big and heavy to pull off a
high flying drop kick so the game should take that into account.
Unfortunately, the artificial intelligence is so poor in the game it
did do exactly that in a game, and I was ready to just delete the game
on the spot. In my personal opinion knowing that Andre couldn't pull
off that move in real life the game cheated. So I want a game that is
more fair and balanced. The only way to avoid the Andre pulling off
the impossible drop kick from happening is to write an artificial
intelligence for every wrestler, or creating an editer that allows you
to select from a list of each and every possible move imaginable and
enabling/disabling it on a per wrestler basis. Either way it is a
nightmarish amount of coding.

The other reason I am not keen on adding an editer is I currently
don't have the skills to do it. Oh, I could do what Jim Kichen does by
storing names and stats in a text file or something like that, but
that's not what I had in mind here. If I have an editor it would have
to allow the person to custom create the artificial intelligence,
moves, and everything to create a specific wrestler which I'm not sure
how to do.  Not only that since my game is completely object oriented
how do you create a custom object from outside the game itself. I
haven't a clue.

I suppose the way it would work is the file gets read into a generic
object and then use that generic object as the reference to the custom
wrestler. I'd have to experiment with it which I'm not really
interested in spending x amount of time on research. I just want to
write it.

Cheers!


On 4/13/11, Phil Vlasak  wrote:
> Hi Thomas,
> One thing that Harry did was to allow some people to create team sets for
> the Baseball game.
> So if they wanted the 1980 Toronto Blue Jays in the game they had the
> ability to create it.
> The set creating software asked you the person's name and then went through
> the stats and you filled in the appropriate edit boxes.
> When done the game file was saved with the year and team name such as the
> 80bluejays.dat
> If you did the same with the wrestling game, then the purists could help you
> create the players and have that as an option.
> So you could have Rock Cold Steve Auston, a fantasy player,  in the game but
> a player could create the Stone Cold Steve Auston using his real stats.
> The one problem with fantasy wrestlers is that their strengths, weaknesses,
> abilities and moves would not be known like the real wrestler's are.
> It would be important to give an overall score for each one to allow you to
> know how good he or she was.
> We also considered adjustable player's stats, so when the Viper beat Stone
> Cold Steve Auston, his total score would drop as the Viper's would go up.
> One way to show someone's score would be to list them by score, with the
> highest scoring wrestler at the top of the list.
> Phil
>

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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Phil Vlasak

Hi Thomas,
I think you could have a list of moves, then allow the player to determine 
how often would the fantasy character do it.

for example
Rock Hard Steve Austin,
jumping, 50 percent
kicking, 20 percent
punching, 80 percent.
sayings: "You'll be eating my fist!"
Using the percentage to determine what move the player makes next.

Phil

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, April 13, 2011 8:53 AM
Subject: Re: [Audyssey] Possible WWE Roster



Hi Dark,

Well, that sounds interesting, but there is a problem. I wouldn't have
a clue how to create something like that. Truth is although I'm a fair
programmer I wouldn't know where to start to create something like you
are talking about. You are quite frankly talking over my head and
skills as a programmer. That's one reason I'm not exactly jumping up
and down to add an editer. I have a very very vague idea how to do it,
and that would require a lot of experimentation etc. I'd rather just
write the game the way I know how and not spend two years trying to
figure out how to get this editer to work.

HTH



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[Audyssey] River Raiders patch

2011-04-13 Thread Damien Pendleton
Hey all,
I have just released a River Raiders patch that fixes quite a nasty bug that 
made game play rather unfair. Turns out the monster could dive even quicker 
than the player, which therefore made the game impossible to complete if a 
certain number of coins were collected.
I have also made superbonuses slightly more even, since they seemed to be 
issuing out quite a vast number of monster super madnesses.
Since this will obviously affect scoring I have reset the scoreboards in order 
to balance it out and give everybody an equal chance. Don't worry, it won't be 
like this forever, I hope it should be pretty stable now.
Thanks.
Regards,
Damien.
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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread dark

Fair enough Tom.

The method I was thinking of in terms of Ai simply involved varying the 
likelihood of the computer choosing one action over another in a given 
situation.


Say for instance turn buckles was set to 3, the computer would have a %60 
chance of choosing to get on the turn buckle when standing over another 
action, which from my (admittedly far more theoretical than practical), 
knolidge of programming I understand would be possible, but sinse your the 
chap who's making the game this is afterall your decision.


Certainly games like Saturday night slam masters, super punchout and panza 
boxing on the amigar show how much fun a sports game can be with a roster of 
completely game specific combatants, and I'm pretty certain this would be 
the same here.


Beware the grue!

Dark. 



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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread Raul A. Gallegos
hi, actually i can pour water without the use of my finger and I never 
spill. I have zero sight. All that aside though, I agree with most of 
your points.


On 4/12/2011 7:09 PM, dark wrote:

Actually tom, while travel and access issues are certainly a
considderation, that wasn't precisely my point.

One easy example of what I mean (and one I use in the introduction to my
thesis), is pouring a glass of water.

Betwene desire for a drink and that desire's satisfaction the sighted
person has very few steps.

1, locate a glass which can be done instantaniously no matter where it
is so long as it is in plane view.

2, turn on the tap.

3, pour in water to the level required, a thing a sighted person can
judge without even paying attention sinse the connection betwene their
visual cortex and spacial awareness is perfectly able to judge this with
no conscious thought or need for concentration at all, indeed they may
use the time to think about other matters.
For a blind person, locating the glass will be a conscious exercise of
spacial mapping or memory, remembering and placing themselves in
relation to it, and pouring the water will require a continuous
concentration of the relation of their finger to the flow into the
glass,  and even when they get it, they have to be careful where
they put it and retain it's position in mind, or simply continue to hold
it.

These are all fairly trivial things and things which I imagine everyone
on this list does every day.

My point however, is that the amount of concentration and mental effort
required is simply in and of itself greater when a person is visually
impared, this is simply a biological limitation beyond what is normal,
(I do have a deffinition of normal but that would take some time to
explain), and what society considders normal, and is ultimately a
contributing factor in why someone like oddbob of retroremakes can have
a job, a wife and children and! produce games and a website blog, while
a visually impared person can't.

this isn't to say a disabled person "can't" do things, only that those
things take considderably more time and effort because of their
disability and in any calculation of what is possible in life, or what
sort of responsability a government has to it's citizens, these factors
must be taken into account,  which they currently aren't!

Btw, I agree on public transport in continental europe, but in the uk
it's pretty dire, especially the train system, mostly due to some
tortuous privatization rules and ridiculous over pricing.



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[Audyssey] mota potions

2011-04-13 Thread bryant walker

Hi thomas, (forgive me if i spelled that wrong). 
I'm having a problem with mota potions. THey seem to not do anything at all, 
even when i wait a long time. I'm not sure if this is a bug or something i'm 
doing worng. THey don't seem to heel me at all.
Thanks
  
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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread dark
Water was just an example, obviously people have a different milage with 
such things.


Glad you think this is going in the right direction though.

Beware the grue!

Dark. 



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[Audyssey] to dark

2011-04-13 Thread michael barnes

Hey, Dark.
When I went to get another a game the two links took me to a website 
that had nothing to do with the game.

So would you please send me Giftanum?
I do know it is a free game that is what your site said.  Thanks man.

--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread Shiny protector

Hi,

Well, I can as well, but you have to be a bit careful. I've had occasions 
that I spilt water on the floor.  I use a liquid indicater
- Original Message - 
From: "Raul A. Gallegos" 

To: 
Sent: Wednesday, April 13, 2011 3:39 PM
Subject: Re: [Audyssey] who has the time? - Re: Pipe 3


hi, actually i can pour water without the use of my finger and I never 
spill. I have zero sight. All that aside though, I agree with most of your 
points.


On 4/12/2011 7:09 PM, dark wrote:

Actually tom, while travel and access issues are certainly a
considderation, that wasn't precisely my point.

One easy example of what I mean (and one I use in the introduction to my
thesis), is pouring a glass of water.

Betwene desire for a drink and that desire's satisfaction the sighted
person has very few steps.

1, locate a glass which can be done instantaniously no matter where it
is so long as it is in plane view.

2, turn on the tap.

3, pour in water to the level required, a thing a sighted person can
judge without even paying attention sinse the connection betwene their
visual cortex and spacial awareness is perfectly able to judge this with
no conscious thought or need for concentration at all, indeed they may
use the time to think about other matters.
For a blind person, locating the glass will be a conscious exercise of
spacial mapping or memory, remembering and placing themselves in
relation to it, and pouring the water will require a continuous
concentration of the relation of their finger to the flow into the
glass,  and even when they get it, they have to be careful where
they put it and retain it's position in mind, or simply continue to hold
it.

These are all fairly trivial things and things which I imagine everyone
on this list does every day.

My point however, is that the amount of concentration and mental effort
required is simply in and of itself greater when a person is visually
impared, this is simply a biological limitation beyond what is normal,
(I do have a deffinition of normal but that would take some time to
explain), and what society considders normal, and is ultimately a
contributing factor in why someone like oddbob of retroremakes can have
a job, a wife and children and! produce games and a website blog, while
a visually impared person can't.

this isn't to say a disabled person "can't" do things, only that those
things take considderably more time and effort because of their
disability and in any calculation of what is possible in life, or what
sort of responsability a government has to it's citizens, these factors
must be taken into account,  which they currently aren't!

Btw, I agree on public transport in continental europe, but in the uk
it's pretty dire, especially the train system, mostly due to some
tortuous privatization rules and ridiculous over pricing.



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[Audyssey] giftanum was, Re: to dark

2011-04-13 Thread dark

Hi Michael.

First, writing messages with subject lines like " to dark" isn't too 
helpful, particularly in cases like this.


I actually don't have giftanum, so your "to dark" message regarding the game 
isn't too handy sinse other people who might have giftanum don't know your 
looking for it and may just delete this message because of it's none 
specific subject.


hope this makes sense.

Beware the grue!

Dark.
- Original Message - 
From: "michael barnes" 

To: 
Sent: Wednesday, April 13, 2011 5:33 PM
Subject: [Audyssey] to dark



Hey, Dark.
When I went to get another a game the two links took me to a website that 
had nothing to do with the game.

So would you please send me Giftanum?
I do know it is a free game that is what your site said.  Thanks man.

--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread Jim Kitchen

Hi Thomas,

I lived in the first house behind the bank on Bellfield Avenue, which is off of 
Cedar Avenue just out of University Circle.  I could see Case University out my 
bedroom window and it was close to a mile walk to the Cleveland Sight Center.  
I had to be at the bus stop by 6:30 to catch the 32c Cedar bus.  I would get 
off at Taylor boulevard and wait for the Taylor bus, which would drop me off 
the other side of I90 near east a hundred and eighty fifth street at about 
7:45.  So I walk across the frozen pedestrian bridge over I90 and back up South 
Waterloo road to the company Fastener Service.  Fasteners are nuts, bolts, 
screws, washers, rivets etc.  Fastener Service bought bulk wholesale and sold 
smaller quantities to local companies.  Parts went from so small that thousands 
would fit in the palm of your hand and weigh almost nothing to a single steel 
washer that weighed a pound.Or bolts 2 foot long and an inch and a half in 
diameter.  Or a nut seven and a half inches across.  Some of those were 
specialty parts to places like NASA, Diamond Shamrock, Rockwell etc.  I did 
work my way up to warehouse foreman, but my job was still toting boxes and kegs 
of greasy, dirty steel parts around a non cooled or and barely heated warehouse 
to fill, package and ship orders.  The kegs could weigh up to two hundred and 
fifty pounds.  I was just barely legally blind due to tunnel vision, so I did 
everything including using the battery operated three wheel walk behind one ton 
rated fork lift to load and unload trucks.  It was a hot, dirty, nasty job.  
They even kept a supply of salt tablets on hand.  Good thing too as I needed 
them on occasion.  But hey from carrying all that steel around all day for 
years, I never lost an arm wrestling match back then.  Before that I worked the 
kitchen etc in my Dad's bar in Glenndale Arizona.  Not really much fun working 
a hot kitchen in Glenndale slash Phoenix Arizona either.  Before that I worked 
shipping and receiving slash plant gopher for the repair department in a nice 
cool clean electronics factory named LFE.  They produced analog meters of all 
types.  You know like the toe meters used for front end alignment in cars to 
refrigeration control meters or the UV meters in sound equipment.  At that same 
time my Dad, Brother and I built a house and sold it for profit.  Before that I 
was an external automotive reconditioning specialist.  Yep, dried cars at the 
car wash.  And at the same time bought pounds and sold ounces of pot.  Before 
that I worked on my Grandparents farm planting and harvesting fruits and 
vegetables.  That was good honest dirty hard work as well.  But great fun 
driving the farm tractors and being the boss of the high school girls picking 
strawberries.  Before that of course I had a paper route.  Ok, so now since 
December 1989 I have been learning myself how to and writing blind accessible 
PC dos and Windows games and utilities as a hobby.

BFN

Jim

A Buckeye is just a worthless nut.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Jim Kitchen

Hi Dark,

That is an excellent point about automatic speech being important in a live 
action type game and definitely not so much for a turn based type game.  The 
only other thing for me is that I have many sapi5 voices that I like much 
better than Eloquence and my version of Jaws can not use any of the sapi5 
voices.

BFN

Jim

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

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread Jim Kitchen

Hi Michael,

Thank you very much.  I really appreciate the very kind things that you said 
about me and my games.

Keep up the great work at college and take Doc for a walk.

Thanks again.

BFN

- Original Message -
Hey, Jim.
I can say alot of things about you  but I will say one thing that say it all.
I enjoy all your games and have alot of highly respect for you.
As you are one of my good friends and one of my game creater I have to 
say thanks for all that you do and all of your time in your games.
Everytime I talk about accessible games for the blind I always talk 
about your website and games aswell.

I have told you before on the phone and now I will say it on the list.
I think you are the living legend of accessible game creater for the 
blind.  Even though I have alot of school work do for college I still 
take the time to play your games.
Don't anyone get upset about this because I try to play other people 
games aswell but I still enjoy playing baseball.

THANKS JIM.

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An M&M is a candy with a happy climax." - Spock (paraphrased)

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Re: [Audyssey] who has the time? - Re: Pipe 3

2011-04-13 Thread Thomas Ward
Hi Jim,

Very interesting. I didn't know what you did for a living before. I'm
glad you shared that with us.

Smile.

On 4/13/11, Jim Kitchen  wrote:
> Hi Thomas,
>
> I lived in the first house behind the bank on Bellfield Avenue, which is off
> of Cedar Avenue just out of University Circle.  I could see Case University
> out my bedroom window and it was close to a mile walk to the Cleveland Sight
> Center.  I had to be at the bus stop by 6:30 to catch the 32c Cedar bus.  I
> would get off at Taylor boulevard and wait for the Taylor bus, which would
> drop me off the other side of I90 near east a hundred and eighty fifth
> street at about 7:45.  So I walk across the frozen pedestrian bridge over
> I90 and back up South Waterloo road to the company Fastener Service.
> Fasteners are nuts, bolts, screws, washers, rivets etc.  Fastener Service
> bought bulk wholesale and sold smaller quantities to local companies.  Parts
> went from so small that thousands would fit in the palm of your hand and
> weigh almost nothing to a single steel washer that weighed a pound.Or bolts
> 2 foot long and an inch and a half in diameter.  Or a nut seven and a half
> inches across.  Some of those were specialty parts to places like NASA,
> Diamond Shamrock, Rockwell etc.  I did work my way up to warehouse foreman,
> but my job was still toting boxes and kegs of greasy, dirty steel parts
> around a non cooled or and barely heated warehouse to fill, package and ship
> orders.  The kegs could weigh up to two hundred and fifty pounds.  I was
> just barely legally blind due to tunnel vision, so I did everything
> including using the battery operated three wheel walk behind one ton rated
> fork lift to load and unload trucks.  It was a hot, dirty, nasty job.  They
> even kept a supply of salt tablets on hand.  Good thing too as I needed them
> on occasion.  But hey from carrying all that steel around all day for years,
> I never lost an arm wrestling match back then.  Before that I worked the
> kitchen etc in my Dad's bar in Glenndale Arizona.  Not really much fun
> working a hot kitchen in Glenndale slash Phoenix Arizona either.  Before
> that I worked shipping and receiving slash plant gopher for the repair
> department in a nice cool clean electronics factory named LFE.  They
> produced analog meters of all types.  You know like the toe meters used for
> front end alignment in cars to refrigeration control meters or the UV meters
> in sound equipment.  At that same time my Dad, Brother and I built a house
> and sold it for profit.  Before that I was an external automotive
> reconditioning specialist.  Yep, dried cars at the car wash.  And at the
> same time bought pounds and sold ounces of pot.  Before that I worked on my
> Grandparents farm planting and harvesting fruits and vegetables.  That was
> good honest dirty hard work as well.  But great fun driving the farm
> tractors and being the boss of the high school girls picking strawberries.
> Before that of course I had a paper route.  Ok, so now since December 1989 I
> have been learning myself how to and writing blind accessible PC dos and
> Windows games and utilities as a hobby.
>
> BFN
>
>  Jim
>
> A Buckeye is just a worthless nut.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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Re: [Audyssey] Possible WWE Roster

2011-04-13 Thread Thomas Ward
Hi Jim,

Yeah, you are right. With a turned based game automatic speech isn't
always necessary.

For instance, I can remember back when I was in college and
downloading and playing the demo of PCS Games Monopoly for Dos.
Actually, it was very accessible, and worked well with ASAP, Jaws for
Dos, and Vocal Eyes. Most of that is do to the fact that it was mostly
menus and text prompts.

Would you like to buy Pennsylvania Railroad for $200?
Enter y/n.

That's just a standard ordinary text prompt, nothing special about it,
and since it is a turn based game you don't rreally have to have SAPI
for that. You have time to route your review cursor to the screen and
read the prompt if your screen reader doesn't read it automatically.
So its no big deal. However, as you said it is sometimes nice to use
the different SAPI voices rather than Eloquence or something like
that.

Speaking of that I've got a suggestion for you that might help you. I
know you said your version of Jaws is very very old, and I can't
honestly blame you for not wanting to pay out a small fortune to
upgrade to Jaws 12. There is a free screen reader for Windows called
NVDA 2010 I use a lot, and its really beginning to turn out to be a
nice low cost alternative to Jaws, Window-Eyes,  Hal, etc. It supports
ESpeak, SAPI 4 and SAPI 5 voices, and I've heard there are some
third-party patches that allows you to install and use Eloquence if
you want it. Since my copy of Window-Eyes is current I don't really
need it, but I do know from using it that NVDA has fairly decent
support for Firefox 3.x, Thunderbird, Internet Explorer 7/8, Microsoft
Word, etc. It might be worth it to check it out if you'd really like
to use something like AT&T Crystal, AT&T Mike, or AT&T Charles as your
default screen reader voice rather than Eloquence.

Cheers!


On 4/13/11, Jim Kitchen  wrote:
> Hi Dark,
>
> That is an excellent point about automatic speech being important in a live
> action type game and definitely not so much for a turn based type game.  The
> only other thing for me is that I have many sapi5 voices that I like much
> better than Eloquence and my version of Jaws can not use any of the sapi5
> voices.
>
> BFN
>
>  Jim
>
> You're just jealous because the voices only talk to me.
>
> j...@kitchensinc.net
> http://www.kitchensinc.net
> (440) 286-6920
> Chardon Ohio USA
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> http://www.mail-archive.com/gamers@audyssey.org.
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[Audyssey] Moderator Subject Reminder was to dark

2011-04-13 Thread Thomas Ward
Hi Michael and all,

Please, remember to give your messages good descriptive subject lines.
Sending a message with the subject "To Dark" is very vague and says
nothing about the content/subject of your message. Such messages are
likely to get deleted unread by those of us who quickly sort our mail
before reading it. I myself get 200 to 300 messages a day and have no
time to stop and read every single message in my inbox so the only way
I can sort them is by subject. Were this ssent to a list other than
Audyssey you could pretty much expect a message like this would have
been deleted unread and and unopened by me. I['m sure I'm not the only
one on here who does this as well. So please remember to use good
subject lines.

Thanks.

On 4/13/11, michael barnes  wrote:
> Hey, Dark.
> When I went to get another a game the two links took me to a website
> that had nothing to do with the game.
> So would you please send me Giftanum?
> I do know it is a free game that is what your site said.  Thanks man.
>
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Re: [Audyssey] mota potions

2011-04-13 Thread Thomas Ward
Hi Bryant,

Yes, that is a well known bug in beta 18. We are trying to fix it, but
so far haven't found the cause of the bug. It probably has something
to do with when we added the shield and armor which means we might
have to yank them out until we figure out the cause of this problem.
Anyway, just wanted to let you know we are aware of the problem and
are trying to correct it as soon as possible.

Thanks.


On 4/13/11, bryant walker  wrote:
>
> Hi thomas, (forgive me if i spelled that wrong).
> I'm having a problem with mota potions. THey seem to not do anything at all,
> even when i wait a long time. I'm not sure if this is a bug or something i'm
> doing worng. THey don't seem to heel me at all.
> Thanks
>   
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Re: [Audyssey] Moderator Subject Reminder was to dark

2011-04-13 Thread Charles Rivard
I did not read it, because it was to Dark, and I am not that person.  My 
first thought was that it should have been sent directly to Dark, off-line, 
rather than to the list.  I based that on the subject line.


---
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heart.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Wednesday, April 13, 2011 6:42 PM
Subject: [Audyssey] Moderator Subject Reminder was to dark



Hi Michael and all,

Please, remember to give your messages good descriptive subject lines.
Sending a message with the subject "To Dark" is very vague and says
nothing about the content/subject of your message. Such messages are
likely to get deleted unread by those of us who quickly sort our mail
before reading it. I myself get 200 to 300 messages a day and have no
time to stop and read every single message in my inbox so the only way
I can sort them is by subject. Were this ssent to a list other than
Audyssey you could pretty much expect a message like this would have
been deleted unread and and unopened by me. I['m sure I'm not the only
one on here who does this as well. So please remember to use good
subject lines.

Thanks.

On 4/13/11, michael barnes  wrote:

Hey, Dark.
When I went to get another a game the two links took me to a website
that had nothing to do with the game.
So would you please send me Giftanum?
I do know it is a free game that is what your site said.  Thanks man.

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[Audyssey] Santa Claus is Back

2011-04-13 Thread michael barnes

Hey, does anyone know where I can get this game.
I went to audiogames.net and both the links are not working.
If someone would please send me this game that would be great.
I do know the game is free.
Thanks

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[Audyssey] Speaking of joysticks, does anybody have a driver

2011-04-13 Thread The Addictor
I'm looking for a driver for my  game pad, and I'm wondering if any of you have 
it, and if so if you could shoot it my way.  I have one of those cheap Walmart 
game pads, the Game Elements Recoil pad.  I can use it as a default game pad 
just fine, but I don't have force feedback.
Ken Downey
The Addictor
www.TheAddictor.com
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Re: [Audyssey] Speaking of joysticks, does anybody have a driver

2011-04-13 Thread shaun everiss

what happened to your cd rom?
the website the manufacturer has may have a driver for you.
Its how I got my joystick to run win7 64.
At 02:08 p.m. 14/04/2011, you wrote:
I'm looking for a driver for my  game pad, and I'm wondering if any 
of you have it, and if so if you could shoot it my way.  I have one 
of those cheap Walmart game pads, the Game Elements Recoil pad.  I 
can use it as a default game pad just fine, but I don't have force feedback.

Ken Downey
The Addictor
www.TheAddictor.com
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[Audyssey] quick question on a demo I found.

2011-04-13 Thread michael barnes

Hey, I found a demo to drive and sonic zoom.
What I would like to know is their a full version of these games?  If 
so where can I get the full version of both the games?

I found these on audiogames.net when I was looking for something else.

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Re: [Audyssey] quick question on a demo I found.

2011-04-13 Thread shaun everiss

these are full games.
As far as I know there are no demos.
At 04:22 p.m. 14/04/2011, you wrote:

Hey, I found a demo to drive and sonic zoom.
What I would like to know is their a full version of these 
games?  If so where can I get the full version of both the games?

I found these on audiogames.net when I was looking for something else.

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