[Audyssey] Reaction

2011-09-14 Thread Jim Kitchen


Reaction log file for 09-13-2011  By Jim Kitchen 


Your average reaction time was .1470 seconds
Your fastest reaction time was .000
Your slowest reaction time was .219

you were  faster than the record by .0091 seconds
The record reaction time was .1561 seconds, by Jim. on 8/18/2011

1 = .188
2 = .187
3 = .219
4 = .188
5 = .172
6 = .109
7 = .188
8 = .000
9 = .062
10 = .188
11 = .204
12 = .125
13 = .031
14 = .188
15 = .063
16 = .110
17 = .141
18 = .203
19 = .187
20 = .094
21 = .203
22 = .188
Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

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

2011-09-14 Thread Jim Kitchen


Reaction log file for 09-13-2011  By Jim Kitchen 


Your average reaction time was .1470 seconds
Your fastest reaction time was .000
Your slowest reaction time was .219

you were  faster than the record by .0091 seconds
The record reaction time was .1561 seconds, by Jim. on 8/18/2011

1 = .188
2 = .187
3 = .219
4 = .188
5 = .172
6 = .109
7 = .188
8 = .000
9 = .062
10 = .188
11 = .204
12 = .125
13 = .031
14 = .188
15 = .063
16 = .110
17 = .141
18 = .203
19 = .187
20 = .094
21 = .203
22 = .188
Jim

Kitchen's Inc, for games that are up to 110 percent funner to play.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Thomas Ward
Hi Alfredo,

Actually, neither train simulation is exactly new. Both have been
floating around for a while, and are, as far as I know, pretty much
abandonware. So what you see is what you get. Its not like the sims
are being actively developed right now.

Cheers!


On 9/13/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hello,
 This spoor thing I found on the list, is it blind-accessible? I
 installed it, but when I launch it, all I hear is the train's engine,
 but nothing else. Nothing happens when I use any of the keys. Where can
 I find this new train seem for whoever is working on this project?
 Alfredo

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[Audyssey] podcast revised

2011-09-14 Thread shaun everiss

Hi.
Due to my crappy equipment on my end I had to redo the intro.
This should be it though for the novalogic comanche4 game though.


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[Audyssey] oklink

2011-09-14 Thread shaun everiss

Hi.
The link for this thing is
http://dl.dropbox.com/u/1407689/novalogic1.mp3


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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread shaun everiss
Well tom on that note, If someone wants to actually develop the pkb 
sim they are probably welcome to the code.

Its autoit they can take the concept and do something with it.
THe group died 2 years ago and stopped producing a year maybe 6 
months before that.

The other I am not sure.
I still have a pkb archive of 500mb with descriptions but as I never 
recieved many comments and requests its no longer on the box.

And eventually I may even delete it fully here to.
 At 01:29 a.m. 15/09/2011, you wrote:

Hi Alfredo,

Actually, neither train simulation is exactly new. Both have been
floating around for a while, and are, as far as I know, pretty much
abandonware. So what you see is what you get. Its not like the sims
are being actively developed right now.

Cheers!


On 9/13/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hello,
 This spoor thing I found on the list, is it blind-accessible? I
 installed it, but when I launch it, all I hear is the train's engine,
 but nothing else. Nothing happens when I use any of the keys. Where can
 I find this new train seem for whoever is working on this project?
 Alfredo

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Re: [Audyssey] OK Link

2011-09-14 Thread Thomas Ward
Hi,

I just replied to this message so I could fix the subject line which
was incorrectly spelled. Cheers!


On 9/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Hi.
 The link for this thing is
 http://dl.dropbox.com/u/1407689/novalogic1.mp3


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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Thomas Ward
Hi Shaun,

Hmmm...Well, maybe I'll do that after I finish my current pile of game
projects. Although, to be honest someone would have to be insane to
continue writing the thing in AutoIt. That language is absolute crap.
I can think of much better languages and APIs to use including my own
G3D engine. :D

Cheers!


On 9/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Well tom on that note, If someone wants to actually develop the pkb
 sim they are probably welcome to the code.
 Its autoit they can take the concept and do something with it.
 THe group died 2 years ago and stopped producing a year maybe 6
 months before that.
 The other I am not sure.
 I still have a pkb archive of 500mb with descriptions but as I never
 recieved many comments and requests its no longer on the box.
 And eventually I may even delete it fully here to.

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[Audyssey] block party

2011-09-14 Thread william lomas
hi all i installed block party but when i run it on windows seven it 
has an error has anyone else noted this?


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[Audyssey] accessible games for android

2011-09-14 Thread alex wallis

Hi list.
I am just wondering, are there any accessible games for the android 
mobile phone operating system?
I see there is a list for I phone and I pad on pcsgames.net, but haven't 
scene much about android.
I am considering ditching symbian in favour of this OS, as I am not 
finding talks very easy to use on a touch screen phone, and the same is 
also true of mobile speak.
I have no intention of getting an I phone, as I don't want to go purely 
touch screen, so I am now considering android. also of course symbian is 
being discontinued in a few years in favour of mango which currently has 
no accessibility, so I think it might be time to leave the sinking ship 
of symbian.

many thanks for any help,
alex.

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[Audyssey] Spoorsim 2.0.

2011-09-14 Thread Rick
Hi list.
I sent this message to the list, but I think I used the wrong address, so here 
goes again.
Anybody have any luck with spoorsim 2.0?
I think I'm getting tangled up in a mess at the beginning.
I'm only able to move either train a little ways before hearing a banging noise.
I tried switching tracks, and coupling and uncoupling cars, but it doesn't seem 
to work the way it says in the read me file.
Thanks in advance for any help.
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Re: [Audyssey] block party

2011-09-14 Thread Charles Rivard
I would expect that a lot of people have noticed it.  However, I'll also bet 
that different errors come up on different machines.  If you're looking for 
help in solving the problem, you've got to be far less vague.  What error 
are you getting and when does it occur?  What version of Windows 7?  To just 
say that an error comes up just won't get any sort of solution at all.


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Be positive!  When it comes to being defeated, if you think you're finished, 
you! are! finished!
- Original Message - 
From: william lomas will.d.lo...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, September 14, 2011 1:59 PM
Subject: [Audyssey] block party


hi all i installed block party but when i run it on windows seven it has 
an error has anyone else noted this?



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list,
please send E-mail to gamers-ow...@audyssey.org. 



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Re: [Audyssey] block party

2011-09-14 Thread GreyMatter Info
William,
What error are you getting? This will help me to track down the problem.
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Wednesday, September 14, 2011 1:59 PM
To: Gamers Discussion list
Subject: [Audyssey] block party

hi all i installed block party but when i run it on windows seven it
has an error has anyone else noted this?


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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread shaun everiss

Well to be  frank tom our sim was really crap anyway.
Basic concept was that you had track files that had I think a value 
from 0.01 miles up to well the limit I don't think you have any mile limits.

You have stations, rivers, creaks, etc.
Forrests and so on.
Each ariea say a field or river or pool or school or whatever had a sound.
Sertain things like crossings would have a speed penalty if you went 
to fast over them, I am not sure if we fixed that to do anything 
negitive to you or not if you rushed through.

You stop at a station, open your doors and let the people get on and off.
you close your doors and go.
Tones rise and fall in pitch depending on how close you were to a station.
oh you could reverse to.
If you missed a station you could just reverse.
Unlike spoorsim there was no real speed limit.
No crashes and no anything.
In fact you could travel for ever and never come to the end of the track.
There were no missions as far as I know.
It was our first game, you had status keys and wistles and such you 
may have had other controls, I forget.

Thats the basic concept.
I'd like a sim maybe with missions.
I think valient was the main dev for the trainsim game on pkb, maybe 
he could help out with that.

I was never an  really active gamer or dev on the group.
Often I'd troll through the code hacking it so it ran without any real issue.
If you are interested in working with me or others on the project 
after you finnish the current mutherload of stuff I think I'd be interested.
The main reason pkb stopped even running anything before it even had 
any real releases was that interest died.

I think some of the hacker groups still exist on their own  terms and sites.
I think dzk games exists still, wisi4you, and what is now draggonapps 
did exist as part of the group.

Though its safe to say most of us run bgt dev now.
Saying that I am sure that if someone really wanted to develop our 
projects pkb could start again.
Main devs were kevin, piter, valient and maybe brian there were 
others 7 in all but only 2-3 actually did all the work.

Oh orial was there to.
This was an amater hacker group in the early 2000 years up to 2006.
maybe a bit more.
Our stuff was never finnished most of it was just junk.
We did try.
There is a lonewolf  pack and a trek pack which has been largely 
superseeded by the stuff locutis does.

THere are missions to for lw not many.
But still.
There were other things to.
Like a stargate sim and a base battles game but really simple and no 
project was ever pollished to release.

It was fun though.
At 06:51 a.m. 15/09/2011, you wrote:

Hi Shaun,

Hmmm...Well, maybe I'll do that after I finish my current pile of game
projects. Although, to be honest someone would have to be insane to
continue writing the thing in AutoIt. That language is absolute crap.
I can think of much better languages and APIs to use including my own
G3D engine. :D

Cheers!


On 9/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Well tom on that note, If someone wants to actually develop the pkb
 sim they are probably welcome to the code.
 Its autoit they can take the concept and do something with it.
 THe group died 2 years ago and stopped producing a year maybe 6
 months before that.
 The other I am not sure.
 I still have a pkb archive of 500mb with descriptions but as I never
 recieved many comments and requests its no longer on the box.
 And eventually I may even delete it fully here to.

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Re: [Audyssey] accessible games for android

2011-09-14 Thread shaun everiss
well on that note alex I hear that nokia may be dropping simbian in 
the next 3 years and going win mobile7.

android and iphone are the best choices.
Iphone does have good voices and well the bluetooth keyboard is 
something I may get.

Either that or one of the 5th adition sets with keyboards and screens in them.
Getting back on topic I have not ever heard of a android game for the 
blind yet though everything on there is secure and you can buy on the 
computer with your account which rocks.
I just found out though that prepay at least in nz can be gotten on 
iphone for 1200 bucks and who knows.
Apple has a good touchscreen, though part of me thinks I would 
probably get adicted to games grin

At 07:57 a.m. 15/09/2011, you wrote:

Hi list.
I am just wondering, are there any accessible games for the android 
mobile phone operating system?
I see there is a list for I phone and I pad on pcsgames.net, but 
haven't scene much about android.
I am considering ditching symbian in favour of this OS, as I am not 
finding talks very easy to use on a touch screen phone, and the same 
is also true of mobile speak.
I have no intention of getting an I phone, as I don't want to go 
purely touch screen, so I am now considering android. also of course 
symbian is being discontinued in a few years in favour of mango 
which currently has no accessibility, so I think it might be time to 
leave the sinking ship of symbian.

many thanks for any help,
alex.

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Re: [Audyssey] Spoorsim 2.0.

2011-09-14 Thread shaun everiss

Well spursim had to many controls.
check all the breaks are off, and that you are not reversing.
you then need to advance the throttle and regulater if you have one slowly.
Listen to the pitch of the train.
If you over or under rev then you won't be going far fast.
Try to get a speed of 50-70, remember the cut off is 80, if you can 
get to 80 or 75 or 8 or as close to 80 as you can without 
overshooting then thats fine but if you try to go over 80 then you stop.

At 08:23 a.m. 15/09/2011, you wrote:

Hi list.
I sent this message to the list, but I think I used the wrong 
address, so here goes again.

Anybody have any luck with spoorsim 2.0?
I think I'm getting tangled up in a mess at the beginning.
I'm only able to move either train a little ways before hearing a 
banging noise.
I tried switching tracks, and coupling and uncoupling cars, but it 
doesn't seem to work the way it says in the read me file.

Thanks in advance for any help.
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Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


Sent with Thunderbird 3.1.13 portable.

On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want 

Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


Sent with Thunderbird 3.1.13 portable.

On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want 

Re: [Audyssey] block party

2011-09-14 Thread william lomas
it states the log file can not be opened permission denied

On Sep 15, 2011, at 1:05 AM, GreyMatter Info wrote:

 William,
 What error are you getting? This will help me to track down the problem.
 Ryan
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of william lomas
 Sent: Wednesday, September 14, 2011 1:59 PM
 To: Gamers Discussion list
 Subject: [Audyssey] block party
 
   hi all i installed block party but when i run it on windows seven it
 has an error has anyone else noted this?
 
 
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You can make changes or update your subscription via the web, at
http://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.