Re: is Spitfire Labs accessible?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : SightlessWolf via Audiogames-reflector


  


Re: is Spitfire Labs accessible?

tone2 firebird is a nice free option  The only problem some people have with it is that deletes cracked tone2 vst's, but that's their bloody problem, they cracked them after all.

URL: https://forum.audiogames.net/post/618384/#p618384




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Re: Manamon 2: Impressions Thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Corona via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

Storm rush should take a turn to charge under rain. One more thing haha

URL: https://forum.audiogames.net/post/618383/#p618383




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: preferred cane techniques?

@camlornThanks for the info!  I've been meaning to try that exact cane and tip combo for a while now, but just haven't gotten around to it yet.  It's nice to know they are very sturdy though.The thing is, NFB gives you a free cane every 6 months (not that I get a new one that often) and the tips, while annoying to replace are 2 bucks from the NFB store and I usually only need one every 2 months or so.  So far it's mostly been an economical choice not to try other types of light canes, but I hope to soon.

URL: https://forum.audiogames.net/post/618382/#p618382




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Re: Good alternatives to DropBox/Recilio Sync

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Zarvox via Audiogames-reflector


  


Re: Good alternatives to DropBox/Recilio Sync

keybase is mainly command line based which is good and bad at the same time. It allows you to be more specific and have 100% control over your data use. However many people including myself are not comfortable or intelligent with command line. I have learned how to use a few keybase file operations like reviewing and restoring archives, but I use the windows client for everything it allows me too. The thing with the keybase client is, it is accessible, but it doesn't have statuses. So you don't know if something is checked or unchecked. There are a few unlabeled buttons, but pressing them and jumping to the bottom of the window will show you what they are. Yes it could be better. But it is usable if aside from not knowing what options are enabled and disabled.

URL: https://forum.audiogames.net/post/618381/#p618381




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Re: Does anyone have the special item pack for AHC?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Zarvox via Audiogames-reflector


  


Re: Does anyone have the special item pack for AHC?

I was able to beat the game and all side quests without having access to these items, so it isn't a necessary thing. Now if one of the items was an extra set of abilities and skills for all characters, or a whole new area of the game to explore, or it added more important nfc that you could fight or ally with, then I can see it being more encouraging to back it. But for just those 14 items that are a few pieces of weapons and armer, definitely not.

URL: https://forum.audiogames.net/post/618379/#p618379




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Marina7 via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

Do not read if you haven't voted!spoiler alert!Ok, so I also agree with many people here,, to be honest to me none of them exactly matches it but if I had to pick one I'd choose 2 since it was closer. I don't have a perfect pitch, but I play piano and guitar, and I also sing, so I'd say I have a quite good relative pitch.It's not about the base, of course the timpani would always beat the piano's base, but concentrate on the end of the sound, the sound when the note almost fading out, that's how you usually can tell if a guitar is slightly out tuned as well.

URL: https://forum.audiogames.net/post/618380/#p618380




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Re: Does anyone have the special item pack for AHC?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Zarvox via Audiogames-reflector


  


Re: Does anyone have the special item pack for AHC?

I was able to beat the game and all side quests without having access to these items, so it isn't a necessary thing. Now if one of the items was an extra set of abilities and skills for all characters, or a whole new rea of the game to explore, or even more important nfc that you could fight or ally with, then I can see it being more enoucraging to back it.

URL: https://forum.audiogames.net/post/618379/#p618379




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Re: Considering getting a new laptop, but I have a question

2021-02-25 Thread AudioGames . net Forum — Off-topic room : defender via Audiogames-reflector


  


Re: Considering getting a new laptop, but I have a question

Just curious, what's bad enough about the 120hz display to make it worth trying to find an alternative?

URL: https://forum.audiogames.net/post/618378/#p618378




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Re: Looking for games like the following

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : targor via Audiogames-reflector


  


Re: Looking for games like the following

Tap on the equip button, or the use button, then tap on the equipment or item.

URL: https://forum.audiogames.net/post/618376/#p618376




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Re: Restricted/new users: introduce yourself!

2021-02-25 Thread AudioGames . net Forum — Introduce Yourself to Gain Access : GilberttheMeow via Audiogames-reflector


  


Re: Restricted/new users: introduce yourself!

Hi. My name is Gilbert. I like to play audio games. I am also trying my hand at making youtube gaming videos. Right now, I am working on Manamon game videos. You can see them on my youtube channel which is GilberttheMeow1. When I first made my account in the audiogame.net forums, there was nothing to tell me that I should go here to this topic to introduce myself. Anyway, I finally found this topic so, Hello. Can you please unrestrict me? Thanks.

URL: https://forum.audiogames.net/post/618377/#p618377




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Re: The Adventure to Fate trilogy thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : targor via Audiogames-reflector


  


Re: The Adventure to Fate trilogy thread

@2 Lol, just thought the same thing. 

URL: https://forum.audiogames.net/post/618375/#p618375




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Re: The Adventure to Fate trilogy thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : defender via Audiogames-reflector


  


Re: The Adventure to Fate trilogy thread

your a few years late for that particular hype train my friend

URL: https://forum.audiogames.net/post/618374/#p618374




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Re: The Adventure to Fate trilogy thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: The Adventure to Fate trilogy thread

thanks for a ton of great and relevant information... 

URL: https://forum.audiogames.net/post/618373/#p618373




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Re: Crazy Party: mini-games and card battle! (beta75)

2021-02-25 Thread AudioGames . net Forum — New releases room : omer via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta75)

if you collected all, those empty slots doesnt mean anything

URL: https://forum.audiogames.net/post/618372/#p618372




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Dekyo-NEC2608 via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

Well, I haven't read any post after OP, but I choose file 2.

URL: https://forum.audiogames.net/post/618371/#p618371




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : drums61999 via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

Interesting. SpoilershereSo, the range of a typical set of four timpani is written realistically between about second octave D and third octave g. Below that the overtones just make it too wet, and above that it just sounds dead. You can, of course have larger sets of timpani to create larger ranges, but a set of four is pretty standard.The timpani strike is in the sweet spot of the third drum from the bottom which is typically tuned comfortably from a-flat two to e-flat three, which means it is the second file. since the first file is playing on octave two, and the second is playing on octave three.

URL: https://forum.audiogames.net/post/618370/#p618370




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Re: Increasing Typing Stability.

2021-02-25 Thread AudioGames . net Forum — Developers room : musicalman via Audiogames-reflector


  


Re: Increasing Typing Stability.

Interesting. I haven't tested myself in ages, but last time I tried, I think I was around 90-110 at normal speed, and 120-130 if I tried really hard to be fast and let my accuracy tank. That was in high school though, so I might have increased slightly.I wonder if another reason I never got into mechanicals is the same reason I don't like weighted keys on musical keyboards. I always prefer synth action/non-weighted. Not exactly sure why, other than maybe I prefer having something with a firm bottom which is easy to reach, and the mechanicals I've seen are not that. Sure the key travel for a mechanical is minimal with certain switches, but the bottom feels too deep. The clicky/tactile feedback doesn't do much for me. It's just part of the texture on the way to the true bottom. It's not distracting per say, it just doesn't feel like it helps. Same with the deeper membrane keyboards too, they're not shallow enough. And while I'm out of practice on laptop keys, I used to prefer them as well.

URL: https://forum.audiogames.net/post/618368/#p618368




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Re: is Spitfire Labs accessible?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : thetechguy via Audiogames-reflector


  


Re: is Spitfire Labs accessible?

@8. After that I can just use the virtual midi keyboard to play the instruments?

URL: https://forum.audiogames.net/post/618369/#p618369




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Re: Increasing Typing Stability.

2021-02-25 Thread AudioGames . net Forum — Developers room : musicalman via Audiogames-reflector


  


Re: Increasing Typing Stability.

Interesting. I haven't tested myself in ages, but last time I tried, I think I was around 90-110 at normal speed, and 120-130 if I tried really hard to be fast and let my accuracy tank. That was in high school though, so I might have increased slightly.I wonder if another reason I never got into mechanicals is the same reason I don't like weighted keys on musical keyboards. I always prefer synth action/non-weighted. Not exactly sure why, other than maybe I prefer having something with a firm bottom and very little resistance to get there, and the mechanicals I've seen are not that. The clicky feedback doesn't substitute for a bottom very well for me, it's just part of the texture on the way to the true bottom. It's not distracting per say, it just doesn't feel like it helps.

URL: https://forum.audiogames.net/post/618368/#p618368




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Looking for multi players games for game night

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : cyco via Audiogames-reflector


  


Looking for multi players games for game night

Hello,Me and my lady would like to play some games together. However we are having a hard time finding multi players games.We only have one computer set up at our house. So we would be using the same computer at this time.We have played the multi playing games on Kitchensinc. Like Monopoly, Press your Luck and other games that will allow players to take turn. What other games are out there that we could get on the computer to play together?

URL: https://forum.audiogames.net/post/618367/#p618367




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Re: Sable - A code free tool for creating RPG's (New 1.4 change log added)

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Sable - A code free tool for creating RPG's (New 1.4 change log added)

This is getting me all kinds of interested.I've spoken many times about makign  my own RPG, but have lacked a programmer, and can't do that work myself. I can do the writing and design aspects, and would need help with sound. But Sable looks like it's a game maker of sorts, so it might shortcut this.Would definitely have loved to be part of a beta test/build team for something like Crimson Eclipse, too. I have a ton of mainstream RPG experience, and it's my favourite genre by far.

URL: https://forum.audiogames.net/post/618366/#p618366




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Re: Accessible D 5E Character Creator

2021-02-25 Thread AudioGames . net Forum — Off-topic room : drums61999 via Audiogames-reflector


  


Re: Accessible D 5E Character Creator

That is definitely usable, and if it works for you great! The thing with 5e though, is that the ability score used for skills is not always the same. For instance, in the phb they give the example of swimming for several miles. Normally athletics (strength) is the check, but in this case the dm could call for an athletics (constitution) since it's an endurance based situation. Once you know the skills and their most common ability score, it really cleans up the sheet to just remove that list, which is why I kept proficiencies and expertese in two places. Additionally, you'd need to add in a spot for tools, musical instruments, etc. So, for example, the 20th level rogue for my 5e test campaign looks like this.Name: Jesse ProudfootRace: HalflingSize: smallAlignment: Chaotic goodlevel/Class/archetype: 20 Rogue (mastermind)Gold: 1291STR: 8/8 -1Dex: 20/20 +5Con: 14/14 +2INT: 15/15 +2WIS: 16/16 +3Cha: 16/16 +3Proficiency bonus: +6Initiative: +5HP: 142/142 (20d8+40) HD rolled: 0Armor class: 17 (5 dex, +2 +1 studded leather armor)Speed: 25 feetEffects:Saving throws: Dex: +11, Int: +8, Wis: +9Death saving throws: 0 made | 0 failedSenses: Passive Perception: 13Proficiencies:quick Skills: Acrobatics, deception, investigation, performance, slight of hand, stelthEquipment: Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswordsToolsets: Thieves tools, Disguise kit, forgery kit 3 dragon ante (dice)Expertese: Acrobatics, Deception, disguise kit, slight of hand, stealthLanguages: Common, HalflingSkills: Most common ability score; proficient, totalAnimal Handling: Wis; +3Arcana: Int; +2Athletics: Str; +-1Acrobatics: Dex; +15Deception: Cha; +13History: Int; +2Insight: wis; +3Intimidation: Cha; +2Investigation: Int; +8Medicine: Wis; +3Nature: Int; +2Perception: wis; +3Performance: Cha; +9Persuasion: Cha; +3Religion: int; +2Sleight of Hand: dex; +15Stealth: Dex; +15Survival: Wis; +3Personality:Traits:1: Flattery is my MO, think car salesman.2: I have multiple holy symbols for multiple situations.Ideal:1: Friendship is what is most important to me.Bond:1: I kind of well, let's just say Majistrate Dailynth in Jeck's crossing is not happy with me. I ran a scam with my pal Cardasean, and stole from the town treasury. It didn't help that he and I have broken out of the prison three times already.Flaw:I can't resist swindling people who think they are more powerful than me.I'm afraid of running water.Background features:Scam: I put on new identities like clothes.False Identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.Racial features: Dexterity bonus increased by +2.Lucky: When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Brave: You have advantage on saving throws against being frightened.Lightfoot halfling:Charisma bonus increase by +1.Halfling Nimbleness: You can move through the space of any creature that is of a size larger than yours.Naturally Stealthy: You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Class Features:Expertese: Choose 2 skills or 1 skill and thieves' tools and double proficiency bonus.Sneak attack (10d6): Once per turn, if you have advantage on the attack roll, or they are threatened by an ally within 5 feet and you don't have disadvantage on the attack roll.Thieves' cant: Conversation which takes four times longer to convey information than normal speech.2nd level:Cunning Action: You can dash, disengage, and hide as a bonus action.3rd Level:Mastermind archetype:Master of IntrigueWhen you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.Master of TacticsStarting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.4th Level:Master Of DisguiseYou have honed your ability to shape your personality and to read the personalities of others. You gain the following benefits:Increase your Charisma score by 1, to a maximum of 20.You gain proficiency with the disguise kit. If you are already proficient with it, you add double your proficiency bonus to checks you 

Re: Manamon 2: Impressions Thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : titan_of_war via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

WARE DO YOU FIND ArtesouL?, SOUNDS FREEKING AWESOME.

URL: https://forum.audiogames.net/post/618364/#p618364




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Can't make Voiceover on my Apple TV follow focus any more

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Rich_Beardsley via Audiogames-reflector


  


Can't make Voiceover on my Apple TV follow focus any more

Hi guys.So I just turned on my Apple TV that I haven't used in a while, and I'm noticing that Voiceover is behaving more like on a touchscreen device, and I don't want this. I used to be able to use the Apple TV normally, and Voiceover would just read. Is it possible to get this back? I find the way it is currently working to be inconvenient

URL: https://forum.audiogames.net/post/618363/#p618363




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Re: Alternative to Forge for Magic: the Gathering

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : zkline via Audiogames-reflector


  


Re: Alternative to Forge for Magic: the Gathering

zenothrax,What happens if you go into a Terminal on the mac and run java from the command line?It should prompt you to download and install a JRE. Alternatively, you can install one from HOmebrew or another package manager.

URL: https://forum.audiogames.net/post/618362/#p618362




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Re: Crazy Party: mini-games and card battle! (beta75)

2021-02-25 Thread AudioGames . net Forum — New releases room : pokeboss via Audiogames-reflector


  


Re: Crazy Party: mini-games and card battle! (beta75)

Well, that's the thing. I literally  collected all the possible cards I can get in the battle arenas, from every type! There aren't any more cards I can collect. So why is it, that I have a lot missing, with the exception of fairy. I haven't played any team battle party, or cooperative battle modes ever since I beat all the arenas yesterday.

URL: https://forum.audiogames.net/post/618361/#p618361




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Re: really mad at a very annoying behavior in Eurofly

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : GrannyCheeseWheel via Audiogames-reflector


  


Re: really mad at a very annoying behavior in Eurofly

misquoted the post number, I'll fix it.

URL: https://forum.audiogames.net/post/618360/#p618360




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Jeffb via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

I picked can't tell because to me it sounds like the drum is in the middle of both.

URL: https://forum.audiogames.net/post/618359/#p618359




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Re: Anyone Heard of The Pomodoro Technique?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Phoenix009 via Audiogames-reflector


  


Re: Anyone Heard of The Pomodoro Technique?

It works, I've been using it for quite a while now.

URL: https://forum.audiogames.net/post/618358/#p618358




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Re: really mad at a very annoying behavior in Eurofly

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Leos via Audiogames-reflector


  


Re: really mad at a very annoying behavior in Eurofly

@20 why are you questioning yourself?

URL: https://forum.audiogames.net/post/618357/#p618357




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Re: Considering getting a new laptop, but I have a question

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Mitch via Audiogames-reflector


  


Re: Considering getting a new laptop, but I have a question

@2 Okay, will definitely consider this.

URL: https://forum.audiogames.net/post/618356/#p618356




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Re: World of Mist has been Released!

2021-02-25 Thread AudioGames . net Forum — New releases room : Leos via Audiogames-reflector


  


Re: World of Mist has been Released!

@229,1. The lag is due to the server unable to handle too large of a player count. Its a new game just released a few weeks ago. From what i have read about MMORPGS, People usually use Asynchronous lockstep to simulate real time. and if there is more people with different level of lag, it will make everyone lag. at least thats my understanding.2. The stat you see in the main page by pressing ` key is your default stat. there is a button you can enter on to see how much your equipment provides.3. I believe the server gifts or w.e is over, it was for like 2 weeks and there is a set of gifts.

URL: https://forum.audiogames.net/post/618355/#p618355




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Re: sci-fi muds, wayfar1444.

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : hawgpadre via Audiogames-reflector


  


Re: sci-fi muds, wayfar1444.

JasonBlaze wrote:I see, so there will be no characters whipe right? I would like to create a new account, just to make sure that my progress will not lost later.Yes, correct, there's not going to be any wipe of players who signed up.

URL: https://forum.audiogames.net/post/618354/#p618354




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Re: Manamon 2: Impressions Thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : star fire via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

It is possible, but one will have to breed 5 Artesouls. I would go with the following move-set#1: Arial Vision, Execution, Uproot, Blind Rush, and Soul Ripper.#2: Arial Vision, Hone mind, Ice Tempest, Flame Blizzard, and Lightning Bolt.#3: Hone Blade, Aquatic Blitz, Arial Vision, Mudslide, and Stone Crash.#4: Iron Guard, Aura Guard, Steal Stomp, Hone Blade, and Spark Punch.#5: Hone Mind, Final Thunder, Final Dragon, Meteor Rush, Wraiths Curse.#6: Hone Blade, White Lance, Chomp, Cyclone Claw, Toxic Tail.re: Golawath. I didn't had any problems while using it in my playthrough. It did quite well. I don't care for advantages, or disadvantages sometimes, sometimes it creates problems.Talking about type match up, I like to fight with Garganchan against air, electric, and poison types.

URL: https://forum.audiogames.net/post/618353/#p618353




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Re: Considering getting a new laptop, but I have a question

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Ghost via Audiogames-reflector


  


Re: Considering getting a new laptop, but I have a question

Just get an external keyboard, definately go AMD. I have an eluktronics laptop, their prometheus line just came out with the latest AMD processors. I can confirm their realtec effects are fully accessibly disablable, and their equalizer is an UWP app and works. Make sure you get a fifth gen AMD.

URL: https://forum.audiogames.net/post/618352/#p618352




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Re: Does anyone have the special item pack for AHC?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Jayde via Audiogames-reflector


  


Re: Does anyone have the special item pack for AHC?

You know what? As someone who was not able to back the game and thus lost out on those items, I'm okay with that.The people who backed the game at a pricepoint where they got the in-game bonuses did so under the impression that the unique gear they got was theirs alone, that it was their faith and not just their monetary donation amount that was being honoured. The faith element has since been removed, so there's just no way to make it even. As such, I support leaving it as is. I know I'll never get the gear, but since the gear is a reflection of a patron's faith in the project they backed, and since I did not provide any such faith (at least not in tangible form), I shouldn't be able to get in on that. I don't qualify.

URL: https://forum.audiogames.net/post/618351/#p618351




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Re: trtr servers

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : r-d-productions via Audiogames-reflector


  


Re: trtr servers

Hi, just hosted a server for you, address, r-d-productions.duckdns.org, port 8765

URL: https://forum.audiogames.net/post/618350/#p618350




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Re: Manamon 2: Impressions Thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : kavya via Audiogames-reflector


  


Re: Manamon 2: Impressions Thread

I mostly use storm rush when there are multiple targetsand yes, sirenia has flud which is a great move, but it only has 15 usage points, which may look like a lot, but in the post game, there are a lot of fights which are very long.also, teramagma is used best in fights where you are using multiple manamon at once, because then, if golavath gets hit, some thing can heel it.also, @ derecedit, thanks for the tip about artisoul.also, fun fact,post 4th stadiem spoilersin my first teem, I desperately needed a water type.in the seen where Sangora is dead, i was feeling so sad.then, when marsila tells you to come to her house and gives you sirenia, i was so overjoyed that i got a water type, it reduced my sadness.oh, and there should be an online battle where everyone uses an artisole which all had different moves and record it, LOL.just kiding, i know it would be a pain to catch and train.

URL: https://forum.audiogames.net/post/618349/#p618349




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

Definitely getting further this playthrough than my first one wen the game came out. Loving all the characters, even thoughI'm not usually a fan of non linear games like this. Hope there's an easier way to piece the story together. I find myself having to take mental notes... lol. And Yuki Takamiya is a badass. I love the detective style story she has. My favourite by far.

URL: https://forum.audiogames.net/post/618348/#p618348




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Re: People who live in the US, what schools for the blind are the best?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : r-d-productions via Audiogames-reflector


  


Re: People who live in the US, what schools for the blind are the best?

I've herd many grate things about Perkins School for the Blind, you might want to check that out.

URL: https://forum.audiogames.net/post/618347/#p618347




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Re: Good alternatives to DropBox/Recilio Sync

2021-02-25 Thread AudioGames . net Forum — Off-topic room : r-d-productions via Audiogames-reflector


  


Re: Good alternatives to DropBox/Recilio Sync

Open drive, simply because you pay 9 bucks a month for Unlimited storage space.

URL: https://forum.audiogames.net/post/618346/#p618346




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Re: World of Mist has been Released!

2021-02-25 Thread AudioGames . net Forum — New releases room : MasterChief via Audiogames-reflector


  


Re: World of Mist has been Released!

Hi all,I'm really enjoying this game so far.I have a problem though, for some reason I can't go to the open service or whatever the translator gets it, I'm talking about the one where you can go and get a daily gift.I can't find it anymore in the village, is there something wrong? Like a limit on when to receive daily gifts and such?One other thing I need help with is explaining the string of the eq stats.It tells me that for example magic defense from x to y. Where x I asume is my current magic defense and y is the new magic defense after wearing the eq.However, My current magic defense is not whatever the first number is, so clearly I'm getting something wrong here. Can someone explain this to me please?One other thing is that I honestly wish that the jgt addon contains Chinese support, it's really faster than the current addon I'm using for nvda. I think it's because it actually uses the google translate API addon on the addon developer's server.I'm actually surprised why Chinese support hasn't been added to the addon yet. I know it's made for Japanese games but adding support for Chinese isn't really that hard.Edit:I've also noticed that sometimes the game gets very very laggy for me. I'm sure it's not my connection because my internet works fine when using it for other apps and what not.The game has those very large spikes of lag to the point of being unplayable honestly. But when there is no lag, it's a really good experience.

URL: https://forum.audiogames.net/post/618271/#p618271




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : r-d-productions via Audiogames-reflector


  


Re: preferred cane techniques?

I usually do constant contact, my cane has a rolling tip, and I like constant contact more then tap tap tuch simply because I don't have to raze the cane off the ground. But if I'm in an off rode environment. I use tap tap Tuch

URL: https://forum.audiogames.net/post/618345/#p618345




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Re: is Spitfire Labs accessible?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : alisson via Audiogames-reflector


  


Re: is Spitfire Labs accessible?

Yep, unzip the file and then, if you have installed labs, go to the vst, press in the more button and import the rpl library, and there we go, you will have all the presets actually made

URL: https://forum.audiogames.net/post/618344/#p618344




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Considering getting a new laptop, but I have a question

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Mitch via Audiogames-reflector


  


Considering getting a new laptop, but I have a question

Hello!So I'm considering upgrading my laptop (as it's gotten quite old by this point) to something newer. However, I don't want to make the same mistake that I did last time by purchasing a Dell. (Waves Maxx just irritates me to this day) What laptop companies leaveheadphone audio alone? (I know Realtech has problems but I personally haven't had any issues with them) I'm also trying to look for one with a full-size keyboard with a number pad. The unfortunate thing is, though, it seems like all of the gaming laptops that do have number pads also have 120 hz or above displays, and no way to downgrade them. If I'm wrong, if I were to buy a different type of laptop and use it for gaming, it might still cost more to get one with the equivalent specs and have a 60 hz display. Any help would be appreciated. (my current selections are the HP Omen line  and something from ASUS, since AMD seems to be on the  whole cheaper than Intel)

URL: https://forum.audiogames.net/post/618343/#p618343




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Re: Blind Quest - The Frost Demon Updated

2021-02-25 Thread AudioGames . net Forum — New releases room : crashmaster via Audiogames-reflector


  


Re: Blind Quest - The Frost Demon Updated

Well I have emailed the store because my usercode just doesn't work with this new version.I got the update though.

URL: https://forum.audiogames.net/post/618342/#p618342




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Re: Does anyone have the special item pack for AHC?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Rich_Beardsley via Audiogames-reflector


  


Re: Does anyone have the special item pack for AHC?

Hi.I can see at first making it specifically for those who backed the game, but a few years later, why not let people purchase it if they want?

URL: https://forum.audiogames.net/post/618341/#p618341




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Re: Crazy party stupid question!

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : star fire via Audiogames-reflector


  


Re: Crazy party stupid question!

@ManiaCs, you don't need to be sorry, I understand that you are not a native English speaker. So that's alright.@Dark, lol. I did some stupid thing yesterday. I took a important file to my teacher to be checked, and some  pages, I forget them at home, and it was declared missing. This page managing thing sometimes can't be managed. So looking forward to coming on Crazy Party. I play it just on Sunday, 6:30 PM New York time.

URL: https://forum.audiogames.net/post/618340/#p618340




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Jayde via Audiogames-reflector


  


Re: preferred cane techniques?

I was first taught diagonal technique, then shortly after this I was taught touch technique. This is my standard, including placing my right elbow against my breastbone. My cane is just short of my chin, and I don't try to run with it.I will touch and drag if looking for new tactile surfaces, but otherwise it's two-point touch all the way. I'm quite gentle, so you'll hear me coming but I'm not hammering the floor.Rolling tips are great fun and feel nice, but generally they're just heavier. I prefer a folding cane with a pencil tip. It's pretty rare that I get stuck in cracks, and I just pop my arm out to the side in that case. I was taught by someone who drilled me on all the fundamentals. I will never willingly use a rigid cane that can't fold, because the cane I've got lets me pick up virtually anything I'm told an NFB cane does.

URL: https://forum.audiogames.net/post/618339/#p618339




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Re: Accessible D 5E Character Creator

2021-02-25 Thread AudioGames . net Forum — Off-topic room : spiderManiac via Audiogames-reflector


  


Re: Accessible D 5E Character Creator

Here's one you may like. I put this together using stuff from your sheet and D Beyond.https://www.dropbox.com/s/ptkhpxj6re4ws … .docx?dl=1Let me know what you think.

URL: https://forum.audiogames.net/post/618338/#p618338




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: preferred cane techniques?

Ambutech is still only like $60.  Shipping outside the US and Canada is probably not so great though.

URL: https://forum.audiogames.net/post/618337/#p618337




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Re: Good alternatives to DropBox/Recilio Sync

2021-02-25 Thread AudioGames . net Forum — Off-topic room : nolan via Audiogames-reflector


  


Re: Good alternatives to DropBox/Recilio Sync

There are lots of variables to consider here, but FWIW I'm a big fan of https://syncthing.net. There's no iOS app because the way Syncthing does things would be tough to support there. But essentially, it's the closest thing you'll find to BTSync. You run an instance somewhere--your desktop, a server on the internet, a couple mobile devices, etc. Then you link up the instances either by copy-pasting long identifiers, or by scanning QR codes. The instances then do a whole bunch of NAT-punching and relaying or direct connection to communicate with each other, and sync whatever directories you tell them to. There's no central server or cloud provider involved, unless you run one yourself. And it's just a single binary, so running one isn't too complicated. If you know a bit about autostarting Windows programs, it's pretty easy to do things like sync a music folder between your desktop and Android phone/tablet, laptops, etc. The interface is a web interface running on localhost, for better or worse, and is very usable if not entirely accessible.That may not be what you're looking for, but you weren't terribly specific, and maybe someone else might benefit from this. I use Syncthing everywhere except for iOS and have been happy with it. A central server caches my music/documents off-site and backs them up to S3. Meanwhile, the same Syncthing instance syncs my Keepass database between my phone and desktop, but not to the central server since I'm paranoid and don't want my passwords there. It's a nice system and I'm happy with it. Wish it worked on iOS as well.

URL: https://forum.audiogames.net/post/618336/#p618336




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : zkline via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

Arms it is, then. 

URL: https://forum.audiogames.net/post/618335/#p618335




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

@zkline. The Japanese text and voice dialogue refers to them as arms. So does the English, since the tab is called arms customization, and when you unlock one it asks if you want to unlock one of the armorments. I think that's a good way to distinguish the two. The game only refers to the abilities you gain every five levels, the passive ones, as skills. 

URL: https://forum.audiogames.net/post/618334/#p618334




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Re: Blind Quest - The Frost Demon Updated

2021-02-25 Thread AudioGames . net Forum — New releases room : dalen lewin via Audiogames-reflector


  


Re: Blind Quest - The Frost Demon Updated

Personally, I prefer more enemies. I am one of those people that likes to grind in RPGs. However, I don’t like to put such things in there for those that don’t. So, here is my idea. Maybe a side quest would take the player to an arena or a place infested with demons. That way, people like me could go to that place whenever we wanted and those that didn’t feel like grinding could only have to contend with it once and never have to run into a whole bunch of enemies again.

URL: https://forum.audiogames.net/post/618333/#p618333




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Re: Good alternatives to DropBox/Recilio Sync

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Chris via Audiogames-reflector


  


Re: Good alternatives to DropBox/Recilio Sync

I'd say OneDrive if you're a dedicated Windows user. The integration is great and it can be configured to automatically backup the contents of your Documents, Desktop, and Pictures folders. I also like the files on demand feature which can save space on your device by removing files and storing them online.

URL: https://forum.audiogames.net/post/618332/#p618332




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : afrim via Audiogames-reflector


  


Re: preferred cane techniques?

Rolling tips do accumulate stuff inside but it's really easy to clean them. Your O and M trainer should provide you with a light screw driver that you can use to change the tip, or clean it. I really like rolling tips as opposed to any other because rolling doesn't require much pressure when swinging the cane. But anyway, I still think the best cane is the one one comes to like. Ambutech canes are really something special, I have to agree. I'm not sure about replacing parts, but I think I saw once in their website that it was possible to replace a broken or damaged part of your cane. On top of that, I don't find them that expensive. Still I am not sure since last time I visited their website was around two years ago, and I don't know if their canes cost 60 or 120 dollars. Anyway, having the ability to customise the cane as you like, it's wonderful. You can decide on the colour, length, handle, tip, roughly everything. Imagining that my cane, which is produced by a company based in Germany called Conde cost 290 dollars, I could get three ambutech canes and have them longer than this one.

URL: https://forum.audiogames.net/post/618331/#p618331




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : haily_merry via Audiogames-reflector


  


Re: preferred cane techniques?

I've had mine for a couple years, and aside from the tip looking and feeling a little beaten up, as it has been over the years, the thing still works perfectly. I get just as much feedback as I've gotten from a marshmallow Kane.

URL: https://forum.audiogames.net/post/618330/#p618330




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: preferred cane techniques?

If you get the ceramic tip like I linked above, or a metal one, it doesn't wear at all.

URL: https://forum.audiogames.net/post/618329/#p618329




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Re: Is There a Way to Access Operating System Files for Voice Sense

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Dan_Gero via Audiogames-reflector


  


Re: Is There a Way to Access Operating System Files for Voice Sense

If you can find those update files, that would be awesome and I'd be really happy. If it turns out to not be possible though, don't worry about it too much; I do have 1 potential option left if we can't find those files anymore.

URL: https://forum.audiogames.net/post/618328/#p618328




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : drums61999 via Audiogames-reflector


  


Re: preferred cane techniques?

I disagree. I've never had a rolling tip not roll, and mine is no bigger than a standard marshmallow tip. I like it because it wears evenly.

URL: https://forum.audiogames.net/post/618327/#p618327




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Re: Accessible D 5E Character Creator

2021-02-25 Thread AudioGames . net Forum — Off-topic room : drums61999 via Audiogames-reflector


  


Re: Accessible D 5E Character Creator

No problem. If you have any questions or feedback, let me know. The sheets are still being tweeked as my groups play.

URL: https://forum.audiogames.net/post/618326/#p618326




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FSX Getting started

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Shinobi via Audiogames-reflector


  


FSX Getting started

Hi there.I am looking at getting FSX. I think that at this point, getting started with true flight simulation is something I want to do at this point in time. I found FSX on Steam, if I download the  Steam version of it, is that the ideal for accessibility? I think my computer will be able to run it. It is just24 bucks on Steam, so not that much. I know that I will need to get FSX Pilot which I have already found. SHould I also get TFM? ANything else I should know going in to this? Any resources to learn about flight proceedures that I should read in advance? I want to be prepared so that when I do this, I will be able to do it right even it takes practice at first.Thanks foryour help.Regards,Leo

URL: https://forum.audiogames.net/post/618325/#p618325




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Re: Is There a Way to Access Operating System Files for Voice Sense

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Thatguy via Audiogames-reflector


  


Re: Is There a Way to Access Operating System Files for Voice Sense

Good to hear you made some progress. The sounds, at least when I explored the braille sense, were in /nand/sounds. But again, that was on the u2 model, I'm not sure how similar that is to the voice sense.I ran into the same problem you did with the Windows folder, so I extracted the update file, just as @10 suggested. Unfortunately, I looked around quickly to see if I could still find a download, but you're right, Hims seems to have stopped offering it. All the links result in 404 error pages.Essentially, from what I can remember, the update package contained two files, apps.bin and nk.bin. Apps, from what I could tell, was most of everything except the Windows folder, and nk.bin was everything else. If you want, I can look around and see if I have the full image I extracted a long, long time ago and I'll upload it somewhere for you.

URL: https://forum.audiogames.net/post/618324/#p618324




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@33I'm saying that vc is a reason to avoid moo, not that it could be implemented.  That said the lpc-stuyle live development process could probably play nice with git if I felt masochistic enough to try to use lpc for something.I think you're misunderstanding the fundamental problem with moo.  The fundamental problem with moo is that you can't patch the game by having a dev port and a prod port and merging your changes across.  Moo just fundamentally doesn't support that sort of operation since there's no distinction between code and game data.  I'm sure you can homegrow something for it but anything off the shelf/reasonable/whatever isn't going to help you.  If moo did have a distinction between code and game data VC wouldn't be a problem because you'd only version control the code parts.  You could also write e.g. a migrations framework.  I'm sure you can write a migrations framework against moo now, but it's low value without dev ports etc.In an environment where rolling back changes is basically impossible, comparing changes between two things is basically impossible, etc. whatever bad decisions are made are decisions you're stuck with.  Moo wasn't intended for big rpg-style games.  It was intended to be a chatroom/collaborative small-scale building platform.  Hundreds of thousands of lines of code live-edited into place with no rollback and no tooling is not what you want to be doing.In standard developer land, refactors to get rid of tech debt have zero risk.  In moo land, refactors to get rid of tech debt have tons of risk.  It is probably the case that Hellcore has too much going on to refactor the things you're mentioning, but a lot of small "we could refactor this but it will take 5x longer than it should because moo and what if we destroy data" concerns adding up over a long time does not end well.  I'm surprised that you can defend moo but hate _javascript_/Node at the same time.  Moo has most of the disadvantages of Node, plus also you can't do any standard development practices on it.  Absolutely nothing moo-related is conducive to producing good code for large projects.  That doesn't mean that good code wasn't produced with it--good code has been produced with assembly.  But it's not going to help you at all.Moo only looks good because the alternative is C.  If muds weren't dead we'd probably have good modern codebases with most of the advantages and none of the disadvantages, but the only thing I can think of with any maturity that's not in C is Evennia and Evennia is kind of an odd snowflake last I looked at it.  I suppose there's Coffeemud but last I checked Coffeemud was both terrible code and horrifyingly slow and memory hungry.  I get why people use moo, in other words.  But then everyone turns around and is like "X in Moo is bad code", then the devs get blamed for the bad code, and no one steps back and says "you know, maybe it's moo making everything harder all the time".Moo has its place.  It's cool if you want some sort of collaborative building thing where you and all your friends hop on and build a text adventure.  But trying to make some big cohesive RPG experience out of it is borderline misuse, kind of.  I'm sure that back when it first came out it was more reasonable, but the rest of the world has moved on by a lot in every dimension.  If Moo were so great for that then there would be a lot more big cohesive RPG experiences.  Instead I think we have only ever had like 10 total.  I don't mean RPI, I mean things like Alter Aeon.But anyway I doubt I'm going to convince anyone of anything so whatever.  Most of this is the kind of argument where the argument itself sounds like the things being said don't matter until you've actually had them matter in real life.  I can say that if I cared to write a mud then writing the equivalent of what Moo offers without a core would be like a weekend (moo without a core is barely more than a glorified telnet server).  After that, any time lost at the beginning writing the basic abstractions like rooms would be saved so many times over by not being terrified to touch things after they'd been exposed to players, having isolated dev environments, and so on and so on etc.

URL: https://forum.audiogames.net/post/618323/#p618323




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@33I'm saying that vc is a reason to avoid moo, not that it could be implemented.  That said the lpc-stuyle live development process could probably play nice with git if I felt masochistic enough to try to use lpc for something.I think you're misunderstanding the fundamental problem with moo.  The fundamental problem with moo is that you can't patch the game by having a dev port and a prod port and merging your changes across.  Moo just fundamentally doesn't support that sort of operation since there's no distinction between code and game data.  I'm sure you can homegrow something for it but anything off the shelf/reasonable/whatever isn't going to help you.  If moo did have a distinction between code and game data VC wouldn't be a problem because you'd only version control the code parts.  You could also write e.g. a migrations framework.  I'm sure you can write a migrations framework against moo now, but it's low value without dev ports etc.In an environment where rolling back changes is basically impossible, comparing changes between two things is basically impossible, etc. whatever bad decisions are made are decisions you're stuck with.  Moo wasn't intended for big rpg-style games.  It was intended to be a chatroom/collaborative small-scale building platform.  Hundreds of thousands of lines of code live-edited into place with no rollback and no tooling is not what you want to be doing.In standard developer land, refactors to get rid of tech debt have zero risk.  In moo land, refactors to get rid of tech debt have tons of risk.  It is probably the case that Hellcore has too much going on to refactor the things you're mentioning, but a lot of small "we could refactor this but it will take 5x longer than it should because moo and what if we destroy data" concerns adding up over a long time does not end well.  I'm surprised that you can defend moo but hate _javascript_/Node at the same time.  Moo has most of the disadvantages of Node, plus also you can't do any standard development practices on it.  Absolutely nothing moo-related is conducive to producing good code for large projects.  That doesn't mean that good code wasn't produced with it--good code has been produced with assembly.  But it's not going to help you at all.Moo only looks good because the alternative is C.  If muds weren't dead we'd probably have good modern codebases with most of the advantages and none of the disadvantages, but the only thing I can think of with any maturity that's not in C is Evennia and Evennia is kind of an odd snowflake last I looked at it.  I suppose there's Coffeemud but last I checked Coffeemud was both terrible code and horrifyingly slow and memory hungry.  I get why people use moo, in other words.  But then everyone turns around and is like "X in Moo is bad code", then the devs get blamed for the bad code, and no one steps back and says "you know, maybe it's moo making everything harder all the time".Moo has its place.  It's cool if you want some sort of collaborative building thing where you and all your friends hop on and build a text adventure.  But trying to make some big cohesive RPG experience out of it is borderline misuse, kind of.  I'm sure that back when it first came out it was more reasonable, but the rest of the world has moved on by a lot in every dimension.  If Moo were so great for that then there would be a lot more big cohesive RPG experiences.  Instead I think we have only ever had like 10 total.  I don't mean RPI, I mean things like Alter Aeon.But anyway I doubt I'm going to convince anyone of anything so whatever.  Most of this is the kind of argument where the argument itself sounds like the things being said don't matter until you've actually had them matter in real life.  I can say that if I cared to write a mud then writing the equivalent of what Moo offers without a core would be like a weekend 9moo without a core is barely more than a glorified telnet server).  After that, any time lost at the beginning writing the basic abstractions like rooms would be saved so many times over by not being terrified to touch things after they'd been exposed to players, having isolated dev environments, and so on and so on etc.

URL: https://forum.audiogames.net/post/618323/#p618323




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, you could lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though forks of it use WAIFs in some areas, WAIFs aren't generic enough to solve the problem completely. Toaststunt brings in the idea of anonymous objects, and though this would solve the problem if employed properly, anonymous objects have their own caveats (e.g.: if you modify a parent of an anonymous object's properties, all its anonymous descendants become invalidated; similarly, anonymous objects also must be stored in properties because they have no other way to reference them permanently). Also, it implements a color-based reference-counted garbage collector, though I have never tested this so I don't know if the implementation is actually correct. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered. MOO is pretty powerful and you can do *a lot* if you know how. It might be going the easy route to make a game, perhaps, but there have been fantastic successes made with it, and quibbling over whether its the easy way or not is just semantics at this point.You are right, however, that MOO doesn't scale in the sense of system utilization. Toaststunt recently introduced the ability to thread builtins, making it possible for a verb to run a builtin on a separate thread. It does this via connection handles, with each handle being assigned a mutex. (I actually think this is a pretty clever design myself, though it does have obvious limitations, like being only usable on verbs that run on network connections and not on verbs that run independently of the network.) However, MOO still can't utilize SMP setups, though that may be harder to do given it has to go through the OS for that. It also uses a custom thread pool implementation (this one, in fact). The last problem with the server is that 99 percent of it is pure C and there is very little C++ in the code, so it doesn't use smart pointers or any actual modern C++ features, but that's not necessarily relevant to scaling.Edit: Okay, so you can store a MOO database in a database engine like SQLite or MySQL, but it probably wouldn't be a pretty design. Something like: one table for objects, properties and verbs. I won't list the table structure here but that's probably the only way that would work, and that would be quite messy, I imagine.

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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, you could lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though forks of it use WAIFs in some areas, WAIFs aren't generic enough to solve the problem completely. Toaststunt brings in the idea of anonymous objects, and though this would solve the problem if employed properly, anonymous objects have their own caveats (e.g.: if you modify a parent of an anonymous object's properties, all its anonymous descendants become invalidated; similarly, anonymous objects also must be stored in properties because they have no other way to reference them permanently). Also, it implements a color-based reference-counted garbage collector, though I have never tested this so I don't know if the implementation is actually correct. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered. MOO is pretty powerful and you can do *a lot* if you know how. It might be going the easy route to make a game, perhaps, but there have been fantastic successes made with it, and quibbling over whether its the easy way or not is just semantics at this point.You are right, however, that MOO doesn't scale in the sense of system utilization. Toaststunt recently introduced the ability to thread builtins, making it possible for a verb to run a builtin on a separate thread. It does this via connection handles, with each handle being assigned a mutex. (I actually think this is a pretty clever design myself, though it does have obvious limitations, like being only usable on verbs that run on network connections and not on verbs that run independently of the network.) However, MOO still can't utilize SMP setups, though that may be harder to do given it has to go through the OS for that. It also uses a custom thread pool implementation (this one, in fact). The last problem with the server is that 99 percent of it is pure C and there is very little C++ in the code, so it doesn't use smart pointers or any actual modern C++ features, but that's not necessarily relevant to scaling.

URL: https://forum.audiogames.net/post/618320/#p618320




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, you could lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though forks of it use WAIFs in some areas, WAIFs aren't generic enough to solve the problem completely. Toaststunt brings in the idea of anonymous objects, and though this would solve the problem if employed properly, anonymous objects have their own caveats (e.g.: if you modify a parent of an anonymous object's properties, all its anonymous descendants become invalidated; similarly, anonymous objects also must be stored in properties because they have no other way to reference them permanently). Also, it implements a color-based reference-counted garbage collector, though I have never tested this so I don't know if the implementation is actually correct. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered. MOO is pretty powerful and you can do *a lot* if you know how. It might be going the easy route to make a game, perhaps, but there have been fantastic successes made with it, and quibbling over whether its the easy way or not is just semantics at this point.You are right, however, that MOO doesn't scale in the sense of system utilization. Toaststunt recently introduced the ability to thread builtins, making it possible for a verb to run a builtin on a separate thread. It does this via connection handles, with each handle being assigned a mutex. (I actually think this is a pretty clever design myself, though it does have obvious limitations, like being only usable on verbs that run on network connections and not on verbs that run independently of the network.) However, MOO still can't utilize SMP setups, though that may be harder to do given it has to go through the OS for that. It also uses a custom thread pool implementation (this one, in fact).

URL: https://forum.audiogames.net/post/618320/#p618320




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : aaron77 via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

I'm with 3 on this one.  they sounded great for the  first hundred ms of each but then I felt like the little drum thing wavered just a bit and that made me question myself too much until I went with can't tell.

URL: https://forum.audiogames.net/post/618322/#p618322




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, you could lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though forks of it use WAIFs in some areas, WAIFs aren't generic enough to solve the problem completely. Toaststunt brings in the idea of anonymous objects, and though this would solve the problem if employed properly, anonymous objects have their own caveats (e.g.: if you modify a parent of an anonymous object's properties, all its anonymous descendants become invalidated; similarly, anonymous objects also must be stored in properties because they have no other way to reference them permanently). Also, it implements a color-based reference-counted garbage collector, though I have never tested this so I don't know if the implementation is actually correct. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered. MOO is pretty powerful and you can do *a lot* if you know how. It might be going the easy route to make a game, perhaps, but there have been fantastic successes made with it, and quibbling over whether its the easy way or not is just semantics at this point.You are right, however, that MOO doesn't scale in the sense of system utilization. Toaststunt recently introduced the ability to thread builtins, making it possible for a verb to run a builtin on a separate thread. It does this via connection handles, with each handle being assigned a mutex. (I actually think this is a pretty clever design myself, though it does have obvious limitations, like being only usable on verbs that run on network connections and not on verbs that run independently of the network.) However, MOo still can't utilize SMP setups, though that may be harder to do given it has to go through the OS for that.

URL: https://forum.audiogames.net/post/618320/#p618320




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : aaron77 via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

I haven't read any responses yet or even looked at the results.I selected can't tell because the drum sounded a tiny bit off on both.  I could tell that the note was there just an octave below but it just sounded slightly off for both.Will read other responses after posting.

URL: https://forum.audiogames.net/post/618321/#p618321




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, you could lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though forks of it use WAIFs in some areas, WAIFs aren't generic enough to solve the problem completely. Toaststunt brings in the idea of anonymous objects, and though this would solve the problem if employed properly, anonymous objects have their own caveats (e.g.: if you modify a parent of an anonymous object's properties, all its anonymous descendants become invalidated; similarly, anonymous objects also must be stored in properties because they have no other way to reference them permanently). Also, it implements a color-based reference-counted garbage collector, though I have never tested this so I don't know if the implementation is actually correct. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo/InfernoMOO was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered.

URL: https://forum.audiogames.net/post/618320/#p618320




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sapi to onecore

2021-02-25 Thread AudioGames . net Forum — Off-topic room : rings2006 via Audiogames-reflector


  


sapi to onecore

so i know onecore to sapi is possible but what about sapi to onecore

URL: https://forum.audiogames.net/post/618319/#p618319




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Ethin via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

@31, how exactly would you implement version control on a game that's supposed to be live-edited? Yeah, you could make objects versioned, but then you'd need to store *every* version of the object, its properties, verbs, permissions, verb code, and so on. Sure, yo ucould lower the consumption a little by deduplicating things like properties if they haven't changed between versions but, again, that would only bloat the database format even more than it already is. You can't really store the MOO database in an actual database engine, because MOO isn't designed in that manner, and you'd completely ruin the concept if you tried to design it that way.Your argument of "look through the code" not being something you can really do makes no sense. MOO has built-in editors and tools that allow programmers and wizards to examine the code of any object they have access to. Granted, such tools are database specific, but its pretty much a prerequisite for your database to be considered good to have that functionality.I've already covered your argument against version control -- the architecture of MOO doesn't allow for such a system, and you'd be hard-pressed to figure out how you'd even modify a MOO DB to work with that properly. It would require a complete database format rewrite for the idea of version control that your talking about. MOO does have version control in the sense of periodic database dumps, however, so it is easy to roll back to a previous version of the database if you run your server properly. In that manner, yes, MOO does have version control. Combine that with an actual VCS and your covered, not just on server code but DB dumps as well.Finally, your last argument about MOO being "the ideal environment to continually accumulate code debt that can't be cleaned up" is subjective at best. Hellmoo is horrible in terms of design not because MOO was never designed for that system (because it is perfectly capable of simulating such a system) but because of poor database structure and management on the developers part. Hellmoo was designed long before virtual objects had even been considered, and though inferno MOO fixes this a bit by pulling in WAIFs, they don't use WAIFs enough to actually fix the problem. Hellmoo was designed when quite literally everything was an object, and by the time virtual objects had actually gotten traction it was far too late to go completely refactor the entire database and would've required far too much time. (Also, the programmers who wrote the code write some pretty crappy code as well, and none of them have bothered to refactor it into better code, so that certainly doesn't help.)If Hellmoo/InfernoMOO was written today using modern software design methodologies but still using MOO, I guarantee you that it would be far different, far smaller, and far, far less cluttered.

URL: https://forum.audiogames.net/post/618320/#p618320




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onecore to sapi

2021-02-25 Thread AudioGames . net Forum — Off-topic room : rings2006 via Audiogames-reflector


  


onecore to sapi

so i know sapi to onecore is possible but what about onecore to sapi

URL: https://forum.audiogames.net/post/618319/#p618319




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Re: Sable - A code free tool for creating RPG's (New 1.4 change log added)

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : BryanP via Audiogames-reflector


  


Re: Sable - A code free tool for creating RPG's (New 1.4 change log added)

Yeah if they were released at the same time.

URL: https://forum.audiogames.net/post/618318/#p618318




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : camlorn via Audiogames-reflector


  


Re: preferred cane techniques?

The rolling tips don't really work.  They weigh your cane down like crazy, and then they also don't actually roll either.  You'll get rolling out of the rolling tip for maybe a couple months, then it gets full of grit or whatever and that's the end of that.  Maybe you can maintain them well or something, but you don't get *any* tactile feedback through them which is a problem, and I would say "only for new cane users" is a good way of putting it.

URL: https://forum.audiogames.net/post/618317/#p618317




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Re: Accessible D 5E Character Creator

2021-02-25 Thread AudioGames . net Forum — Off-topic room : spiderManiac via Audiogames-reflector


  


Re: Accessible D 5E Character Creator

Thanks much!

URL: https://forum.audiogames.net/post/618316/#p618316




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Anyone Heard of The Pomodoro Technique?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : kaigoku via Audiogames-reflector


  


Anyone Heard of The Pomodoro Technique?

So this won't be a long message, but here is some information on it.Essentially, it is said to help with productivity by breaking your time into work and break chunks.I debated putting this in dev room since this is kind of experimental, but I hacked a program together using Python's standard TKinter library, with some help from screen reader libs, and I thought maybe it might be of use to someone. This is my program.Note: Use Space key to interact with buttons. This was kind of rushed and didn't put Enter as an activation key.It is currently only for Windows. Sorry others using different OS.

URL: https://forum.audiogames.net/post/618315/#p618315




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Anyone Heard of The Pomodoro Technique?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : kaigoku via Audiogames-reflector


  


Anyone Heard of The Pomodoro Technique?

So this won't be a long message, but here is some information on it.Essentially, it is said to help with productivity by breaking your time into work and break chunks.I debated putting this in dev room since this is kind of experimental, but I hacked a program together using Python's standard TKinter library, with some help from screen reader libs, and I thought maybe it might be of use to someone. This is my program.It is currently only for Windows. Sorry others using different OS.

URL: https://forum.audiogames.net/post/618315/#p618315




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : titan_of_war via Audiogames-reflector


  


Re: preferred cane techniques?

i used a marsh mellow tip. i really want a roling one though, and i asked about it, but the teacher just said it was for starters or something like that.

URL: https://forum.audiogames.net/post/618314/#p618314




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Re: What do I need to know getting started with Eurofly?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : stefan_ilioaica via Audiogames-reflector


  


Re: What do I need to know getting started with Eurofly?

Hi,In the manual you have every shortcut key listed and what each of these keys do. You should start reading the manual a bit, familiarise with all the shortcuts, learn every   procedure and their order and then try to go on a flight.If you have any questions after reading the manual, I'd be glad to answer.

URL: https://forum.audiogames.net/post/618313/#p618313




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Re: What do I need to know getting started with Eurofly?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : stefan_ilioaica via Audiogames-reflector


  


Re: What do I need to know getting started with Eurofly?

Hi,In the manual you have every shortcut key listed and what each of these keys do. You should start reading the manual a bit, familiarise with all the shortucts and then try to go on a flight.If you have any questions after reading the manual, I'd be glad to answer.

URL: https://forum.audiogames.net/post/618313/#p618313




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Re: audio experiment - how do you perceive this?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Minionslayer via Audiogames-reflector


  


Re: audio experiment - how do you perceive this?

Why don't you reveal it all now? The suspense is killing me! You could just add a heading to the bottom of the original post and advise people not to read it until they completed the experiment.

URL: https://forum.audiogames.net/post/618312/#p618312




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Re: Any planet exploration games?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : Caccio72 via Audiogames-reflector


  


Re: Any planet exploration games?

Ok, thanks for the new infos, will give it another try then.Btw I did create a hyperspace field, that I noticed, tried to set it ahead of my ship and enter...but nothing happened, due some reason I kept failing to enter it.(starting with cobra for now, just to check the lasers too, thanks for the f9 hint)

URL: https://forum.audiogames.net/post/618311/#p618311




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : Draq via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

Although, now I wonder if there are actually that many objects in the database or if the max object number is just insanely high because they keep using the recycle function. Most MOOs today are set up to recycle objects and recreate them from garbage objects when needed with the recycler. The max object goes up only when an entirely new object is created due to there not being any garbage objects available for reuse. If the recycle function is used instead, then you end up with a hole in the database because that object is simply gone. I always thought the furnace system in Hell was basically a sort of recycler.

URL: https://forum.audiogames.net/post/618310/#p618310




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The Adventure to Fate trilogy thread

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : cyco via Audiogames-reflector


  


The Adventure to Fate trilogy thread

Hello, Adventurers.This thread is all things related to the Adventure to Fate trilogy.

URL: https://forum.audiogames.net/post/618309/#p618309




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Re: Does anyone have the special item pack for AHC?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: Does anyone have the special item pack for AHC?

Hi.I have it cause I backed the game, but it's really not something special. It's a powerful axe if I'm not mistaken, but I might remember wrong. It is not like the most powerful weapon in the game. It just give you an easier start if you choose to use it. That's all.

URL: https://forum.audiogames.net/post/618308/#p618308




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

Thanks a lot. I'll keep it in mind for the next update.

URL: https://forum.audiogames.net/post/618307/#p618307




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Re: preferred cane techniques?

2021-02-25 Thread AudioGames . net Forum — Off-topic room : drums61999 via Audiogames-reflector


  


Re: preferred cane techniques?

If I'm just going somewhere I know pretty well, I use the old diagonal technique. Holding my cane in my right hand, it's diagonally out in front the tip is out in front of my left foot. If I'm going somewhere I don't know, I use the sweep technique. If it's crowded I use the touch technique because it lets people know I'm coming through.From what I'm told O and M instructors nowadays teach holding the cane slightly offside so you don't jab yourself. That hurts. I like ambutech rolling tips, and I walk fast, so longer canes are more appropriate for me.I did use a large ball tip for a while in college when I did a lot of marching band stuff that required me to cut across grass a lot.

URL: https://forum.audiogames.net/post/618306/#p618306




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Re: Looking for games like the following

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : cyco via Audiogames-reflector


  


Re: Looking for games like the following

How do you equip and use items in the inventory with Voice Over?

URL: https://forum.audiogames.net/post/618305/#p618305




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Re: Dreamland-official version

2021-02-25 Thread AudioGames . net Forum — New releases room : Remi via Audiogames-reflector


  


Re: Dreamland-official version

hi all. anyone know where I could get the windows link for the game?

URL: https://forum.audiogames.net/post/618304/#p618304




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : zkline via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

Yeah. I guess we can call them active skills, to distinguish from the passive ones you unlock as you gain levels. I'm not sure if there's any more official terminology.

URL: https://forum.audiogames.net/post/618303/#p618303




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Re: Suggestions for Wayfar 1444 relaunch welcome

2021-02-25 Thread AudioGames . net Forum — Developers room : camlorn via Audiogames-reflector


  


Re: Suggestions for Wayfar 1444 relaunch welcome

Moo doesn't scale.  It's fast enough but "look through the code" isn't even something you can really do.  "I have to edit the game while it's live and have no version control" means that the risk of refactoring anything at all is super high.  It's the ideal environment to continually accumulate code debt that can't be cleaned up.  Hellmoo sucks because Moo isn't an environment in which it is possible to sanely write something like it.  People go for it because the instant gratification trumps anything else at a certain skill level.

URL: https://forum.audiogames.net/post/618302/#p618302




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Re: Blind Quest - The Frost Demon Updated

2021-02-25 Thread AudioGames . net Forum — New releases room : Sanzef via Audiogames-reflector


  


Re: Blind Quest - The Frost Demon Updated

Hey @Muhammad, that's awesome!

URL: https://forum.audiogames.net/post/618301/#p618301




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What do I need to know getting started with Eurofly?

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : MatthewSmithYT via Audiogames-reflector


  


What do I need to know getting started with Eurofly?

Hello,I'm thinking about getting into Eurofly and it seems like a kind of complicated game. What do I need to know to get started?I looked at some YouTube tutorials and there's like a billion and a half different keys you need to press before even taking off.Mainly looking for some sort of list of the keys I need to remember and things like that. Anyone know of any good places or have some general advice?Thanks,Matthew

URL: https://forum.audiogames.net/post/618300/#p618300




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Re: scatebboarder pro traceback

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : MatthewSmithYT via Audiogames-reflector


  


Re: scatebboarder pro traceback

Chris Wright and Christian 96 are two different people. LOLFrom what I've seen they don't act the same at all.

URL: https://forum.audiogames.net/post/618299/#p618299




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Re: 13 Sentinels guide, feedback and discussion

2021-02-25 Thread AudioGames . net Forum — General Game Discussion : assault_freak via Audiogames-reflector


  


Re: 13 Sentinels guide, feedback and discussion

@zkline. Might be good to clarify terminology for a second... those are called arms or skills right? Not upgrades? Because the upgrade menu is the second tab from the left with the armour, generator, actuator, and a couple I'm forgetting. That one only becomes available after clearing ashitaba city. Thanks for the list of skills though. That's super helpful.Also @slj, this does get easier once you get used to it. It's not strictly necessary to do this, especially on normal difficulty, but it adds more to the game and allows more team combinations when playing that would otherwise not work.

URL: https://forum.audiogames.net/post/618297/#p618297




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Re: Good alternatives to DropBox/Recilio Sync

2021-02-25 Thread AudioGames . net Forum — Off-topic room : Boo15mario via Audiogames-reflector


  


Re: Good alternatives to DropBox/Recilio Sync

@8 keybase it not that hard to use

URL: https://forum.audiogames.net/post/618298/#p618298




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