Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-06 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @sanslash332: Yes, this is definitely interesting. Of course the idea have been there for a long time, but it was confusing to decide which keys to use. The a key is used for the action menu, so its logical to use a modified a (control a or alt

Re: SoundRTS and the CrazyMod (update 8.2)

2014-08-05 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,:@soundmudIs posible add to all things shortcuts to activate instantly an action?Like shortcuts in starcraft.You select abuilding, an pressing one key (in this case will be necesarily a keystroke) to recruit an unit, and you dont need pass

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Cheers URL: http://forum.audiogames.net/viewtopic.php?pid=182748#p182748 ___ Audiogames-reflector

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi@soundmud: thanks, will do. Would it be possible to include the server commands in the next update?Also, the server produced the following error:-INFO: server startedWARNING: could not get my IP address from http://automation.whatismyip.com

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-30 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @criticview: you can edit cfg/whatismyip.txt and replace the URL if you want, but it probably isnt necessary because the meta-server usually guesses the IP address correctly.The -p command is already available, it is just undocumented. URL: http

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : criticview via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) HiIm currently re-installing my home server. Id like to run both rts servers one for the regular and one for the mod. One problem: I cant find any server parameters to pass on through the command line. Certainly the port would be a problem since I

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-29 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @zakc93: Ill think about it, maybe a provides_survival variable would do this too.@thggamer: the first bug isnt too bad so I wont try to fix it unless its easy; the second bug might be fixable, at least I took note.@criticview: use the -p option

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-21 Thread AudioGames . net Forum — New releases room : thggamer via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I found two bugs in SoundRTS.First, when i make a game and quit, and Ill replay it, with the AIselected as player, the game doesnt ends.Second, its not a bug I think but Ill report.When Im allied with someone and have no soldiers to attack

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMUD:1: Maybe it would be possible to change the movingbehaviour of the units with the offensiv and the defensive mode. In defensive they could try to avoyd known enemy locations. In offensive they would try to make there way through every

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. The paradox is that when sending a scouting unit you should probably set it to defensive mode to ensure its survival in most cases.2. This probably already exists. I remembered Alt G, but here is the whole list from bindings.txt:ALT r

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82is are actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Pragma: Aaah, thank you! Alt-a is also working. But with this you have to select the building first. Sometimes Alt-g doesnt work and you have to press enter after pressing alt-g. But usefull it is allready.Your Idears of different status-effects

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly: You can use shift A to go backwards through a list of orders, so it doesnt take that long to get to any order.@soundmud: Could you maybe make it so that you are defeated when all your meadow buildings are destroyed? It can sometimes

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-20 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.I have considered your comments about the races of the CrazyMod. We will discuss but the mod will probably be updated in September.@firefly82There is actually ALT-G which is very useful to recruit units.@SoundMUDIf it becomes possible to put

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMUDIf possible, could you look at the way units are attacked? currently the game doesnt appear to be too smart when having to choose between the most dangerous targets. This probably has to do with the fact that some units can attack at long

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hey hey to the general developers and the awesome mod team!I got two general questions and i hope that they are not too much off topic!I am playing this soundRTS for a little wile and two idears came in my mind.First: Would it be possible

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @bcs993I have listened to your lets play (both of them). Its very interesting to check how games are actually played. Maybe the players should be louder than the game.@arjanI suspected that an air unit was lacking a flight (escape) trigger in some

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. Interesting. It would be before the order is given, or maybe when you press space to check the current orders. If the current order is move, the focus would quickly follow the squares about to be taken. Or maybe a textual summary

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi SoundMUDYeah sometimes units taking strange ways to there targets. Maybe it would be possible to create different movingorders. Something like move only through known squares or avoid squares with fog or try to go exactly to the targetsquare

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : firefly82 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Oh and i have a nother idear. Have you thought about bringing in a scouting-order? Sometimes its pretty anoying to find for example the last farm of your enemy. Maybe it would be good if you could give something like a scout-order and the unit

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-19 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @firefly821. Maybe by default the units should take the known places first and move through unknown places only if there is no choice. At the moment I think there is only one shortest-path graph describing the map, not a graph for each player

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-17 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) So, a friend and I tried playing the elves in an alliance, and I decided to record a lets play to show how it went. Check it out at https://www.youtube.com/watch?v=8s5SLynswuw URL: http://forum.audiogames.net/viewtopic.php?pid=180941#p180941

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-16 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Haramir: Before eventually adding the ability to build walls, I will probably try before to make the squares continuous, because it might make the simulation simpler and the game more interesting. And the walls will be implemented differently

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : Haramir via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hey folks! It been a really long time since i dont play SoundRTS. I asked if some features would be available in the future like the ability to build walls between squares and to create more resources besides gold, wood and food.So please, can

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) It actually appears to be possible to create more resources in a mod, Victorious told me that somebody created a mod with stone and maps that have stone resources in them.As for the transport ball, I think this is intentional, and the transport

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-10 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) It actually appears to be possible to create more resources in a mod, Victorious told me that somebody created a mod with stone and maps that have stone resources in them Although I imagine it gets harder with so many more keystrokes

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-08 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I just found something. Playing with the orc race extensively, I realised the transport balls arent flying units. Is this meant to be so? If so, does it have some special purpose? Because the speed is 2 meters per second, while most ground units

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) The recorded games were used for debugging, just to know what kind of order was given to the game before some synchronization error happened. Dont worry too much about this feature, because I have just practically succeeded in implementing

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. So, having played the mod for a while now, I find that the elves are especially weak as a race. I tried them against various races, and against anything that can attack adjacent squares they have almost no chance of survival. LOL, the grenade

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Just curious but did you also research the portal ability? Youre basically right though, elves have little to no chance against adjacent attacking races. Portal will help but if the adjacent attackers are set up strategically enough, the amount

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Thing with the portal ability is, no matter how many of the druids you have, they wont send your entire army in. And from my experience, what they sent couldnt win a fight against anyone strong. URL: http://forum.audiogames.net/viewtopic.php?pid

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello.We have a specialist of the elves in our group and he likes to combine all the elven abilities. When he teleports, he uses immediatly the serenity trees, the medicinal plants, the energy balls and the wooded illusion. The last time he did

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Like Brendan said, the limit on how many units can be in a square before no more can be teleported in is a big problem, since the only way to really beat an enemy army as elves is to teleport in. But, usually the little bit that is teleported

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Victorious Too many meadows might slow down a map, yes. Maybe some squares can have lots of meadows, but if the map is big and every square have 20 meadows, it might be too much.@bcs993 The disconnection is probably the result of the slowing down

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @soundmud: at a time you mentioned the possibility of having a sort of spectator mode, where instead of participating in the game you can just observe whats happening. This could be useful when youre defeated, then you can watch the remaining

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.The spectator mode has added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. Its strange

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.The spectator mode has been added. You can follow the development on https://github.com/soundmud/soundrts/commits/masterI listened to the demo on Youtube, and I noticed that the English voices seem strange when the unit is not human. Its

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-07 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I still think technicals should be dented a bit like victorious said in like post 152 or so. URL: http://forum.audiogames.net/viewtopic.php?pid=179978#p179978 ___ Audiogames-reflector mailing list

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-06 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I set the server to record games, and I found text files in my temp folder with a lot of numbers in. Its hard to make out how the game went just by reading the file, how do I interpret these? Or are they not meant to be read? URL: http

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-05 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Yes, and the advantage of having two forms, unit and building, is that the building cannot settle too close to a goldmine because it have to use an existing meadow. URL: http://forum.audiogames.net/viewtopic.php?pid=179648#p179648

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-04 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) What is the format of the game logs?Thanks for considering this feature request.BTW, is it just me, or do maps with an extremely high number of meadows (like more than 20 per suare) cause large performance problems? On a map with lots of meadows

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-04 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pragma:During the development of the mod, we thought of a nomadic race. But the ability to move seems hard-coded by class. Perhaps the classes should be moreflexible and the ability to move should be available or disable by the speed parameter

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: suggestion for the next alpha. Can the recruitment/construction/upgrade time cost be announced? For instance, recruit cwater elemental. Costs 75 gold, 125 wood, 200 seconds. And also, if a unit/building is currently executing an upgrade

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I know this is a bit off topic but...@SoundMud: I remember on the google group you once mentioned that there are server commands, could you list them here? URL: http://forum.audiogames.net/viewtopic.php?pid=179359#p179359

Re: SoundRTS and the CrazyMod (update 8.2)

2014-07-03 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Victorious OK, I take note.@zakc93 There are two hidden command-line options for standalone servers: -p PORT_NUMBER to use a port number other than 2500-g to record games played on the server (the format is supposed to be read since replay isnt

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-29 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,@pitermach, can you please explain me how did you get that working? Thanks! Ill soon try running it in Ubuntu Gnome (although I am a newbie with Linux) and tell you my findings.URL: http://forum.audiogames.net/viewtopic.php?pid=178768#p178768

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-29 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.About upgrades, only the last line is probably considered. We should see if it works in one line, something like this :effect bonus hp_max 6 bonus damage 2 bonus range 2 bonus armor 2 bonus speed 0.5If it doesnt work, probably we cannot apply

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Can the time and resource cost for the various elemental research be increased? 90 seconds seems really short, given how powerful the research is. To put it into perspective, superhealer is 150 seconds, aggressive is 180 seconds, high quality

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I also noticed the thing with dragonic improvement, I wonder if it isnt maybe because it has several effect lines whereas other upgrades only have one?URL: http://forum.audiogames.net/viewtopic.php?pid=178636#p178636

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) [ a-t ] pitermach:It gave me the same error when I tried it in a Mac. I contacted @soundmud but didnt send the error to him (Ive got a great memory).Victorious wrote:Also, I think theres a bug in dragonic improvement. The research is supposed

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Old units current health doesnt get updated to the new max, but their maximum health still changes and they can be healed to the new max. Also, after doing the upgrade dragons still have the same hp anyway.URL: http://forum.audiogames.net/viewtopic.php

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Nope, the new recruits also do not get their bonus HP. I tested this and it did not work.I also have to agree on the points made by KeyIsFull and Victorious regarding the elementals, technicals and robotics.There seems to be less strategy involved

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: to have more information, try to start the nssspytts.py module directly:cd soundrts python nssspytts.pycMaybe the Appkit is missing?URL: http://forum.audiogames.net/viewtopic.php?pid=178645#p178645

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like sreen storm - since robots have so few hp, they will die very quickly to such a spell. Also

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: robots are powerful, but their extremely fragile, which means that a skilled opponent could still defeat a robot. You could also do something like green storm - since robots have so few hp, they will die very quickly to such a spell. Also

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Kain via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hello,I have to agree with victorious/arjan abuot the opness of especially elementals and technicals. The only race being able to counter them are savages because green storm, swarm and penetrating roots right now. Most other are barely able to kill

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : Pragma via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi.Yes, Im agree with your notices about the elementals, the technicals and the savages. Unfortunately, I will be less present until september and it will more difficult for me to update the mod.So, these two months are ideal for reflection. Sometimes

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Integrating the elementals in other races would be interesting, although I still wouldnt want the elementals with the same stats as they are right now, because the races that have the elementals will be very heavily dependent on them. Perhaps add

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but Id like to help with compilation. I ran py2applet --make-setup soundest.py and then built an app out of the setup file it came up with. The resulting app

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) All right, I finally got it to work. Yay!Now, I could just stop here and just play the game, but Id like to help with compilation. I ran py2applet --make-setup soundrts.py and then built an app out of the setup file it came up with. The resulting app

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-28 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: An app would be great! Youll need most files included in the archive, except the user folder which must not exist with the app: the game will create the user folder in the users home folder.The speed setting was only present with SAPI 5

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: Very useful traceback. This is the error many Mac users have been talking about to me. The game cant guess the language because of an unexpected error from a Python module (locale.py). It seems that it is possible to fix this by setting

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-27 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) OK, I just forced the language to English and the game loads. However, theres no TTS. Instead I just get this very helpful message Couldnt use Appkit.NSSpeechSynthesizer. which is followed by errors of missing sound files when ever the game tries

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi,Ive noticed that the package which only contains the Crazy Mod doesnt have the maps that are included in the other one.URL: http://forum.audiogames.net/viewtopic.php?pid=178338#p178338 ___ Audiogames

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form --mods=COMMA_SEPARATED_LIST_OF_MODS will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to the Windows

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Among the next updates to the code, some of them will improve the integration of mods:A command-line option of the form --mods=COMMA_SEPARATED_LIST_OF_MODS will allow shortcuts to directly start a mod. A CrazyMod shortcut will be added to the Windows

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Sorry for the late reply SoundMUD. Im using JAWS 15, but have also tried JAWS 11 and 13 on SoundRTS too, with the same negative result as with 15.Could you also look into the braille output for NVDA? As Ive already mentioned in one of my previously

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @the blasting gd: The simplest way is probably to use accessible_output. Ill try to add it.URL: http://forum.audiogames.net/viewtopic.php?pid=178361#p178361 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @SoundMud: can you enable first-letter navigation in the map selection menu, so if you typed js12 it would move you to that map immediately instead of having to manually arrow to the desired map?URL: http://forum.audiogames.net/viewtopic.php?pid=178373

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Another reason you should add accessible output is that it supports output to Voiceover on the mac which would be very nice to have. Then I could probably see about trying to compile the game so people dont have to deal with setting up python

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @pitermach: Did you try the current NSSpeechSynthesizer support?@Victorious: its not just enable first-letter navigation, its implementing it that would be needed. Its a bit difficult now with the current code.URL: http://forum.audiogames.net

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) well this looks totally awesome!I just downloaded this and cant wait to play online with you guys. I know Im gonna lose hard, but hey.URL: http://forum.audiogames.net/viewtopic.php?pid=178393#p178393

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) SoundMUD wrote:@pitermach: Did you try the current NSSpeechSynthesizer support?No, because I did not realise such a thing was available. Ill be sure to give it a try then. The last time I tried running soundrts on the mac was a few months ago

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) So I feel like a complete newb, but Im having issues getting this thing started.I try and connect to the public server (the one that still runs anyway) and try to add me with some AI to test out the races. However whenever I try do that I get a small

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. On those servers you cant play with only AI players. In order to test the mod, I suggest go into the server menu and opening a private server. It should work then.URL: http://forum.audiogames.net/viewtopic.php?pid=178400#p178400

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I tried that too. I must be missing something in that case.whenever I try and add one I just get a beeping noise with no option to start the game.URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : dan_c via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Ah yeah, that worked this time. first time gave me problems for some reason. Thanks!!URL: http://forum.audiogames.net/viewtopic.php?pid=178402#p178402 ___ Audiogames-reflector mailing list Audiogames

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : pitermach via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) OK, I just tried to get the game to run but it now isnt even starting. Im running python 2.7 from macports that I initially set up for something else. pygame installed fine, but when I try to run the game this happens (I swapped the default soundrts

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @souundmud:@sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. Its a Library to provide speech and braille output to a varietyof different screen readers and other accessibility solutions.o ¡awesome!do you know

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I disagree about making crazy mod the default mod. The class sound rts rules should be the default because its easier to learn about the game when you only have 1 race to worry about, instead of 8, especially with some of the races like elementals

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-26 Thread AudioGames . net Forum — New releases room : frastlin via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I didnt even understand how the game worked till I got the mod... Part of it was that NVDA worked on the mod and not on the normal, but the other part was that I could see different races and the same units for each race.URL: http

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-25 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @Pragma: can you take a look at technical? I think that anti-air batteries might be overpowered, given that they can do 8.32 damage (after upgrades) per second with a damage radius of 1 metre. Maybe its rate of fire could be reduced to once every 1.5

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : nin via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) hi guys. Ive created a new map for this game, z6. I designed it in mind to be playable with this mod so no additional buildings are available. I think the map is pretty nice, the only ressources are in the middle of the map and you have to fight

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : Sukil via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi,Congratulations for the crazy mod! I love it, but I also love the original one, so please dont remove it.Another thing:keyIsFull wrote:my guess is that there was an inaccuracy in the AI directions that the crazy mod developers wrote, not a bug

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-24 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @sanslash332: accessible_output is a Python library similar to the ScreenReaderAPI dll. Its a Library to provide speech and braille output to a variety of different screen readers and other accessibility solutions.URL: http://forum.audiogames.net

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : Victorious via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Thanks for the updates SoundMud.URL: http://forum.audiogames.net/viewtopic.php?pid=177952#p177952 ___ Audiogames-reflector mailing list Audiogames-reflector@sabahattin-gucukoglu.com https://sabahattin

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : zakc93 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Would the ability to teleport ally units and load ally units into your transports also be easy enough to implement? I think that could be interestingURL: http://forum.audiogames.net/viewtopic.php?pid=177963#p177963

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : the blasting gd via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I agree zakc93. It would be interesting, but this would mean that the player of the loaded units wouldnt be able to control his/her own units anymore, since the flying machine or whatever unit is used to load them, would be controlled by the allied

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : keyIsFull via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) my guess is that there was an inaccuracy in the AI directions that the crazy mod developers wrote, not a bug in the game. I know that the normal non-crazy mod default AI instructions had a hole in them that could cause the AI to stop recruiting units

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Thats odd, it worked fine for me straight away with JAWS.Transportation of allied units sounds like a good idea, but somebody could really mess up your strategy if they did it without the concent of the other person, so maybe not unless we get either

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) I cant promise which feature or bug fix will be done next.@sanslash332:This version is just the development version. Ill tag it when I release the next alpha version. More changes have to be done before. At the moment, the recent commits are either

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : bcs993 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Hi. Im a little late to the party, but Im really beginning to love this crazy mod. It really adds so much to this game, not sure if I can ever go back to the old soundRTS Thanks for your awesome work Pragma! I cant wait to see what more will be added

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-23 Thread AudioGames . net Forum — New releases room : sanslash332 via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @soundmud:This version is just the development version. Ill tag it when I release the next alpha version. More changes have to be done before. At the moment, therecent commits are either simple changes, or bug fixes, or private branches rebased

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Is it possible that something isnt working right with allied upgrades? I see in the documentation several times that allies can benefit from your upgrades, I tried this yesterday and it didnt seem to work. I was traditional and keyIsFull was dark, so I

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : arjan via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) Is it possible that something isnt working right with allied upgrades? I see in the documentation several times that allies can benefit from your upgrades, I tried this yesterday and it didnt seem to work. I was traditional and keyIsFull was dark, so I

Re: SoundRTS and the CrazyMod (update 8.2)

2014-06-22 Thread AudioGames . net Forum — New releases room : SoundMUD via Audiogames-reflector
Re: SoundRTS and the CrazyMod (update 8.2) @arjan: From the documentation:Allied players share the knowledge of the map, the victory, and their units can help each other. A worker can use an allied warehouse to store a resource (the resource will still be added to the workers army).URL: http

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