Re: [Audyssey] startrek games

2010-07-06 Thread Ben
I have it.  msn me and I'll give you the link and mine is:
gamehead2...@hotmail.co.uk

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: 11 June 2010 02:00
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] startrek games

Hi,
If anyone has the beta setup file for Montazuma's Revenge, could someone
dropbox it my way? I never did get a chance to play that one.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Bryan Peterson
Sent: Thursday, June 10, 2010 7:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

I'd also vote for Neospeech Kate. Not only does that voice bring back some 
fairly pleasant memories of the early Montezuma's Revenge games but as far 
as I'm concerned it's a much better voice in terms of quality despite being 
totally synthetic. In fact the only reason I don't always use those voices 
in my everyday screen reader use is because they like many other higher 
quality Sapi voices do tend to be a bit sluggish in screen reader mode. And 
I definitely liked her in STFC.
We are the Knights who say...Ni!
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Thursday, June 10, 2010 6:40 PM
Subject: Re: [Audyssey] startrek games


> Hi Dark,
> Yeah, it might be a bit of extra work, but not too bad once the game
> core is designed and the majority of the game is written.  Adding
> extra missions, expantion packs, etc is far easier than writing the
> game itself.
> As it happens I think I'd use Neospeech Kate, the same voice as STFC
> 1.0, for the game since that seams to be a popular voice for the game.
> I could use AT&T Crystal, I suppose, but don't like her voice as well
> as Kate.
>
> On 6/10/10, dark  wrote:
>> Hi tom.
>>
>> Well, as I've now finished watching voyager, and thus am fully versed 
>> with
>> all trek series barring enterprise pluss all the films, I'd very much 
>> enjoy
>> a mission based trek game indeed! especially might I say if missions were
>> created by someone like yourself who was familiar enough with the trek
>> universe to make them interesting and consistant.
>>
>> the only issue i can see with the replay and missions idea is the problem

>> of
>> recorded speech, sinse as you've said your not a fan of developing for 
>> sapi
>> (and specific screen readers), you'd have to record the names of new
>> planets, ships etc for other  missions,  which migh take extra work.
>>
>> Beware the grue!
>>
>> Dark.
>
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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-07-06 Thread Ben
What pkb soundpack


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 11 June 2010 03:24
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

well I must say I aggree especially if each ship has the sounds from 
that series.
I think you should have the pkb soundpacks link since I put that up a 
bit ago, that should probably cover some of the ships I know for a 
fact there are sounds not used and that may help you with things.
At 12:24 p.m. 11/06/2010, you wrote:
>Hi Shaun,
>Right. I use the Defiant quite a lot myself to run hit and run attacks
>against the enemy forces.  I generally use the other ships of the
>fleet to draw the enemy Romulans and Klingons out of hiding and then
>unload on them. Usually it results in serious damage to the enemy
>fleet.
>Anyway, regarding the style of game play after reading Dark's post I
>wonder if Final Conflict 2.0 should be a fleet strategy game at all.
>Dark's idea is to make the game more like Lone Wolf where you command
>one ship and carry out a number of missions in real time. I have to
>say I'm rather excited about the concept and wonder what others think
>about it. If enough people are interested I can quite easily rewrite
>the game to use the genesis Engine to make a real time action game
>like Bridge Commander or something like that. Now, that sounds cool to
>me.
>
>On 6/10/10, shaun everiss  wrote:
> > hmmm
> > well I like turn based myself realtime is good as long as you can
> > handle it I have played soundrts with a one column map but any bigger
> > than 4 columns and rows I find it hard to track or keep track.
> > on the other hand if  I know I have 12 ships I can have 2 of each say
> > going round the various enemy star systems say covering each of the 3
> > main oponents, have a couple or maybe 1 at each station and one or 2
> > at the shipyards or one on the shipyards and one on the borders.
> > though turn based means I need to think ahead.
> > right now I pull all my forces together and send defient at any
> > cardations or wait  for these to hit stations.
> > once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
> > targets.
> > Ofcause usually the fleet have to handle these targets first,
> > sometimes my stations get it but I like running in deep space rather
> > than relying on my stations as long as I have one left.
>
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Re: [Audyssey] startrek games

2010-07-06 Thread Ben
I'm sorry for looking at redistributing it man.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 11 June 2010 05:28
To: Gamers Discussion list
Subject: Re: [Audyssey] startrek games

Hi Hayden,
No, and they better not.  As I have told this community several times
before I am under strict orders not to redistribute that game, and I
have asked  others here to please not do so do to copyright issues.
Were I to get in trouble for someone else redistributing that game on
the internet I'd take it out of their hide. Understand I have to
restrict access to that game to protect myself from any possible legal
proceedings against USA Games over copyrights.


On 6/10/10, Hayden Presley  wrote:
> Hi,
> If anyone has the beta setup file for Montazuma's Revenge, could someone
> dropbox it my way? I never did get a chance to play that one.
> Best Regards,
> Hayden

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[Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton
Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application configuration is 
incorrect. Reinstalling the application may fix this problem.
I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Audyssey babble report for June 2010

2010-07-06 Thread Jim Kitchen

Hi Hayden,

Ok, so I basically have 2 Email addresses.  If I sent to the list from them, in 
my Email program they would look like

From: "Jim Kitchen" 
From: "Jim Kitchen" 

So my Babble report sorter program would see those as two different posters.  
And that is why people posting to the list from multiple Email addresses have 
multiple listings.  And that is also why the spoof message showed up 
differently.  The Email addresses and or person's name were not exactly correct 
as I recall.

BFN

- Original Message -
Hi Muhammed,
Hmmm...bizarre. I'd think if he had your email address, it would put that
with your other 194 messages.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Monday, July 05, 2010 7:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Audyssey babble report for June 2010

I could remember something. Once, when the spoofing thing happened, it 
showed me as 194 messages but how ever, that was the true one. And when I 
was still reading the report, I stumbeled on 1 message from Muhammed Deniz 
and that was the spoofing one.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to


joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed


Jim

Why did the bird cross the kitchen? Too eat, too eat!

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

2010-07-06 Thread Jim Kitchen

Hi Ken,

Thank you for instructions on starting the WII bowling.  I am keeping them just 
in case I ever buy a WII system.  But for now I do not own one.  I just go down 
to our community room to join in on some fun.  There was a dozen people there 
last week, all sighted, except for me of course, so I just let them get the 
game going.

May I ask, I thought that when you first start with WII bowling you have to 
design your person.  You know, male, female, hair, clothing etc.

BFN

Jim

Don't use commas, which, aren't necessary.

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

2010-07-06 Thread Jim Kitchen

Hi Ken,

It's Tuesday, so I plan to go down to our community room and hopefully get in 
some WII bowling tonight.  So I will ask about the dropping the ball on a 
person's foot.  I heard Alicia do it the last time, but not sure how she did it.

BFN

Jim

A Buckeye is just a worthless nut.

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

2010-07-06 Thread Phil Vlasak

Hi Thomas,
One thing that was strange in programming our DOS games was that numbers 
start at 0 instead of 1 so that if you had a list of 10 items they were 
numbered 0 through 9.
One suggestion about the continuing looping torch is that it might be set 
with a 0 handle instead of 1.

In the GMA engine the 0 handle is always the background song.
Hope this helps.
Phil 



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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem

And did you uninstall beta 12 before installing beta 13?
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 10:20 AM
Subject: [Audyssey] Tomb Hunter Error



Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application configuration 
is incorrect. Reinstalling the application may fix this problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hey,
Beta 12 was not on my system anyway, since I had recently done a clean 
reinstall of the system.

Regards,
Damien.



- Original Message - 
From: "Willem" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:22 AM
Subject: Re: [Audyssey] Tomb Hunter Error



And did you uninstall beta 12 before installing beta 13?
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 10:20 AM
Subject: [Audyssey] Tomb Hunter Error



Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration is incorrect. Reinstalling the application may fix this 
problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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list,

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem

Maybe try running the directX update if you haven't already.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:28 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hey,
Beta 12 was not on my system anyway, since I had recently done a clean 
reinstall of the system.

Regards,
Damien.



- Original Message - 
From: "Willem" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:22 AM
Subject: Re: [Audyssey] Tomb Hunter Error



And did you uninstall beta 12 before installing beta 13?
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 10:20 AM
Subject: [Audyssey] Tomb Hunter Error



Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration is incorrect. Reinstalling the application may fix this 
problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-07-06 Thread shaun everiss

there is one on the pkb group.
I had it up for a while but made it go away after a bit because it 
never came up on the list.

At 07:59 p.m. 6/07/2010, you wrote:

What pkb soundpack


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 11 June 2010 03:24
To: Gamers Discussion list
Subject: Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk
2000...

well I must say I aggree especially if each ship has the sounds from
that series.
I think you should have the pkb soundpacks link since I put that up a
bit ago, that should probably cover some of the ships I know for a
fact there are sounds not used and that may help you with things.
At 12:24 p.m. 11/06/2010, you wrote:
>Hi Shaun,
>Right. I use the Defiant quite a lot myself to run hit and run attacks
>against the enemy forces.  I generally use the other ships of the
>fleet to draw the enemy Romulans and Klingons out of hiding and then
>unload on them. Usually it results in serious damage to the enemy
>fleet.
>Anyway, regarding the style of game play after reading Dark's post I
>wonder if Final Conflict 2.0 should be a fleet strategy game at all.
>Dark's idea is to make the game more like Lone Wolf where you command
>one ship and carry out a number of missions in real time. I have to
>say I'm rather excited about the concept and wonder what others think
>about it. If enough people are interested I can quite easily rewrite
>the game to use the genesis Engine to make a real time action game
>like Bridge Commander or something like that. Now, that sounds cool to
>me.
>
>On 6/10/10, shaun everiss  wrote:
> > hmmm
> > well I like turn based myself realtime is good as long as you can
> > handle it I have played soundrts with a one column map but any bigger
> > than 4 columns and rows I find it hard to track or keep track.
> > on the other hand if  I know I have 12 ships I can have 2 of each say
> > going round the various enemy star systems say covering each of the 3
> > main oponents, have a couple or maybe 1 at each station and one or 2
> > at the shipyards or one on the shipyards and one on the borders.
> > though turn based means I need to think ahead.
> > right now I pull all my forces together and send defient at any
> > cardations or wait  for these to hit stations.
> > once I have the fleet I have 2 ships hit klingon and 2 hit romulan.
> > targets.
> > Ofcause usually the fleet have to handle these targets first,
> > sometimes my stations get it but I like running in deep space rather
> > than relying on my stations as long as I have one left.
>
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss

weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has been 
updates as of this month or rather last month.

At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration is incorrect. Reinstalling the application may fix this problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hi,
Updating DirectX did not fix the issue. As far as I am aware Tomb Hunter no 
longer requires the .net framework to be installed, as it is written 
directly in C++.
As far as DirectX is concerned, I had a feeling it wouldn't fix it, since 
the system requirements say that it will successfully run using DirectX 8.1, 
which, if I am correct, comes with XP already.
And plus, if Streemway is being used for audio playback, I don't think that 
would completely fail to even execute the program.

Regards,
Damien.


- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:42 AM
Subject: Re: [Audyssey] Tomb Hunter Error



weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has been 
updates as of this month or rather last month.

At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application configuration 
is incorrect. Reinstalling the application may fix this problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss

hmmm
you may be missing a decoder for ogg its unlikely but in case go and 
download the klite mega codec pack from codecguide or free codecs.

The latest is 6.04 I have 6.0.
This should fix things if its codecs.
check your updates for windows to.

go to www.blind-games.com/redist.zip
get that and unzip it.
check your add remove programs lists you are probably looking for a 
visual c++ lib 2005 and 2008 I think.

mostly this should be in.
but check.
note if you removed win live which you probably didn't have anyway 
the libs are killed to.

I know installing all the redists for entombed may not fix things but hmmm.
I just uninstalled beta 12 then loaded 13 and got no error.
At 10:46 p.m. 6/07/2010, you wrote:

Hi,
Updating DirectX did not fix the issue. As far as I am aware Tomb 
Hunter no longer requires the .net framework to be installed, as it 
is written directly in C++.
As far as DirectX is concerned, I had a feeling it wouldn't fix it, 
since the system requirements say that it will successfully run 
using DirectX 8.1, which, if I am correct, comes with XP already.
And plus, if Streemway is being used for audio playback, I don't 
think that would completely fail to even execute the program.

Regards,
Damien.


- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:42 AM
Subject: Re: [Audyssey] Tomb Hunter Error



weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has 
been updates as of this month or rather last month.

At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration is incorrect. Reinstalling the application may fix this problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
---
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem
Make sure the c++ libraries are installed. If I'm not mistaken I had to 
install them manually when I reinstalled xp.


Note, I don't think a reinstall would fix the problem.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:46 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi,
Updating DirectX did not fix the issue. As far as I am aware Tomb Hunter 
no longer requires the .net framework to be installed, as it is written 
directly in C++.
As far as DirectX is concerned, I had a feeling it wouldn't fix it, since 
the system requirements say that it will successfully run using DirectX 
8.1, which, if I am correct, comes with XP already.
And plus, if Streemway is being used for audio playback, I don't think 
that would completely fail to even execute the program.

Regards,
Damien.


- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:42 AM
Subject: Re: [Audyssey] Tomb Hunter Error



weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has been 
updates as of this month or rather last month.

At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration is incorrect. Reinstalling the application may fix this 
problem.

I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
---
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem

Indeed, the c++ libraries are in there.

I think streamway handles ogg automatically, so that can't be the problem.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:54 PM
Subject: Re: [Audyssey] Tomb Hunter Error



hmmm
you may be missing a decoder for ogg its unlikely but in case go and 
download the klite mega codec pack from codecguide or free codecs.

The latest is 6.04 I have 6.0.
This should fix things if its codecs.
check your updates for windows to.

go to www.blind-games.com/redist.zip
get that and unzip it.
check your add remove programs lists you are probably looking for a visual 
c++ lib 2005 and 2008 I think.

mostly this should be in.
but check.
note if you removed win live which you probably didn't have anyway the 
libs are killed to.
I know installing all the redists for entombed may not fix things but 
hmmm.

I just uninstalled beta 12 then loaded 13 and got no error.



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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Shaun and all,
The "I feel stronger" message is spoken whenever Angela's strength is
restored to 100%. In the game there are various things using swords,
fists, daggers, jumping, climbing ropes, etc that use a little of
Angela's strength. However, after a while her strength meter will go
back up to 100% and she will speak that message. As a number of people
have asked or commented on that particular featureI wonder maybe if
that message should be removed as that happens quite often.
As far as health and strength power ups what in the world are you
talking about? There are no power ups. Simply if you drink a healing
potion over time Angela's health will restore to 100% rather than
restoring her health all at once. In this way it is more realistic as
it is like medicine. It doesn't work all at once and takes a couple of
minutes to take full effect. Strength and oxygen are restored
automaticly after a couple of minutes of rest as well.
As for adding shortcuts to the view menu I can't do that. For one
thing all of the trap objects are generic and on one level it will be
a fire, the next spikes, the next a chasm, or whatever I need it to
be. As a result it isn't going to show up in the same place in the
menu and I can't asign a specific shortcut to a generic trap object as
I never know what it is going to be from level to level or from game
to game. That leaves me with creating level specific shortcuts which I
simply will not do. It would take me forever and an
a day to do that. It took me long enough to rewrite all the view code
and place all the objects in a scrollable menu as it was.I consider
that feature pretty much complete unless there is a bug that needs
fixed.

HTH


On 7/6/10, shaun everiss  wrote:
> just played it for a bit.
> there are a couple things.
> All through the game I got strength message things so assume powerups.
> However if these are powerups I'd like to use them when needed.
> unless running and jumping need strength to.
> When I get to use the sword my strength is always critical.
> eventually I just run passed the monsters  and thats that.
> Also the issue of pressing control t to check the status of the torch
> if one is not lit then its lit exists, not this is left control on my
> keyboard.
> I like the new keyboard I was going to ask about changing the run and
> walk keys back but then it grew on me.
> I like it when I can charge a boss or so get in a few swings then run
> away again, recharge then charge again.
> I know this is not quite realistic but could health powerups and
> strength powerups make a noise when you get close like an object like
> a item or weapon does?
> also could i have an option when to use them.
> also if strength and health is good they shouldn't be used.
> Could I also have various commands in the view menu or have view do
> what it does but have it so you can sort things or hit letters ie
> traps like spikes can have s blades b lava l  and fire f.
> or just t could do everything or something.
> Right now if there are more than one  trap exists I have to scroll
> round the menu find and moniter what I am viewing.
> I'd also like to have the ability to track a trap, it would be like a
> warning however unlike  warnings in the game you could set it.
> that would have disadvantages.
> you couldn't see anything else till you jumped that trap.
> 2.  you would have to view that trap or set of traps to set it in the
> first place.
> 3.  that trap would only work in the room of the trap.
> Example.
> if I went into a room with a spike trap or 2 I could track both traps.
> or one at the time then the other automatically.
> If I went into the next room from those traps I jumpped over if these
> were things that you had to go back over the game would remember it
> was set then you would go back over.
> however if you went over the second time and back to the previous
> room the trap would unset.
> or something like that.

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Re: [Audyssey] MOTA Comments

2010-07-06 Thread Thomas Ward
Hi Shaun,
Like everything else in life I think there is a certain time and place
for everything. Using percentages is fine if we are talking about a
character that is a robot who has power levels, shields, etc that can
be measured in terms of percentages. However, when it comes to an
actual human being we can't just say you have 75^% health as that is
way too specific. We could say your health is good which it is, and be
done with it. That's not too specific, but does get the idea accross
you are not in too bad a shape. That's why I think the mainstream
games have it right with the color coded status bars.



On 7/6/10, shaun everiss  wrote:
> I didn't realise things were like that in the mainstream.
> true I knew about the bars but the blind always had the percentage thing.
> well now I think we are getting up there.

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Re: [Audyssey] MOTA torches

2010-07-06 Thread Thomas Ward
Hi Phil,
Actually, that's not strange at all. In programming all arrays begin
with 0 and begin counting up from there. As it happens my audio class
does use a sound array to index all the sound effects,  0 through 149,
and all I have to do to stop a certain sound is call the
Audio::SoundStop function and pass it the value for the specific sound
handle I want to stop. However, I'm not quite certain why the torch is
failing to stop as it works with every other sound in the game just
fine.


On 7/6/10, Phil Vlasak  wrote:
> Hi Thomas,
> One thing that was strange in programming our DOS games was that numbers
> start at 0 instead of 1 so that if you had a list of 10 items they were
> numbered 0 through 9.
> One suggestion about the continuing looping torch is that it might be set
> with a 0 handle instead of 1.
> In the GMA engine the 0 handle is always the background song.
> Hope this helps.
> Phil
>
>
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Damien,
That's wierd. We just finished private beta testing the program and it
ran fine for everyone over there. I can't imagine what might be the
problem without more information on your system. What are you running
the game on? It almost sounds like a missing dependency of some kind.

On 7/6/10, Damien Pendleton  wrote:
> Hi Tom,
> When I launch MOTA Beta 13 I get the following error:
> C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
> This application has failed to start because the application configuration
> is incorrect. Reinstalling the application may fix this problem.
> I have only just this second installed it.
> Is there something wrong here?
> Thanks.
> Regards,
> Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Willem,
Now, that is a good thought. I linked against the newer Vista/Windows
7 C++ libraries. If Damien is running XP then he will certainly have
to get the 2008 or 2010 Visual C++ runtime upgrade for Windows XP as
his libraries are out of date.

HTH

On 7/6/10, Willem  wrote:
> Make sure the c++ libraries are installed. If I'm not mistaken I had to
> install them manually when I reinstalled xp.
>
> Note, I don't think a reinstall would fix the problem.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Bryan Peterson
I don't think those are actually powerups. I think you regenerate a little 
automatically every little while.

We are the Knights who say...Ni!
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Monday, July 05, 2010 11:45 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



just played it for a bit.
there are a couple things.
All through the game I got strength message things so assume powerups.
However if these are powerups I'd like to use them when needed.
unless running and jumping need strength to.
When I get to use the sword my strength is always critical.
eventually I just run passed the monsters  and thats that.
Also the issue of pressing control t to check the status of the torch if 
one is not lit then its lit exists, not this is left control on my 
keyboard.
I like the new keyboard I was going to ask about changing the run and walk 
keys back but then it grew on me.
I like it when I can charge a boss or so get in a few swings then run away 
again, recharge then charge again.
I know this is not quite realistic but could health powerups and strength 
powerups make a noise when you get close like an object like a item or 
weapon does?

also could i have an option when to use them.
also if strength and health is good they shouldn't be used.
Could I also have various commands in the view menu or have view do what 
it does but have it so you can sort things or hit letters ie traps like 
spikes can have s blades b lava l  and fire f.

or just t could do everything or something.
Right now if there are more than one  trap exists I have to scroll round 
the menu find and moniter what I am viewing.
I'd also like to have the ability to track a trap, it would be like a 
warning however unlike  warnings in the game you could set it.

that would have disadvantages.
you couldn't see anything else till you jumped that trap.
2.  you would have to view that trap or set of traps to set it in the 
first place.

3.  that trap would only work in the room of the trap.
Example.
if I went into a room with a spike trap or 2 I could track both traps.
or one at the time then the other automatically.
If I went into the next room from those traps I jumpped over if these were 
things that you had to go back over the game would remember it was set 
then you would go back over.
however if you went over the second time and back to the previous room the 
trap would unset.

or something like that.
At 12:28 p.m. 6/07/2010, you wrote:

Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Willem,
That's correct. Streemway has its own ogg decoder so there is
absolutely no need to go grab something else as that wouldn't be the
problem here.

On 7/6/10, Willem  wrote:
> Indeed, the c++ libraries are in there.
>
> I think streamway handles ogg automatically, so that can't be the problem.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Shaun,
Streemway does not use third-party ogg codecs. So that definitely is
not the problem here. It has its own decoder built into the library.
My guess is that Damien needs the Visual C++ 2008 or 2010 runtime
available from Microsoft. I'll grab the setup file for that and post
it to the USA Games site later today so that XP users can upgrade
their systems as needed. I believe this is also a part of the Windows
XP Windows update service as well, but sometimes some users don't
update their XP system as often as they should, and sometimes
Microsoft doesn't get all the updates on Windows Update as often as
they should either. Grin.


On 7/6/10, shaun everiss  wrote:
> hmmm
> you may be missing a decoder for ogg its unlikely but in case go and
> download the klite mega codec pack from codecguide or free codecs.
> The latest is 6.04 I have 6.0.
> This should fix things if its codecs.
> check your updates for windows to.
>
> go to www.blind-games.com/redist.zip
> get that and unzip it.
> check your add remove programs lists you are probably looking for a
> visual c++ lib 2005 and 2008 I think.
> mostly this should be in.
> but check.
> note if you removed win live which you probably didn't have anyway
> the libs are killed to.
> I know installing all the redists for entombed may not fix things but hmmm.
> I just uninstalled beta 12 then loaded 13 and got no error.
> At 10:46 p.m. 6/07/2010, you wrote:
>>Hi,
>>Updating DirectX did not fix the issue. As far as I am aware Tomb
>>Hunter no longer requires the .net framework to be installed, as it
>>is written directly in C++.
>>As far as DirectX is concerned, I had a feeling it wouldn't fix it,
>>since the system requirements say that it will successfully run
>>using DirectX 8.1, which, if I am correct, comes with XP already.
>>And plus, if Streemway is being used for audio playback, I don't
>>think that would completely fail to even execute the program.
>>Regards,
>>Damien.
>>
>>
>>- Original Message - From: "shaun everiss" 
>>To: "Gamers Discussion list" 
>>Sent: Tuesday, July 06, 2010 11:42 AM
>>Subject: Re: [Audyssey] Tomb Hunter Error
>>
>>
>>>weird.
>>>uninstall then reinstall.
>>>I had no issue.
>>>check everything is updated.
>>>the latest dotnets don't need a directx recompile but there has
>>>been updates as of this month or rather last month.
>>>At 08:20 p.m. 6/07/2010, you wrote:
Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application
configuration is incorrect. Reinstalling the application may fix this
 problem.
I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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>>>
>>>
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You ca

Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread dark

Hi.

I'm liking the new beta very much, particularly the revamped view menue. 
Only one thing is mildly irritating, and that is the duck command.


Previously, ctrl down arrow was used to duck. i can completely understand 
that you wanted to make a single duck key to allow Angela the chance to 
shimmy along the ground, however I'm finding the D key a trifle inconvenient 
to reach in a hurry when I've got my hands on the arrow keys and spacebar 
during combat.


I was therefore wondering if either, ctrl down arrow could be added back in 
as a duck feature in addition to D to make it easier to duck in coming 
attacks, or whenter another key could be used closer to the spacebar such as 
ctrl on it's own, z, \ or right shift.


many appologies for the complaint, I'm just finding myself getting hit by 
oncoming attacks far more than in previous versions of mota because of the 
key change,  and I completely understand if you want to keep things as 
they are Tom.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Damien,
Correct. DirectX 8.1 comes with XP, Vista, and Windows 7 by default.
the only reason the DirectX Update utility comes with MOTA is that at
some point Philip will be upgrading Streemway to use the newer DirectX
that ships with Vista and Windows 7 that uses XAudio2 instead of
DirectSound 8.1. Since I'm not quite clear when that update to
Streemway will be coming I felt it would be safe to offer the DirectX
Update in case someone needed it for an unexpected Streemway upgrade.
Besides it never hurts to make sure DirectX is up to date anyway.


On 7/6/10, Damien Pendleton  wrote:
> Hi,
> Updating DirectX did not fix the issue. As far as I am aware Tomb Hunter no
> longer requires the .net framework to be installed, as it is written
> directly in C++.
> As far as DirectX is concerned, I had a feeling it wouldn't fix it, since
> the system requirements say that it will successfully run using DirectX 8.1,
> which, if I am correct, comes with XP already.
> And plus, if Streemway is being used for audio playback, I don't think that
> would completely fail to even execute the program.
> Regards,
> Damien.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Shaun,
Mysteries of the Ancients beta 13 doesn't even use the .Net Framework.
So that definitely is a non-issue here. All of our recent releases are
written in pure C++, is based on the Windows API,  and use DirectX 8.1
or later. Beyond that nothing else is needed. Any errors therefore has
to be do to out of date Windows libraries for the Windows API.

On 7/6/10, shaun everiss  wrote:
> weird.
> uninstall then reinstall.
> I had no issue.
> check everything is updated.
> the latest dotnets don't need a directx recompile but there has been
> updates as of this month or rather last month.

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Re: [Audyssey] WII Bowling

2010-07-06 Thread Charles Rivard
Just don't drop it on your own foot.  Or, come to think of it, go ahead and 
do it, to see if it affects your bowling with an injury?  (ornery grin)


---
Shepherds are the best beasts!
- Original Message - 
From: "Jim Kitchen" 

To: "Ken" 
Sent: Tuesday, July 06, 2010 5:03 AM
Subject: Re: [Audyssey] WII Bowling



Hi Ken,

It's Tuesday, so I plan to go down to our community room and hopefully get 
in some WII bowling tonight.  So I will ask about the dropping the ball on 
a person's foot.  I heard Alicia do it the last time, but not sure how she 
did it.


BFN

Jim

A Buckeye is just a worthless nut.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Dark,
Honestly I really wouldn't want to change the duck command at this point. I'
I've got a couple of reasons.
First, as I am about to release a 3d fps version as well I want all of
the game commands to be more or less the same between the different
versions except where a change is necessary like run left/right, run
forward, walk left/right, walk forward/backward, etc. Asigning duck to
something like d is a universally acceptable command and wouldn't
conflict with something like alt+down arrow which is used for jump
backward in the fps version of the game.
Second, there is an advantage to using d in a game like MOTA. You can
press d and use the left/right arrow keys to run in that direction in
a ducked position making it harder for enemies to hit you as you run.
Personally, I find this a very useful combo. A lot more useful than
say alt+down arrow.
I could asign it to c, but then again where would I put the
coordinates command. There we go with part of the problem I am having
with keyboard commands. After a while logical keyboard asignments
break down as I have more commands than logical places to put them.

HTH


On 7/6/10, dark  wrote:
> Hi.
>
> I'm liking the new beta very much, particularly the revamped view menue.
> Only one thing is mildly irritating, and that is the duck command.
>
> Previously, ctrl down arrow was used to duck. i can completely understand
> that you wanted to make a single duck key to allow Angela the chance to
> shimmy along the ground, however I'm finding the D key a trifle inconvenient
> to reach in a hurry when I've got my hands on the arrow keys and spacebar
> during combat.
>
> I was therefore wondering if either, ctrl down arrow could be added back in
> as a duck feature in addition to D to make it easier to duck in coming
> attacks, or whenter another key could be used closer to the spacebar such as
> ctrl on it's own, z, \ or right shift.
>
> many appologies for the complaint, I'm just finding myself getting hit by
> oncoming attacks far more than in previous versions of mota because of the
> key change,  and I completely understand if you want to keep things as
> they are Tom.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hi Thomas,
According to your system requirements I should be up to scratch. I am 
running the game on Windows XP, which usually includes DirectX 8, and there 
are no other dependencies mentioned that should stop the game from working.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:19 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Damien,
That's wierd. We just finished private beta testing the program and it
ran fine for everyone over there. I can't imagine what might be the
problem without more information on your system. What are you running
the game on? It almost sounds like a missing dependency of some kind.

On 7/6/10, Damien Pendleton  wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application 
configuration

is incorrect. Reinstalling the application may fix this problem.
I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hi Thomas,
That is strange, since I didn't have the updated C libraries when I played 
beta 12. Plus, I always thought that C++ was a portable development process 
and directly compiled the executable rather than needing an interpreter or 
any extra runtimes.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:24 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Willem,
Now, that is a good thought. I linked against the newer Vista/Windows
7 C++ libraries. If Damien is running XP then he will certainly have
to get the 2008 or 2010 Visual C++ runtime upgrade for Windows XP as
his libraries are out of date.

HTH

On 7/6/10, Willem  wrote:

Make sure the c++ libraries are installed. If I'm not mistaken I had to
install them manually when I reinstalled xp.

Note, I don't think a reinstall would fix the problem.


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hi Thomas,
I stopped using the Windows Update service since I have heard some awful 
things about it, for example purposefully putting bugs in so-called fixes to 
desuade people from using XP. Don't know how true it is but the information 
did come from somebody who is computer literate.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:30 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Shaun,
Streemway does not use third-party ogg codecs. So that definitely is
not the problem here. It has its own decoder built into the library.
My guess is that Damien needs the Visual C++ 2008 or 2010 runtime
available from Microsoft. I'll grab the setup file for that and post
it to the USA Games site later today so that XP users can upgrade
their systems as needed. I believe this is also a part of the Windows
XP Windows update service as well, but sometimes some users don't
update their XP system as often as they should, and sometimes
Microsoft doesn't get all the updates on Windows Update as often as
they should either. Grin.


On 7/6/10, shaun everiss  wrote:

hmmm
you may be missing a decoder for ogg its unlikely but in case go and
download the klite mega codec pack from codecguide or free codecs.
The latest is 6.04 I have 6.0.
This should fix things if its codecs.
check your updates for windows to.

go to www.blind-games.com/redist.zip
get that and unzip it.
check your add remove programs lists you are probably looking for a
visual c++ lib 2005 and 2008 I think.
mostly this should be in.
but check.
note if you removed win live which you probably didn't have anyway
the libs are killed to.
I know installing all the redists for entombed may not fix things but 
hmmm.

I just uninstalled beta 12 then loaded 13 and got no error.
At 10:46 p.m. 6/07/2010, you wrote:

Hi,
Updating DirectX did not fix the issue. As far as I am aware Tomb
Hunter no longer requires the .net framework to be installed, as it
is written directly in C++.
As far as DirectX is concerned, I had a feeling it wouldn't fix it,
since the system requirements say that it will successfully run
using DirectX 8.1, which, if I am correct, comes with XP already.
And plus, if Streemway is being used for audio playback, I don't
think that would completely fail to even execute the program.
Regards,
Damien.


- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:42 AM
Subject: Re: [Audyssey] Tomb Hunter Error



weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has
been updates as of this month or rather last month.
At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application
configuration is incorrect. Reinstalling the application may fix this
problem.
I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem
If they stop me using xp, I'll simply have to use ubuntu. I'm not paying 
that price for windows 7.


You can download the c++ runtimes, which are standard libraries that are 
used when you use visual studio 2008 or 2005 to compile your code. As xp was 
released before that you need to download the updates. They are not 
considered standard system requirements, because most windows systems have 
them installed. Putting them on his websight as a requirement is kind of 
like Thomas telling you you need drivers for your soundcard so the soundcard 
can work.
- Original Message - 
From: "Damien Pendleton" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 5:44 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Thomas,
I stopped using the Windows Update service since I have heard some awful 
things about it, for example purposefully putting bugs in so-called fixes 
to desuade people from using XP. Don't know how true it is but the 
information did come from somebody who is computer literate.

Regards,
Damien.



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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread dark
I must confess tom, i generally prefer going for ease of use rather than 
logic myself, particularly in action games but fair enough, and I do see 
your point regarding keeping controls for the 3D game as similar as 
possible.


Beware the #Grue!

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

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 4:36 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Dark,
Honestly I really wouldn't want to change the duck command at this point. 
I'

I've got a couple of reasons.
First, as I am about to release a 3d fps version as well I want all of
the game commands to be more or less the same between the different
versions except where a change is necessary like run left/right, run
forward, walk left/right, walk forward/backward, etc. Asigning duck to
something like d is a universally acceptable command and wouldn't
conflict with something like alt+down arrow which is used for jump
backward in the fps version of the game.
Second, there is an advantage to using d in a game like MOTA. You can
press d and use the left/right arrow keys to run in that direction in
a ducked position making it harder for enemies to hit you as you run.
Personally, I find this a very useful combo. A lot more useful than
say alt+down arrow.
I could asign it to c, but then again where would I put the
coordinates command. There we go with part of the problem I am having
with keyboard commands. After a while logical keyboard asignments
break down as I have more commands than logical places to put them.

HTH


On 7/6/10, dark  wrote:

Hi.

I'm liking the new beta very much, particularly the revamped view menue.
Only one thing is mildly irritating, and that is the duck command.

Previously, ctrl down arrow was used to duck. i can completely understand
that you wanted to make a single duck key to allow Angela the chance to
shimmy along the ground, however I'm finding the D key a trifle 
inconvenient

to reach in a hurry when I've got my hands on the arrow keys and spacebar
during combat.

I was therefore wondering if either, ctrl down arrow could be added back 
in

as a duck feature in addition to D to make it easier to duck in coming
attacks, or whenter another key could be used closer to the spacebar such 
as

ctrl on it's own, z, \ or right shift.

many appologies for the complaint, I'm just finding myself getting hit by
oncoming attacks far more than in previous versions of mota because of 
the
key change,  and I completely understand if you want to keep things 
as

they are Tom.

Beware the grue!

Dark.


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Phil Vlasak

Hi Damien,
I think there are libraries in DirectX 9 that are needed.
Phil

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Lori Duncan

Have you tried hitting spacebar with your thumb? might work for you.
- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:30 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi.

I'm liking the new beta very much, particularly the revamped view menue. 
Only one thing is mildly irritating, and that is the duck command.


Previously, ctrl down arrow was used to duck. i can completely understand 
that you wanted to make a single duck key to allow Angela the chance to 
shimmy along the ground, however I'm finding the D key a trifle 
inconvenient to reach in a hurry when I've got my hands on the arrow keys 
and spacebar during combat.


I was therefore wondering if either, ctrl down arrow could be added back 
in as a duck feature in addition to D to make it easier to duck in coming 
attacks, or whenter another key could be used closer to the spacebar such 
as ctrl on it's own, z, \ or right shift.


many appologies for the complaint, I'm just finding myself getting hit by 
oncoming attacks far more than in previous versions of mota because of the 
key change,  and I completely understand if you want to keep things as 
they are Tom.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark  wrote:
> I must confess tom, i generally prefer going for ease of use rather than
> logic myself, particularly in action games but fair enough, and I do see
> your point regarding keeping controls for the 3D game as similar as
> possible.
>
> Beware the #Grue!
>
> Dark.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Damien,
Yes, but the game was compiled using newer Windows libraries than
those that ship with XP. The game is actually designed for Windows 7,
and therefore you might have to install newer Windows API libraries
that come with Windows 7. You can do that simply by installing the
latest Visual C++ runtime libraries which will upgrade various XP
components to their latest versions making Windows 7 applications
backwards compatible. I should have mentioned this in the manual and
on the system requirements section of the products page.

HTH


On 7/6/10, Damien Pendleton  wrote:
> Hi Thomas,
> According to your system requirements I should be up to scratch. I am
> running the game on Windows XP, which usually includes DirectX 8, and there
> are no other dependencies mentioned that should stop the game from working.
> Regards,
> Damien.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Willem,
Correct. I didn't mention the Visual C++ updates as generally those
come through Windows Update anyway. It is assumed that most users use
the Windows Update service and should have these updates installed
already . As you say that the libraries that Visual Studio 2008 and
Visual Studio 2010 now use are far newer than those that come
installed with XP by default and Visual Studio 2008 and Visual Studio
2010 are geared for Windows Vista and Windows 7. In order to get these
newer applications to run on older Windows releases like XP you have
to update those libraries to the latest versions through Windows
Update or by downloading the runtime service pack for your os.
As far as the price of Windows 7 is concerned you might not be aware
of the fact that some retail boxed versions come with three license
keys. It is a little higher than a standard upgrade, but you get more
than one license with the cd.  Microsoft actually has started a family
license type deal where you can get more than one licensed copy with
the price of a full retail upgrade which is actually a good deal all
things considered. Plus Windows 7 is superior to Windos XP in many
many ways. Don't knock it until you try it.
As far as Ubuntu goes I love the Linux os, but it really isn't yet a
good gaming platform for accessible games yet. Sure I could port my
games to Linux, but what I've found is I'd really have to tailer
everything specific to that os which is something I don't want to do
yet. Having operating system specific engines would be a serious pain
in the butt to manage.



On 7/6/10, Willem  wrote:
> If they stop me using xp, I'll simply have to use ubuntu. I'm not paying
> that price for windows 7.
>
> You can download the c++ runtimes, which are standard libraries that are
> used when you use visual studio 2008 or 2005 to compile your code. As xp was
> released before that you need to download the updates. They are not
> considered standard system requirements, because most windows systems have
> them installed. Putting them on his websight as a requirement is kind of
> like Thomas telling you you need drivers for your soundcard so the soundcard
> can work.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Damien Pendleton

Hi,
To be honest Windows Vista was enough to put me off trying all future 
versions of Windows. I know I shouldn't be prejudiced, but if you spent as 
much time having what felt to you to be the world's biggest problems getting 
things to run and work correctly with Vista as good as if it did with XP, 
I'm sure you'd know why.
Although there have been times when I felt the urge to try it, hoping for a 
change, but I haven't yet had access to a Windows 7 machine, and I have 
neither the physical space nor the money to buy whole new equipment just to 
play host to an operating system that I may not even use.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 7:45 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Willem,
Correct. I didn't mention the Visual C++ updates as generally those
come through Windows Update anyway. It is assumed that most users use
the Windows Update service and should have these updates installed
already . As you say that the libraries that Visual Studio 2008 and
Visual Studio 2010 now use are far newer than those that come
installed with XP by default and Visual Studio 2008 and Visual Studio
2010 are geared for Windows Vista and Windows 7. In order to get these
newer applications to run on older Windows releases like XP you have
to update those libraries to the latest versions through Windows
Update or by downloading the runtime service pack for your os.
As far as the price of Windows 7 is concerned you might not be aware
of the fact that some retail boxed versions come with three license
keys. It is a little higher than a standard upgrade, but you get more
than one license with the cd.  Microsoft actually has started a family
license type deal where you can get more than one licensed copy with
the price of a full retail upgrade which is actually a good deal all
things considered. Plus Windows 7 is superior to Windos XP in many
many ways. Don't knock it until you try it.
As far as Ubuntu goes I love the Linux os, but it really isn't yet a
good gaming platform for accessible games yet. Sure I could port my
games to Linux, but what I've found is I'd really have to tailer
everything specific to that os which is something I don't want to do
yet. Having operating system specific engines would be a serious pain
in the butt to manage.



On 7/6/10, Willem  wrote:

If they stop me using xp, I'll simply have to use ubuntu. I'm not paying
that price for windows 7.

You can download the c++ runtimes, which are standard libraries that are
used when you use visual studio 2008 or 2005 to compile your code. As xp 
was

released before that you need to download the updates. They are not
considered standard system requirements, because most windows systems 
have

them installed. Putting them on his websight as a requirement is kind of
like Thomas telling you you need drivers for your soundcard so the 
soundcard

can work.


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[Audyssey] keys was: MOTA (Standard) Beta 13 Released

2010-07-06 Thread dark
Well Tom, if duck were c, going on ease of use lines, I'd assign speak 
coordinates to either v or d if you need x for other things.


While this doesn't particularly have any logic in terms of acronyms for 
keys, it might be easier on the hands,  though you could call it the 
"dam I'm lost" or the ""Vere am I" functions ;D.


Games like sound rts, rail racer and innumerable roguelikes like Angband 
have gone on this basis, and while I agree it does mean consulting key 
listings a litle more while at the start it can help with speed.


in fact, sinse if I'm playing a game I don't particularly have my fingers on 
the home keys for touch typing anyway, where letter keys are used outside 
their function i actually just start of thinking of them as "general 
prupose" keys, rather the way i would think of buttons on a control stick 
being shoot, jump, change weapon etc.


This is though just personal preference of course, and there are other 
methods.


Certainly, where actual in put with a keyboard is necessary, as in an 
interactive fiction or mud game, I do actually use the keys as for typing.


Beware the grue!

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

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 7:27 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 



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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Damien,
Ah, that would explain why the game is crashing. I am using the
Windows 7.1 Platform SDK which is far newer than the Windows libraries
that come with Windows XP. In order to get those newer libraries you
simply have to use Windows Update or download the latest Visual C++
Runtime install to upgrade to the current Windows Platform libraries.
As for your hesitation to use the Windows Update service I've heard
that roomer too and I don't think it is true. Personally, I believe it
is nothing more than a roomer. My wife and I do have an older PC in
our living room with Windos XP on it we use for various older
applications, such as some games, that don't operate well on Windows
7. I update that computer fairly frequently using Windows Update and
it is as stable as can be. I've certainly not experienced or found any
evidence to confirm the roomer Microsoft is purposely engineering bugs
for XP updates to force users into buying Windows 7.
In fact, as a software developer, I would say the opposite is true.
One reason I have upgraded to the Windos 7.1 Platform SDK is I have
found the newer Windows libraries more stable as well as more
compatible with the newer Windows opperating systems out there. I
didn't make this choice because I thought Windows 7 was better, or
that I wanted my customers to all rush out and by Windows 7 to play my
games. It simply  was apractical and technical decision to make sure
my engine used the most stable and up to date libraries available for
XP, Vista, and Windows 7 rather than roll back to an older version of
the Windows Platform SDK that might not be as stable or compatible
with newer Windows operating systems.

HTH


On 7/6/10, Damien Pendleton  wrote:
> Hi Thomas,
> I stopped using the Windows Update service since I have heard some awful
> things about it, for example purposefully putting bugs in so-called fixes to
> desuade people from using XP. Don't know how true it is but the information
> did come from somebody who is computer literate.
> Regards,
> Damien.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Charles Rivard
Would this Visual C++ Runtime install be a critical update?, or should I 
look elsewhere.  If so, where?  Thanks in advance.


---
Shepherds are the best beasts!
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 2:10 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Damien,
Ah, that would explain why the game is crashing. I am using the
Windows 7.1 Platform SDK which is far newer than the Windows libraries
that come with Windows XP. In order to get those newer libraries you
simply have to use Windows Update or download the latest Visual C++
Runtime install to upgrade to the current Windows Platform libraries.
As for your hesitation to use the Windows Update service I've heard
that roomer too and I don't think it is true. Personally, I believe it
is nothing more than a roomer. My wife and I do have an older PC in
our living room with Windos XP on it we use for various older
applications, such as some games, that don't operate well on Windows
7. I update that computer fairly frequently using Windows Update and
it is as stable as can be. I've certainly not experienced or found any
evidence to confirm the roomer Microsoft is purposely engineering bugs
for XP updates to force users into buying Windows 7.
In fact, as a software developer, I would say the opposite is true.
One reason I have upgraded to the Windos 7.1 Platform SDK is I have
found the newer Windows libraries more stable as well as more
compatible with the newer Windows opperating systems out there. I
didn't make this choice because I thought Windows 7 was better, or
that I wanted my customers to all rush out and by Windows 7 to play my
games. It simply  was apractical and technical decision to make sure
my engine used the most stable and up to date libraries available for
XP, Vista, and Windows 7 rather than roll back to an older version of
the Windows Platform SDK that might not be as stable or compatible
with newer Windows operating systems.

HTH


On 7/6/10, Damien Pendleton  wrote:

Hi Thomas,
I stopped using the Windows Update service since I have heard some awful
things about it, for example purposefully putting bugs in so-called fixes 
to
desuade people from using XP. Don't know how true it is but the 
information

did come from somebody who is computer literate.
Regards,
Damien.


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Charles,
Good question. I'm not quite sure. I'll have to check the Windows
Update website to give you specifics. Although, I will be putting the
runtime on the USA Games site later justin case XP users can not find
it.

HTH

On 7/6/10, Charles Rivard  wrote:
> Would this Visual C++ Runtime install be a critical update?, or should I
> look elsewhere.  If so, where?  Thanks in advance.
>
> ---
> Shepherds are the best beasts!

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Thomas Ward
Hi Damien,
Oh, believe me, i do understand where you are coming from. Windows
Vista was terrible. Perhaps one of the worst Windows releases ever.
When it first came out it was buggy, unstable, was missing drivers,
crashed a lot, and a lot of older software didn't work with it.
Personally, I believe Microsoft rushed it to market without fully
testing and updating the software.
However, Windows 7 is a  different story. It only has been out since
November and it was far more stable on the day it was released than
Vista was after service pack 1 came out. A lot of unnecessary code was
removed as a result Windows 7 performs better and  runs faster than
Vista, but does need a fairly up to date machine to run really good.
Since Windows Vista was released in 2007 many hardware manufacturers
have worked really hard to step up production of Windos Vista drivers
and most of them are Windows 7 ready and only required miner updates
to make Windows 7 drivers. As a result Windows 7 has a fairly decent
driver library that Vista didn't have. On and on we can go comparing
changes and differences between Vista and Windows 7.
All I am saying is keep an open mind. Don't begin bashing Windows 7
based on bad experiences with Vista. That's just wrong, and I think it
needs to be judged on its own terms. If you have specific issues with
Windows 7, okay, but let's not begin treating it as just another Vista
before actually trying it first.

P.S.

Windows 7 Pro does have a Windows XP compatibility mode if you wanted
to know.  I haven't tried it myself. I heard it takes more memory and
processor power, but the ability to run older software not specificly
Windows 7 ready is there in the professional version.

HTH


On 7/6/10, Damien Pendleton  wrote:
> Hi,
> To be honest Windows Vista was enough to put me off trying all future
> versions of Windows. I know I shouldn't be prejudiced, but if you spent as
> much time having what felt to you to be the world's biggest problems getting
> things to run and work correctly with Vista as good as if it did with XP,
> I'm sure you'd know why.
> Although there have been times when I felt the urge to try it, hoping for a
> change, but I haven't yet had access to a Windows 7 machine, and I have
> neither the physical space nor the money to buy whole new equipment just to
> play host to an operating system that I may not even use.
> Regards,
> Damien.
>

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem
On prinsipal, I don't like microsoft, but this is a topic for a different 
list.


I do not like how they throw their weight around. Just looking at how big 
bill started (by "borrowing" apple code) is already an indecation of how 
much they feel for their fellow humans.


It's more about money than it is about good software and that's the problem.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 9:28 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Damien,
Oh, believe me, i do understand where you are coming from. Windows
Vista was terrible. Perhaps one of the worst Windows releases ever.
When it first came out it was buggy, unstable, was missing drivers,
crashed a lot, and a lot of older software didn't work with it.
Personally, I believe Microsoft rushed it to market without fully
testing and updating the software.
However, Windows 7 is a  different story. It only has been out since
November and it was far more stable on the day it was released than
Vista was after service pack 1 came out. A lot of unnecessary code was
removed as a result Windows 7 performs better and  runs faster than
Vista, but does need a fairly up to date machine to run really good.
Since Windows Vista was released in 2007 many hardware manufacturers
have worked really hard to step up production of Windos Vista drivers
and most of them are Windows 7 ready and only required miner updates
to make Windows 7 drivers. As a result Windows 7 has a fairly decent
driver library that Vista didn't have. On and on we can go comparing
changes and differences between Vista and Windows 7.
All I am saying is keep an open mind. Don't begin bashing Windows 7
based on bad experiences with Vista. That's just wrong, and I think it
needs to be judged on its own terms. If you have specific issues with
Windows 7, okay, but let's not begin treating it as just another Vista
before actually trying it first.

P.S.

Windows 7 Pro does have a Windows XP compatibility mode if you wanted
to know.  I haven't tried it myself. I heard it takes more memory and
processor power, but the ability to run older software not specificly
Windows 7 ready is there in the professional version.

HTH



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Re: [Audyssey] keys was: MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Dark,
Lol! I do get your meaning. I guess the next logical choice would be x
as that key tends to be used in games for a variety of misc functions.
 the v key of course is now for the view menu, and d could be switched
with x for describe object rather than examine object. That would free
up c for crouch which would be the logical choice since Tomb Raider
Under World, Jedi Knight, and various mainstream games I played use c
for crouch/crawl.

Cheers!


On 7/6/10, dark  wrote:
> Well Tom, if duck were c, going on ease of use lines, I'd assign speak
> coordinates to either v or d if you need x for other things.
>
> While this doesn't particularly have any logic in terms of acronyms for
> keys, it might be easier on the hands,  though you could call it the
> "dam I'm lost" or the ""Vere am I" functions ;D.
>
> Games like sound rts, rail racer and innumerable roguelikes like Angband
> have gone on this basis, and while I agree it does mean consulting key
> listings a litle more while at the start it can help with speed.
>
> in fact, sinse if I'm playing a game I don't particularly have my fingers on
> the home keys for touch typing anyway, where letter keys are used outside
> their function i actually just start of thinking of them as "general
> prupose" keys, rather the way i would think of buttons on a control stick
> being shoot, jump, change weapon etc.
>
> This is though just personal preference of course, and there are other
> methods.
>
> Certainly, where actual in put with a keyboard is necessary, as in an
> interactive fiction or mud game, I do actually use the keys as for typing.
>
> Beware the grue!
>
> Dark.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Muhammed Deniz

The game was cool, but I got killed! lol!
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact information
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 12:03 AM
Subject: [Audyssey] MOTA (Standard) Beta 13 Released



Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Muhammed Deniz
Shaun, I don't agree with the strength one. Now, as you swing a sword, you 
don't really stab like a knife if I'm correct. Its like pointing the sharp 
end, but wacking them on the sharp end. And also, with a cupple of swings, 
your arms will ake and it'll be hard to swing.

My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to 
joyn, just send a blank email to.

audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 6:45 AM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



just played it for a bit.
there are a couple things.
All through the game I got strength message things so assume powerups.
However if these are powerups I'd like to use them when needed.
unless running and jumping need strength to.
When I get to use the sword my strength is always critical.
eventually I just run passed the monsters  and thats that.
Also the issue of pressing control t to check the status of the torch if 
one is not lit then its lit exists, not this is left control on my 
keyboard.
I like the new keyboard I was going to ask about changing the run and walk 
keys back but then it grew on me.
I like it when I can charge a boss or so get in a few swings then run away 
again, recharge then charge again.
I know this is not quite realistic but could health powerups and strength 
powerups make a noise when you get close like an object like a item or 
weapon does?

also could i have an option when to use them.
also if strength and health is good they shouldn't be used.
Could I also have various commands in the view menu or have view do what 
it does but have it so you can sort things or hit letters ie traps like 
spikes can have s blades b lava l  and fire f.

or just t could do everything or something.
Right now if there are more than one  trap exists I have to scroll round 
the menu find and moniter what I am viewing.
I'd also like to have the ability to track a trap, it would be like a 
warning however unlike  warnings in the game you could set it.

that would have disadvantages.
you couldn't see anything else till you jumped that trap.
2.  you would have to view that trap or set of traps to set it in the 
first place.

3.  that trap would only work in the room of the trap.
Example.
if I went into a room with a spike trap or 2 I could track both traps.
or one at the time then the other automatically.
If I went into the next room from those traps I jumpped over if these were 
things that you had to go back over the game would remember it was set 
then you would go back over.
however if you went over the second time and back to the previous room the 
trap would unset.

or something like that.
At 12:28 p.m. 6/07/2010, you wrote:

Hi Thomas,
Can't wait to play it! I'm downloading it now...

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, July 05, 2010 6:03 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA (Standard) Beta 13 Released

Hello everyone,
USA Games Interactive would like to announce the immediate
availability of Tomb Hunter Mysteries of the Ancients beta 13. This
all new test release includes a number of bug fixes, keyboard
commands, various updates to levels 1 and 2, as well as an all new
training mode. For a complete list of changes in this release read the
Changes.txt file included with the game. As always please remember to
uninstall beta 12 and earlier releases before installing this new
release.
To download this release visit our products page
http://www.usagamesinteractive.com/products.php
and click the Mysteries of the Ancients (Standard) link.

P.S.

This version is the side-scroller version of the game. As there are a
number of bugs in the fps version of the game we have elected to go
ahead and release this version first, and follow up with the 3d fps
version in a week or two once we know the fps version is stable enough
for public testing.

Happy Gaming!

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If you want to lea

[Audyssey] Aurora: An Accessible space strategy game

2010-07-06 Thread Zachary Kline

Hi All,
I can't claim credit for this game, sadly.  That belongs to Nial, who 
found mention of it on an internet forum and posted about it on 
audiogames.net.  Some people who frequent that forum might already know 
what I'm talking about, in which case feel free to skip this message.
Aurora is a space strategy game in the style of games like Master of 
Orion, Galactic Civilizations II, etc.  The only reason it is accessible 
for blind people at all is that it is written in Visual Basic 6, and has a 
deliberate emphasis on gameplay over graphics.  I need to put in a caveat 
here.  The game is not as accessible as it could be currently, nor are all 
screens very speech-friendly.  Nevertheless, it is possible to play quite 
a large percentage of the game as it currently stands.  The developer 
seems to be quite willing to make changes to bennefit accessibility, much 
like the developer of Smugglers was.
The barrier to entry is a bit higher for this game than for typical audio 
games.  There is a large amount of detail here, without a centralized 
manual.  The Aurora forums are a friendly place, and there is a lot of 
relevant information for somebody who wants to dig.  They can be found at 
http://aurora.pentarch.org
Speaking of the forums, you'll need to visit them in order to get the 
game.  The current version is 5.14, but you need to get and apply a couple 
patches to reach it.  I believe the progression is 4.91, 5.10, 5.14.  For 
those who have applied Smugglers patches, the process is identical.
I highly recommend anybody with a serious interest in strategy games give 
this one a look.  It compares very favorably to commercial titles for 
sighted people, and unlike almost all the current crop of accessible 
strategy games for the audio market, it's single player.  I'm willing to 
answer any questions you all might have, and look forward to hearing from 
fellow players.

Enjoy,
Zack.



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Re: [Audyssey] Star Trekk Games, both Final Conflict and Trekk 2000...

2010-07-06 Thread Thomas Ward
Hi,
The guys from PKB Games created an unofficial mod for STFC that adds
some different sounds to the game. Some are quite good and a few of
them are good but not the correct sounds for the red alerts etc.


On 7/6/10, Ben  wrote:
> What pkb soundpack
>

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss

aah so that is the message thing.
I thought you walked over silent powerups.
though maybe have a charging sound going up to whatever and then a 
ping or something at the end.

if strength is quite low ahve a buzz or something.
This could get annoying so have this as an option to turn on and off 
if you want.

that would help me especially in battles.
At 12:56 a.m. 7/07/2010, you wrote:

Hi Shaun and all,
The "I feel stronger" message is spoken whenever Angela's strength is
restored to 100%. In the game there are various things using swords,
fists, daggers, jumping, climbing ropes, etc that use a little of
Angela's strength. However, after a while her strength meter will go
back up to 100% and she will speak that message. As a number of people
have asked or commented on that particular featureI wonder maybe if
that message should be removed as that happens quite often.
As far as health and strength power ups what in the world are you
talking about? There are no power ups. Simply if you drink a healing
potion over time Angela's health will restore to 100% rather than
restoring her health all at once. In this way it is more realistic as
it is like medicine. It doesn't work all at once and takes a couple of
minutes to take full effect. Strength and oxygen are restored
automaticly after a couple of minutes of rest as well.
As for adding shortcuts to the view menu I can't do that. For one
thing all of the trap objects are generic and on one level it will be
a fire, the next spikes, the next a chasm, or whatever I need it to
be. As a result it isn't going to show up in the same place in the
menu and I can't asign a specific shortcut to a generic trap object as
I never know what it is going to be from level to level or from game
to game. That leaves me with creating level specific shortcuts which I
simply will not do. It would take me forever and an
a day to do that. It took me long enough to rewrite all the view code
and place all the objects in a scrollable menu as it was.I consider
that feature pretty much complete unless there is a bug that needs
fixed.

HTH


On 7/6/10, shaun everiss  wrote:
> just played it for a bit.
> there are a couple things.
> All through the game I got strength message things so assume powerups.
> However if these are powerups I'd like to use them when needed.
> unless running and jumping need strength to.
> When I get to use the sword my strength is always critical.
> eventually I just run passed the monsters  and thats that.
> Also the issue of pressing control t to check the status of the torch
> if one is not lit then its lit exists, not this is left control on my
> keyboard.
> I like the new keyboard I was going to ask about changing the run and
> walk keys back but then it grew on me.
> I like it when I can charge a boss or so get in a few swings then run
> away again, recharge then charge again.
> I know this is not quite realistic but could health powerups and
> strength powerups make a noise when you get close like an object like
> a item or weapon does?
> also could i have an option when to use them.
> also if strength and health is good they shouldn't be used.
> Could I also have various commands in the view menu or have view do
> what it does but have it so you can sort things or hit letters ie
> traps like spikes can have s blades b lava l  and fire f.
> or just t could do everything or something.
> Right now if there are more than one  trap exists I have to scroll
> round the menu find and moniter what I am viewing.
> I'd also like to have the ability to track a trap, it would be like a
> warning however unlike  warnings in the game you could set it.
> that would have disadvantages.
> you couldn't see anything else till you jumped that trap.
> 2.  you would have to view that trap or set of traps to set it in the
> first place.
> 3.  that trap would only work in the room of the trap.
> Example.
> if I went into a room with a spike trap or 2 I could track both traps.
> or one at the time then the other automatically.
> If I went into the next room from those traps I jumpped over if these
> were things that you had to go back over the game would remember it
> was set then you would go back over.
> however if you went over the second time and back to the previous
> room the trap would unset.
> or something like that.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Shaun,
Nope. You guessed wrong there. Believe me if there were power ups and
things like that they'd be in the manual.
As for Angela getting poisoned, getting weak, etc I have been thinking
about that today. I think the best way is to add more player messages
like "I feel weak" or "I think I've been poisoned."  That would give
you an idea of what is happening and be more realistic.

On 7/6/10, shaun everiss  wrote:
> aah so that is the message thing.
> I thought you walked over silent powerups.
> though maybe have a charging sound going up to whatever and then a
> ping or something at the end.
> if strength is quite low ahve a buzz or something.
> This could get annoying so have this as an option to turn on and off
> if you want.
> that would help me especially in battles.

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Scott Chesworth
Hi Tom,

Just taken MOTA Beta 13 for a spin, and a few thoughts occurred.

Thanks for adding the escape key to skip movies. Not sure when this
was done as I've been somewhat out of the loop, but I appreciated it
after dying for the 4th time lol.

Is speech in a separate thread still on the to do list? I really hope
so, as for things like checking your ammo half way through a fight I
don't want the action to grind to a halt while the ammo count is
announced.

Can we get some very subtle menu sounds, especially with the current
situation where speech isn't in it's own thread? I love the new view
menu, but found myself unsure of whether I was back in the game or not
at times because I wasn't sure whether I had hit escape too soon as it
doesn't take effect until after speech. Just a tiny sound to signify
that the key was recognised would be useful.

Weapons firing on key release feels odd, again not sure how long this
has been the case, but it took some serious getting used too and I'm
not sure I'm there yet.

Is there a way that you can set key repeat rate on a per-key basis?
Things like arrows or J and L should of course be repeated, and it's
great how d can be held down along with movement, but things like
numbers one through 9 should probably be one hit only. I noticed that
the key repeat grabs input so soon that quite often I was getting
multiple draw sounds, and it marred the realism a bit.

The training mode idea is cool, but could be slightly improved by more
responsive "watch out" warnings. Perhaps chop the breaths from the
beginning of those sounds? When you're at a run, the extra split
second those breaths add sometimes means that the warnings are quite
out of sync and it's easy to slip up.

Oh, and I got bitten by the multiple torch sound bug. Can't reproduce
it consistently I'm afraid. It happened twice in the space of about 8
runs through to different extents, always in different locations with
different sequences beforehand.

It's come such a long way since I last played, really enjoyable! Can't
wait for the FPS version!

Cheers
Scott


On 7/6/10, Thomas Ward  wrote:
> Hello everyone,
> USA Games Interactive would like to announce the immediate
> availability of Tomb Hunter Mysteries of the Ancients beta 13. This
> all new test release includes a number of bug fixes, keyboard
> commands, various updates to levels 1 and 2, as well as an all new
> training mode. For a complete list of changes in this release read the
> Changes.txt file included with the game. As always please remember to
> uninstall beta 12 and earlier releases before installing this new
> release.
> To download this release visit our products page
> http://www.usagamesinteractive.com/products.php
> and click the Mysteries of the Ancients (Standard) link.
>
> P.S.
>
> This version is the side-scroller version of the game. As there are a
> number of bugs in the fps version of the game we have elected to go
> ahead and release this version first, and follow up with the 3d fps
> version in a week or two once we know the fps version is stable enough
> for public testing.
>
> Happy Gaming!
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Thomas,
The torch bug is back with a vengeance, sad to say. Whenever you start a
game it's there, and sometimes yo u don'y even know the torch ran out until
you hear Angela say, "I need a light!" or whatever.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Tuesday, July 06, 2010 5:58 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Tom,

Just taken MOTA Beta 13 for a spin, and a few thoughts occurred.

Thanks for adding the escape key to skip movies. Not sure when this
was done as I've been somewhat out of the loop, but I appreciated it
after dying for the 4th time lol.

Is speech in a separate thread still on the to do list? I really hope
so, as for things like checking your ammo half way through a fight I
don't want the action to grind to a halt while the ammo count is
announced.

Can we get some very subtle menu sounds, especially with the current
situation where speech isn't in it's own thread? I love the new view
menu, but found myself unsure of whether I was back in the game or not
at times because I wasn't sure whether I had hit escape too soon as it
doesn't take effect until after speech. Just a tiny sound to signify
that the key was recognised would be useful.

Weapons firing on key release feels odd, again not sure how long this
has been the case, but it took some serious getting used too and I'm
not sure I'm there yet.

Is there a way that you can set key repeat rate on a per-key basis?
Things like arrows or J and L should of course be repeated, and it's
great how d can be held down along with movement, but things like
numbers one through 9 should probably be one hit only. I noticed that
the key repeat grabs input so soon that quite often I was getting
multiple draw sounds, and it marred the realism a bit.

The training mode idea is cool, but could be slightly improved by more
responsive "watch out" warnings. Perhaps chop the breaths from the
beginning of those sounds? When you're at a run, the extra split
second those breaths add sometimes means that the warnings are quite
out of sync and it's easy to slip up.

Oh, and I got bitten by the multiple torch sound bug. Can't reproduce
it consistently I'm afraid. It happened twice in the space of about 8
runs through to different extents, always in different locations with
different sequences beforehand.

It's come such a long way since I last played, really enjoyable! Can't
wait for the FPS version!

Cheers
Scott


On 7/6/10, Thomas Ward  wrote:
> Hello everyone,
> USA Games Interactive would like to announce the immediate
> availability of Tomb Hunter Mysteries of the Ancients beta 13. This
> all new test release includes a number of bug fixes, keyboard
> commands, various updates to levels 1 and 2, as well as an all new
> training mode. For a complete list of changes in this release read the
> Changes.txt file included with the game. As always please remember to
> uninstall beta 12 and earlier releases before installing this new
> release.
> To download this release visit our products page
> http://www.usagamesinteractive.com/products.php
> and click the Mysteries of the Ancients (Standard) link.
>
> P.S.
>
> This version is the side-scroller version of the game. As there are a
> number of bugs in the fps version of the game we have elected to go
> ahead and release this version first, and follow up with the 3d fps
> version in a week or two once we know the fps version is stable enough
> for public testing.
>
> Happy Gaming!
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Shaun,I really can say that I do not like your tracking idea. That's not
really realistic. Plus it makes thingstoo easy, everyone would be doing it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Tuesday, July 06, 2010 3:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Shaun, I don't agree with the strength one. Now, as you swing a sword, you 
don't really stab like a knife if I'm correct. Its like pointing the sharp 
end, but wacking them on the sharp end. And also, with a cupple of swings, 
your arms will ake and it'll be hard to swing.
My audio games for the blind group.
Discussions off topic are welcome in the holidays. Talking about games is 
welcome, talking about computer problems is welcome when their are know 
holidays but that's only in easter holidays or know holidays. If you want to

joyn, just send a blank email to.
audiogamesfortheblind+subscr...@googlegroups.com
With the subject subscribe in the subject line.
Contact infermation.
email:
muhamme...@googlemail.com
msn:
muhammed123...@hotmail.co.uk
Skype:
muhammed.deniz
Klango username.
muhammed
- Original Message - 
From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 6:45 AM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released


> just played it for a bit.
> there are a couple things.
> All through the game I got strength message things so assume powerups.
> However if these are powerups I'd like to use them when needed.
> unless running and jumping need strength to.
> When I get to use the sword my strength is always critical.
> eventually I just run passed the monsters  and thats that.
> Also the issue of pressing control t to check the status of the torch if 
> one is not lit then its lit exists, not this is left control on my 
> keyboard.
> I like the new keyboard I was going to ask about changing the run and walk

> keys back but then it grew on me.
> I like it when I can charge a boss or so get in a few swings then run away

> again, recharge then charge again.
> I know this is not quite realistic but could health powerups and strength 
> powerups make a noise when you get close like an object like a item or 
> weapon does?
> also could i have an option when to use them.
> also if strength and health is good they shouldn't be used.
> Could I also have various commands in the view menu or have view do what 
> it does but have it so you can sort things or hit letters ie traps like 
> spikes can have s blades b lava l  and fire f.
> or just t could do everything or something.
> Right now if there are more than one  trap exists I have to scroll round 
> the menu find and moniter what I am viewing.
> I'd also like to have the ability to track a trap, it would be like a 
> warning however unlike  warnings in the game you could set it.
> that would have disadvantages.
> you couldn't see anything else till you jumped that trap.
> 2.  you would have to view that trap or set of traps to set it in the 
> first place.
> 3.  that trap would only work in the room of the trap.
> Example.
> if I went into a room with a spike trap or 2 I could track both traps.
> or one at the time then the other automatically.
> If I went into the next room from those traps I jumpped over if these were

> things that you had to go back over the game would remember it was set 
> then you would go back over.
> however if you went over the second time and back to the previous room the

> trap would unset.
> or something like that.
> At 12:28 p.m. 6/07/2010, you wrote:
>>Hi Thomas,
>>Can't wait to play it! I'm downloading it now...
>>
>>Best Regards,
>>Hayden
>>
>>
>>-Original Message-
>>From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
>>Behalf Of Thomas Ward
>>Sent: Monday, July 05, 2010 6:03 PM
>>To: Gamers Discussion list
>>Subject: [Audyssey] MOTA (Standard) Beta 13 Released
>>
>>Hello everyone,
>>USA Games Interactive would like to announce the immediate
>>availability of Tomb Hunter Mysteries of the Ancients beta 13. This
>>all new test release includes a number of bug fixes, keyboard
>>commands, various updates to levels 1 and 2, as well as an all new
>>training mode. For a complete list of changes in this release read the
>>Changes.txt file included with the game. As always please remember to
>>uninstall beta 12 and earlier releases before installing this new
>>release.
>>To download this release visit our products page
>>http://www.usagamesinteractive.com/products.php
>>and click the Mysteries of the Ancients (Standard) link.
>>
>>P.S.
>>
>>This version is the side-scroller version of the game. As there are a
>>number of bugs in the fps version of the game we have elected to go
>>ahead and release this version first, and follow up with the 3d fps
>>version in a week or two once we know the fps version is stable enough
>>for public testing.

Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley
Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark  wrote:
> I must confess tom, i generally prefer going for ease of use rather than
> logic myself, particularly in action games but fair enough, and I do see
> your point regarding keeping controls for the 3D game as similar as
> possible.
>
> Beware the #Grue!
>
> Dark.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Hayden Presley
Hi Damien,
If you're running DirectX 8 out of the box, that's not going to  work. I had
to update to managed DirectX 9 in order for it to work.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Tuesday, July 06, 2010 10:40 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Tomb Hunter Error

Hi Thomas,
According to your system requirements I should be up to scratch. I am 
running the game on Windows XP, which usually includes DirectX 8, and there 
are no other dependencies mentioned that should stop the game from working.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:19 PM
Subject: Re: [Audyssey] Tomb Hunter Error


> Hi Damien,
> That's wierd. We just finished private beta testing the program and it
> ran fine for everyone over there. I can't imagine what might be the
> problem without more information on your system. What are you running
> the game on? It almost sounds like a missing dependency of some kind.
>
> On 7/6/10, Damien Pendleton  wrote:
>> Hi Tom,
>> When I launch MOTA Beta 13 I get the following error:
>> C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
>> This application has failed to start because the application 
>> configuration
>> is incorrect. Reinstalling the application may fix this problem.
>> I have only just this second installed it.
>> Is there something wrong here?
>> Thanks.
>> Regards,
>> Damien.
>> ---
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>
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Hayden Presley
Hi,
I love when the computer suggests error corrections. In my experience they
hardly ever work.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 9:19 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Tomb Hunter Error

Hi Damien,
That's wierd. We just finished private beta testing the program and it
ran fine for everyone over there. I can't imagine what might be the
problem without more information on your system. What are you running
the game on? It almost sounds like a missing dependency of some kind.

On 7/6/10, Damien Pendleton  wrote:
> Hi Tom,
> When I launch MOTA Beta 13 I get the following error:
> C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
> This application has failed to start because the application configuration
> is incorrect. Reinstalling the application may fix this problem.
> I have only just this second installed it.
> Is there something wrong here?
> Thanks.
> Regards,
> Damien.
> ---
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Re: [Audyssey] MOTA Comments

2010-07-06 Thread Hayden Presley
Hi Thomas,
I must agree. It definitely makes more sense to use things like good, fare,
poor, and critical.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:10 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Comments

Hi Shaun,
Like everything else in life I think there is a certain time and place
for everything. Using percentages is fine if we are talking about a
character that is a robot who has power levels, shields, etc that can
be measured in terms of percentages. However, when it comes to an
actual human being we can't just say you have 75^% health as that is
way too specific. We could say your health is good which it is, and be
done with it. That's not too specific, but does get the idea accross
you are not in too bad a shape. That's why I think the mainstream
games have it right with the color coded status bars.



On 7/6/10, shaun everiss  wrote:
> I didn't realise things were like that in the mainstream.
> true I knew about the bars but the blind always had the percentage thing.
> well now I think we are getting up there.

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[Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall
Hi all,

I just wanted to give a quick update regarding the progress of the BGT engine, 
as things have been rather quiet over the last month. This new release includes 
a lot of bugfixes, plus a few new features that many of you have been asking 
for. This includes support for networking optimized for high speed action 
games, a complete sound source management system, the ability to compile 
scripts into standalone executables, etc. Here is the change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more 
bugs found by users.
* Added a powerful sound management include class that handles positioning of 
an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and added 
two new ones with extra parameters. This will require some minor modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for fast 
paced action games.
* Added a method called run_extended to the dynamic menu include class which 
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro finishes.
* Added a reset method to the dynamic menu include class that allows you to 
remove all previously added items, as well as optionally reset all the behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to 
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal string 
counterparts.
* Added two functions (find_files and find_directories) that return a list of 
all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased 
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite or 
pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of 
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a 
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to invoke 
user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100 
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the property 
is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the text 
to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate 
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost 
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial 
starting position greater than 0.
* Improved the error output when including script files that do not exist, so 
that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the 
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions 
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get 
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a key 
was down if the user left the window while the key was still down but released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very happy 
to hear your thoughts and suggestions about things that you would like to see 
in this next release, as I still expect it to be a few days before it's 
released.

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Hayden Presley
Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would like
to see in this next release, as I still expect it to be a few days before
it's released.

Kind regards,

Philip Bennefall
---
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All messages are

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Hayden,

Yes, this is why this release is taking rather long to get out the door. I 
really wanted to put a lot of new things in.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Hayden Presley" 

To: ; "'Gamers Discussion list'" 
Sent: Wednesday, July 07, 2010 2:02 AM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would like
to see in this next release, as I still expe

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread weisi4u
Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


- Original Message -
From: Philip Bennefall 
To: "Gamers Discussion list" 
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version

> Hi Hayden,
> 
> Yes, this is why this release is taking rather long to get out the door. 
I 
> really wanted to put a lot of new things in.
> 
> Kind regards,
> 
> Philip Bennefall
> - Original Message - 
> From: "Hayden Presley" 
> To: ; "'Gamers Discussion list'" 

> Sent: Wednesday, July 07, 2010 2:02 AM
> Subject: RE: [Audyssey] Upcoming BGT version
> 
> 
> Hi Phillip,
> Wow...that's quite a hefty list of changes.
> 
> Best Regards,
> Hayden
> 
> 
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Philip Bennefall
> Sent: Tuesday, July 06, 2010 6:58 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Upcoming BGT version
> 
> Hi all,
> 
> I just wanted to give a quick update regarding the progress of the BGT
> engine, as things have been rather quiet over the last month. This new
> release includes a lot of bugfixes, plus a few new features that many of 
you
> have been asking for. This includes support for networking optimized for
> high speed action games, a complete sound source management system, the
> ability to compile scripts into standalone executables, etc. Here is the
> change log, as always:
> 
> Beta Version 0.5:
> * Updated the script interpreter to the latest version which fixes some 
more
> bugs found by users.
> * Added a powerful sound management include class that handles positioning
> of an arbitrary number of sound sources in a 1d or 2d environment.
> * Updated the functions in sound_positioning.bgt to be more flexible, and
> added two new ones with extra parameters. This will require some minor
> modifications
> to scripts that currently make use of position_sound_2d.
> * Added support for high performance networking, optimized especially for
> fast paced action games.
> * Added a method called run_extended to the dynamic menu include class 
which
> allows you to specify a starting position for the menu cursor, and to have
> the initially selected item automatically announced after the intro
> finishes.
> * Added a reset method to the dynamic menu include class that allows you 
to
> remove all previously added items, as well as optionally reset all the
> behavior
> properties to their defaults.
> * Added a boolean property called paused to the sound object which is set 
to
> true if a sound has been paused with an explicit call to the pause method.
> * Added a function to convert numbers to their corresponding hexadecimal
> string counterparts.
> * Added two functions (find_files and find_directories) that return a list
> of all the files and all the directories in a given path, respectively.
> * Made the engine registerable, with automatic detection of the purchased
> version (lite or pro) based on the key given.
> * Added the ability to compile scripts into standalone executables if a 
lite
> or pro license has been purchased.
> * Added a credits section to the documentation.
> * Added a function called get_call_stack_size to retrieve the number of
> functions currently on the stack.
> * Allowed the use of multiline strings (e.g. string literals that contain 
a
> line feed) (thanks Nick).
> * Restructured the script execution flow, which will allow the engine to
> invoke user defined callback functions in the future.
> * changed the range of the rate property in the tts_voice object from -100
> (slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 
(fastest)
> which prevents situations where no change is perceived even though the
> property is actually modified (thanks Jason).
> * Fixed a slight inconvenience in the dynamic menu include class where the
> text to speech and the audio options were not cooperating with one 
another.
> * Fixed a bug in the random number generator that would cause it to 
generate
> the same sequence of numbers every time (thanks Sorin).
> * Changed the internal buffer size for streaming sounds in order to boost
> performance slightly.
> * Fixed a bug that would sometimes cause static sounds to have an initial
> starting position greater than 0.
> * Improved the error output when including script files that do not exist,
> so that the engine now displays all the locations in which it tried to 
find
> the file rather than just the last one.
> * Fixed a bug in the #include searching algorithm so that it now derives 
the
> current base directory for a relative include path based on the location 
of
> the script that is trying to include it (thanks Damien).
> * Fixed a few bugs that would cause crashes when calling certain functions
> during global variable initialization (thanks Damien).
> * Made the exit function usable even during global variable 
initialization.
> * Fixed a bug where the volume property i

Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Kevin,

No, as a matter of fact they are not quite set. I have been thinking a lot 
about this recently, and have decided to restructure the whole pricing 
system based on user feedback that I have received. I will post more 
information about this soon.


Kind regards,

Philip Bennefall
- Original Message - 
From: 

To: ; "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 2:36 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi philip,

So, the prices are set? $60 for a standart license, $800 for a pro?

Thanks,

Kevin


- Original Message -
From: Philip Bennefall 
To: "Gamers Discussion list" 
Date: Wed, 7 Jul 2010 02:14:15 +0200
Subject: Re: [Audyssey] Upcoming BGT version


Hi Hayden,

Yes, this is why this release is taking rather long to get out the door.

I

really wanted to put a lot of new things in.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Hayden Presley" 

To: ; "'Gamers Discussion list'"



Sent: Wednesday, July 07, 2010 2:02 AM
Subject: RE: [Audyssey] Upcoming BGT version


Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of

you

have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some

more

bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class

which

allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you

to

remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set

to

true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a

lite

or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain

a

line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10

(fastest)

which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one

another.

* Fixed a bug in the random number generator that would cause it to

generate

the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to

find

the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives

the

current base directory for a relative include path based on the location

of

the script that is trying to inclu

Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Charles Rivard

He probably chose w for weapon, which makes sense.  Just my speculation.

---
Shepherds are the best beasts!
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, July 06, 2010 6:35 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark  wrote:

I must confess tom, i generally prefer going for ease of use rather than
logic myself, particularly in action games but fair enough, and I do see
your point regarding keeping controls for the 3D game as similar as
possible.

Beware the #Grue!

Dark.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Hayden,
Oh, I am well aware of that bug. We actually foundit during private
beta testing, but I haven't been able to resolve it yet. However, I am
continuing to work on a solution. Hopefully it will be fixed before
beta 14 comes out which is beginning to look like a maintainence
release with a number of miner patches and updates that fixes things
like the keyboard stuff as well as this issue with the torch amung
other things.

Smile.


On 7/6/10, Hayden Presley  wrote:
> Hi Thomas,
> The torch bug is back with a vengeance, sad to say. Whenever you start a
> game it's there, and sometimes yo u don'y even know the torch ran out until
> you hear Angela say, "I need a light!" or whatever.
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Charles,
right. I chose w for weapon and space for fire which seamed to be the
most logical key asignments to me. Now, if I were to do what Tomb
Raider does in most of the games draw/holster would be the spacebar
and control would fire. However, that's a couple of key asignments I
don't like and chose to improvise my own in that case. Especially,
since certain actions would only have been available with the control
key when the weapon was holstered. Something like climb up/down makes
sense, but in the fps version I have previous 90 and next 90 degree
turns asigned to control+left and control+right which should be able
to be freely performed without holstering a weapon Thus fire needed to
go somewhere else and the spacebar is the logical choice, and
draw/holster got moved to w for weapon..

Smile.

On 7/6/10, Charles Rivard  wrote:
> He probably chose w for weapon, which makes sense.  Just my speculation.
>
> ---
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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley  wrote:
> Hi Thomas,
> If you move duck to c, and move draw/hoster weapon to d(why didyou
> originally move it to w?), you could use w for location.
>
> Best Regards,
> Hayden

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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Thomas Ward
Hello Scott,
As for being able to interrupt the intro scenes etc that was just
added in beta 13. It was a very popular request. So I'm glad you like
it.
As for speech being on its own thread I hope to do that eventually.
However, it probibly won't appear before 1.0. The reason is all
attempts to do this has ended up in an extremely unstable engine and
the game constantly crashed. i decided to go for stability rather than
continue experimenting with that feature at this time. So the jury is
still out on that request. I can't tell you for sure when that feature
will be added to the game engine.
As for adding menu sounds I'm sure I could do that. Once upon a time
there were such sounds in the game, but people complained about them
so I took them out. I suppose I can put them back in the game in beta
14.
As for key repeat there is no way to set the rate on a per key basis.
However fast the input thread polls the keyboard is how fast each and
every key is checked for a key press or key release state. There is
not any way to change the behavior of this or that key beyond that
other than splitting keyboard input into multiple threads which is not
a good idea at all.


Cheers!

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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Thomas Ward
Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.

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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things before 
release, but it should not be too long now. I have also made an action game 
that utilizes the networking, but more about that later. Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Hayden Presley

Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley  wrote:
> Hi Thomas,
> If you move duck to c, and move draw/hoster weapon to d(why didyou
> originally move it to w?), you could use w for location.
>
> Best Regards,
> Hayden

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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Bryan Peterson
I agree with Thomas. As for the price thing, I think you should still keep 
the option of the unrestricted license for those, however few they might be, 
who might want to make use of it. It might take me longer to afford to pay 
for it but I'd certainly want to go that route.

We are the Knights who say...Ni!
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things 
before release, but it should not be too long now. I have also made an 
action game that utilizes the networking, but more about that later. 
Smile.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread Bryan Peterson
Now that you mention it I think he's right. I do seem to recall D at one 
point drawing and holstering weapons.

We are the Knights who say...Ni!
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Tuesday, July 06, 2010 8:06 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released




Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley  wrote:

Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden


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[Audyssey] Wednesday's Out of Sight events

2010-07-06 Thread Charles Rivard
Here are the events scheduled for Thursday, July 7th:
 
 
God's Praise and Worship:  Reading of the Word

5:00 PM eastern

Hosted by Diane

Location:  How Great Thou Art

Hi all! Come and join Diane for this week's Reading of the Word, from 5:00 PM 
until 7:00 PM eastern.  The reading will be starting from where   we left off 
last week, which is Kings, chapter 12.  Look forward to seeing you there!  Be 
blessed! 

 

 

Sounds of Music

8:00 PM eastern
Hosted by James
Location:  Game Zone
Do you like music? Do you think you are pretty good at identifying songs? If 
you are, come in to Games Anyone tonight at 8:00 P M Eastern for Sounds
of Music where your host James will play the tunes and you'll guess the title 
and artist.  It's men against women so come on in and we'll have a great
time.

The Out of Sight main site is at:
 
http://www.out-of-sight.net
 


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss
well although it worked on my system I noticed I had only 2005 and 
anyway I didn't know that things were all updated like that.

Since I have never bothered.
however I have downloaded and updated my system and other's systems on here.
Interestingly the game loads even faster now.
I have games needing 2005 vc but I have vc 05 -10 and its all nice now.
This is probably gona save my backon as I have a job which needs a 
system just reformatted but being used by its owners, dewormed and updated.
The guy was complaining about some things crashing because of vc 
corruptions etc.

Now I have the files so thanks.
At 02:35 a.m. 7/07/2010, you wrote:

Hi Damien,
Correct. DirectX 8.1 comes with XP, Vista, and Windows 7 by default.
the only reason the DirectX Update utility comes with MOTA is that at
some point Philip will be upgrading Streemway to use the newer DirectX
that ships with Vista and Windows 7 that uses XAudio2 instead of
DirectSound 8.1. Since I'm not quite clear when that update to
Streemway will be coming I felt it would be safe to offer the DirectX
Update in case someone needed it for an unexpected Streemway upgrade.
Besides it never hurts to make sure DirectX is up to date anyway.


On 7/6/10, Damien Pendleton  wrote:
> Hi,
> Updating DirectX did not fix the issue. As far as I am aware Tomb Hunter no
> longer requires the .net framework to be installed, as it is written
> directly in C++.
> As far as DirectX is concerned, I had a feeling it wouldn't fix it, since
> the system requirements say that it will successfully run using 
DirectX 8.1,

> which, if I am correct, comes with XP already.
> And plus, if Streemway is being used for audio playback, I don't think that
> would completely fail to even execute the program.
> Regards,
> Damien.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss
I am supprised the game worked on my box at all in that case as I 
have been using 2005 packages.

entombed did not complain and I never thought about it.
I have installed 2008 and 2010 updates now though,  these were on all 
systems bar 2010 obviously it is now but you would have thought ms 
would inigially install things.

I have the entire set of libs for 32bit systems and they are all loaded.
I had to install one security update on my system but its all good.
I probably didn't need to update all my libs now but its going to 
save me time later.

Anyway these are just libs.
I usually install loads of extra libs on the systems I maintain 
because I  then can relax.
It makes supporting things a lot more easier than having to install a 
load of extra requirements.



Hi Shaun,
Mysteries of the Ancients beta 13 doesn't even use the .Net Framework.
So that definitely is a non-issue here. All of our recent releases are
written in pure C++, is based on the Windows API,  and use DirectX 8.1
or later. Beyond that nothing else is needed. Any errors therefore has
to be do to out of date Windows libraries for the Windows API.

On 7/6/10, shaun everiss  wrote:
> weird.
> uninstall then reinstall.
> I had no issue.
> check everything is updated.
> the latest dotnets don't need a directx recompile but there has been
> updates as of this month or rather last month.

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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss

hmmm
a rumour thats all.
I havn't seen anything like that there are those that say that things 
for a business will make things go  away but you are more likely to 
get infected with something.
True the later updates for last month mean there are a few annoying 
issues but some of those are fixed now.

I hope more are fixed.
you shouldn't not use the update service.
Just be carefull of hardware as they seem to ocationally get it wrong 
what you have.

thats all.


Hi Thomas,
I stopped using the Windows Update service since I have heard some 
awful things about it, for example purposefully putting bugs in 
so-called fixes to desuade people from using XP. Don't know how true 
it is but the information did come from somebody who is computer literate.

Regards,
Damien.



- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 3:30 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Shaun,
Streemway does not use third-party ogg codecs. So that definitely is
not the problem here. It has its own decoder built into the library.
My guess is that Damien needs the Visual C++ 2008 or 2010 runtime
available from Microsoft. I'll grab the setup file for that and post
it to the USA Games site later today so that XP users can upgrade
their systems as needed. I believe this is also a part of the Windows
XP Windows update service as well, but sometimes some users don't
update their XP system as often as they should, and sometimes
Microsoft doesn't get all the updates on Windows Update as often as
they should either. Grin.


On 7/6/10, shaun everiss  wrote:

hmmm
you may be missing a decoder for ogg its unlikely but in case go and
download the klite mega codec pack from codecguide or free codecs.
The latest is 6.04 I have 6.0.
This should fix things if its codecs.
check your updates for windows to.

go to www.blind-games.com/redist.zip
get that and unzip it.
check your add remove programs lists you are probably looking for a
visual c++ lib 2005 and 2008 I think.
mostly this should be in.
but check.
note if you removed win live which you probably didn't have anyway
the libs are killed to.
I know installing all the redists for entombed may not fix things but hmmm.
I just uninstalled beta 12 then loaded 13 and got no error.
At 10:46 p.m. 6/07/2010, you wrote:

Hi,
Updating DirectX did not fix the issue. As far as I am aware Tomb
Hunter no longer requires the .net framework to be installed, as it
is written directly in C++.
As far as DirectX is concerned, I had a feeling it wouldn't fix it,
since the system requirements say that it will successfully run
using DirectX 8.1, which, if I am correct, comes with XP already.
And plus, if Streemway is being used for audio playback, I don't
think that would completely fail to even execute the program.
Regards,
Damien.


- Original Message - From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 11:42 AM
Subject: Re: [Audyssey] Tomb Hunter Error



weird.
uninstall then reinstall.
I had no issue.
check everything is updated.
the latest dotnets don't need a directx recompile but there has
been updates as of this month or rather last month.
At 08:20 p.m. 6/07/2010, you wrote:

Hi Tom,
When I launch MOTA Beta 13 I get the following error:
C:\Program Files\USA Games\Tomb Hunter I\Side-Scroller\Tomb.exe
This application has failed to start because the application
configuration is incorrect. Reinstalling the application may fix this
problem.
I have only just this second installed it.
Is there something wrong here?
Thanks.
Regards,
Damien.
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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss
well I don't think they will stop anyone using xp eventually no 
updates for it anymore thats all.
I'd like to get win7 eventually but upgrading jaws and hal when I 
don't use it etc I don't even use xp to its fullest.

And I like xp.
I have no need right now.
and unless things change in 10 years or so I probably still won't.
Sertainly I will have a home system in xp I don
't need all that swanky new hardware.

If they stop me using xp, I'll simply have to use ubuntu. I'm not 
paying that price for windows 7.


You can download the c++ runtimes, which are standard libraries that 
are used when you use visual studio 2008 or 2005 to compile your 
code. As xp was released before that you need to download the 
updates. They are not considered standard system requirements, 
because most windows systems have them installed. Putting them on 
his websight as a requirement is kind of like Thomas telling you you 
need drivers for your soundcard so the soundcard can work.
- Original Message - From: "Damien Pendleton" 


To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 5:44 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Thomas,
I stopped using the Windows Update service since I have heard some 
awful things about it, for example purposefully putting bugs in 
so-called fixes to desuade people from using XP. Don't know how 
true it is but the information did come from somebody who is computer literate.

Regards,
Damien.



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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss

windows vista was a pile of crap.
win7 is better than vista.
It also put me off windows.
there is no cclassic menu in win7 though so you will have to get used 
to a different type of navigation though once you get used to it 
aparently you can search for what you want and it comes up.

I still like the old way.


Hi,
To be honest Windows Vista was enough to put me off trying all 
future versions of Windows. I know I shouldn't be prejudiced, but if 
you spent as much time having what felt to you to be the world's 
biggest problems getting things to run and work correctly with Vista 
as good as if it did with XP, I'm sure you'd know why.
Although there have been times when I felt the urge to try it, 
hoping for a change, but I haven't yet had access to a Windows 7 
machine, and I have neither the physical space nor the money to buy 
whole new equipment just to play host to an operating system that I 
may not even use.

Regards,
Damien.



- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 7:45 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Willem,
Correct. I didn't mention the Visual C++ updates as generally those
come through Windows Update anyway. It is assumed that most users use
the Windows Update service and should have these updates installed
already . As you say that the libraries that Visual Studio 2008 and
Visual Studio 2010 now use are far newer than those that come
installed with XP by default and Visual Studio 2008 and Visual Studio
2010 are geared for Windows Vista and Windows 7. In order to get these
newer applications to run on older Windows releases like XP you have
to update those libraries to the latest versions through Windows
Update or by downloading the runtime service pack for your os.
As far as the price of Windows 7 is concerned you might not be aware
of the fact that some retail boxed versions come with three license
keys. It is a little higher than a standard upgrade, but you get more
than one license with the cd.  Microsoft actually has started a family
license type deal where you can get more than one licensed copy with
the price of a full retail upgrade which is actually a good deal all
things considered. Plus Windows 7 is superior to Windos XP in many
many ways. Don't knock it until you try it.
As far as Ubuntu goes I love the Linux os, but it really isn't yet a
good gaming platform for accessible games yet. Sure I could port my
games to Linux, but what I've found is I'd really have to tailer
everything specific to that os which is something I don't want to do
yet. Having operating system specific engines would be a serious pain
in the butt to manage.



On 7/6/10, Willem  wrote:

If they stop me using xp, I'll simply have to use ubuntu. I'm not paying
that price for windows 7.

You can download the c++ runtimes, which are standard libraries that are
used when you use visual studio 2008 or 2005 to compile your code. As xp was
released before that you need to download the updates. They are not
considered standard system requirements, because most windows systems have
them installed. Putting them on his websight as a requirement is kind of
like Thomas telling you you need drivers for your soundcard so the soundcard
can work.


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss

no its not.
not even optional.
wrote:
Would this Visual C++ Runtime install be a critical update?, or 
should I look elsewhere.  If so, where?  Thanks in advance.


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- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 2:10 PM
Subject: Re: [Audyssey] Tomb Hunter Error



Hi Damien,
Ah, that would explain why the game is crashing. I am using the
Windows 7.1 Platform SDK which is far newer than the Windows libraries
that come with Windows XP. In order to get those newer libraries you
simply have to use Windows Update or download the latest Visual C++
Runtime install to upgrade to the current Windows Platform libraries.
As for your hesitation to use the Windows Update service I've heard
that roomer too and I don't think it is true. Personally, I believe it
is nothing more than a roomer. My wife and I do have an older PC in
our living room with Windos XP on it we use for various older
applications, such as some games, that don't operate well on Windows
7. I update that computer fairly frequently using Windows Update and
it is as stable as can be. I've certainly not experienced or found any
evidence to confirm the roomer Microsoft is purposely engineering bugs
for XP updates to force users into buying Windows 7.
In fact, as a software developer, I would say the opposite is true.
One reason I have upgraded to the Windos 7.1 Platform SDK is I have
found the newer Windows libraries more stable as well as more
compatible with the newer Windows opperating systems out there. I
didn't make this choice because I thought Windows 7 was better, or
that I wanted my customers to all rush out and by Windows 7 to play my
games. It simply  was apractical and technical decision to make sure
my engine used the most stable and up to date libraries available for
XP, Vista, and Windows 7 rather than roll back to an older version of
the Windows Platform SDK that might not be as stable or compatible
with newer Windows operating systems.

HTH


On 7/6/10, Damien Pendleton  wrote:

Hi Thomas,
I stopped using the Windows Update service since I have heard some awful
things about it, for example purposefully putting bugs in so-called fixes to
desuade people from using XP. Don't know how true it is but the information
did come from somebody who is computer literate.
Regards,
Damien.


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Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread shaun everiss
well Interestingly ms is trying to make xp look as good though you 
need to get optional updates.
in the latest ie end of last month win xp has limited dotnet support 
for dotnet4.
Its not a complete library but things like forms and a few other 
things are supported.

Its probably quite basic but I think ms is going to make xp go out with a bang.
its not going to be win7 ofcause but I think we will see bits and 
pieces of the new os enter xp stuff which is not major to the system.



Hi Damien,
Ah, that would explain why the game is crashing. I am using the
Windows 7.1 Platform SDK which is far newer than the Windows libraries
that come with Windows XP. In order to get those newer libraries you
simply have to use Windows Update or download the latest Visual C++
Runtime install to upgrade to the current Windows Platform libraries.
As for your hesitation to use the Windows Update service I've heard
that roomer too and I don't think it is true. Personally, I believe it
is nothing more than a roomer. My wife and I do have an older PC in
our living room with Windos XP on it we use for various older
applications, such as some games, that don't operate well on Windows
7. I update that computer fairly frequently using Windows Update and
it is as stable as can be. I've certainly not experienced or found any
evidence to confirm the roomer Microsoft is purposely engineering bugs
for XP updates to force users into buying Windows 7.
In fact, as a software developer, I would say the opposite is true.
One reason I have upgraded to the Windos 7.1 Platform SDK is I have
found the newer Windows libraries more stable as well as more
compatible with the newer Windows opperating systems out there. I
didn't make this choice because I thought Windows 7 was better, or
that I wanted my customers to all rush out and by Windows 7 to play my
games. It simply  was apractical and technical decision to make sure
my engine used the most stable and up to date libraries available for
XP, Vista, and Windows 7 rather than roll back to an older version of
the Windows Platform SDK that might not be as stable or compatible
with newer Windows operating systems.

HTH


On 7/6/10, Damien Pendleton  wrote:
> Hi Thomas,
> I stopped using the Windows Update service since I have heard some awful
> things about it, for example purposefully putting bugs in 
so-called fixes to

> desuade people from using XP. Don't know how true it is but the information
> did come from somebody who is computer literate.
> Regards,
> Damien.

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Re: [Audyssey] keys was: MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss

duck being d is fine!!!
No issue.
I actually like it you can run ducked which really rocks.

Well Tom, if duck were c, going on ease of use lines, I'd assign 
speak coordinates to either v or d if you need x for other things.


While this doesn't particularly have any logic in terms of acronyms 
for keys, it might be easier on the hands,  though you could 
call it the "dam I'm lost" or the ""Vere am I" functions ;D.


Games like sound rts, rail racer and innumerable roguelikes like 
Angband have gone on this basis, and while I agree it does mean 
consulting key listings a litle more while at the start it can help with speed.


in fact, sinse if I'm playing a game I don't particularly have my 
fingers on the home keys for touch typing anyway, where letter keys 
are used outside their function i actually just start of thinking of 
them as "general prupose" keys, rather the way i would think of 
buttons on a control stick being shoot, jump, change weapon etc.


This is though just personal preference of course, and there are 
other methods.


Certainly, where actual in put with a keyboard is necessary, as in 
an interactive fiction or mud game, I do actually use the keys as for typing.


Beware the grue!

Dark.
- Original Message - From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 7:27 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On



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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss
well in my views all the keys work in the desktop layout bar left 
control I would not like a laptop layout where all the keys are 
different since all bar one command works.

At 01:10 p.m. 7/07/2010, you wrote:

He probably chose w for weapon, which makes sense.  Just my speculation.

---
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- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, July 06, 2010 6:35 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released



Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 1:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Dark,
Well, i try very hard to do both ease of use and logical asignments
when and where possible. Personally, I'd rather asign the duck/crouch
command to c, but I don't know where to put the speak location
command. Maybe move it over to x, but I was planning on using x for
something else. I could move it to m, for map location, but if you are
using the left/right arrow keys to move reaching m then becomes an out
of the way key asignment. The w key of course is asigned to
draw/holster weapons so using w like in Shades of Doom and Tank
Commander isn't really feasable either.


On 7/6/10, dark  wrote:

I must confess tom, i generally prefer going for ease of use rather than
logic myself, particularly in action games but fair enough, and I do see
your point regarding keeping controls for the 3D game as similar as
possible.

Beware the #Grue!

Dark.


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Re: [Audyssey] MOTA (Standard) Beta 13 Released

2010-07-06 Thread shaun everiss

it was now its w which is a better way to do things.
At 02:15 p.m. 7/07/2010, you wrote:
Now that you mention it I think he's right. I do seem to recall D at 
one point drawing and holstering weapons.

We are the Knights who say...Ni!
- Original Message - From: "Hayden Presley" 
To: "'Gamers Discussion list'" 
Sent: Tuesday, July 06, 2010 8:06 PM
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released




Hi Thomas,
Yep, you did. That was either BETA 5 or 6 when you changed it.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, July 06, 2010 8:34 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA (Standard) Beta 13 Released

Hi Hayden,
Well, as I just explained to Charles why I asigned draw/holster to w
I'm not going to cover that ground again. Although, for some reason I
don't recall having draw/holster asigned to d. If I did that was
probibly when I was experimenting with various keyboard layouts, and
trying different things on for size. However, w ended up being my
choice for draw/holster as it is easy to remember because weapon
begins with the letter w. Make sense?

Smile.






On 7/6/10, Hayden Presley  wrote:

Hi Thomas,
If you move duck to c, and move draw/hoster weapon to d(why didyou
originally move it to w?), you could use w for location.

Best Regards,
Hayden


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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread shaun everiss

hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games 
that are just not working because they don't run at all.

presumably because of updates.
At 12:02 p.m. 7/07/2010, you wrote:

Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of you
have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some more
bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class which
allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set to
true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a lite
or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to generate
the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives the
current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit function usable even during global variable initialization.
* Fixed a bug where the volume property in the tts_voice object would get
incorrect values (thanks Jason).
* Fixed a bug where the key_down function could erroniously report that a
key was down if the user left the window while the key was still down but
released
later.
* Fixed a few typos in the language tutorial.

I hope that some of you will find these new features useful. I'd be very
happy to hear your thoughts and suggestions about things that you would like
to see in this next release, as I still expect it to be a few days before
it's released.

Kind regards,

Philip Bennefall
--

Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Willem

Hi Damien and all,

You can get the vc++ runtime libraries from:
http://www.microsoft.com/downloads/details.aspx?FamilyID=a7b7a05e-6de6-4d3a-a423-37bf0912db84&displaylang=en
hth 



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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Bryan,

Oh the unlimited commercial pro license will still be available, never fear. 
I'll post some more information about it once I have the new structure 
finalized.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Bryan Peterson" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 4:14 AM
Subject: Re: [Audyssey] Upcoming BGT version


I agree with Thomas. As for the price thing, I think you should still keep
the option of the unrestricted license for those, however few they might be,
who might want to make use of it. It might take me longer to afford to pay
for it but I'd certainly want to go that route.
We are the Knights who say...Ni!
- Original Message - 
From: "Philip Bennefall" 

To: "Gamers Discussion list" 
Sent: Tuesday, July 06, 2010 8:04 PM
Subject: Re: [Audyssey] Upcoming BGT version



Hi Thomas,

I'm glad you think so. I'll be tweaking and adding a few more things
before release, but it should not be too long now. I have also made an
action game that utilizes the networking, but more about that later.
Smile.

Kind regards,

Philip Bennefall
- Original Message - 
From: "Thomas Ward" 

To: ; "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 3:59 AM
Subject: Re: [Audyssey] Upcoming BGT version


Hi Philip,
I don't know about anyone else, but this sounds like Christmas in
July.  That's an impressive set of updates and I'll look forward to
trying the new beta of BGT when it comes out.

Smile.






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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Philip Bennefall

Hi Shaun,

Which games are you refering to? If you can give me some examples, I'll look 
into it and perhaps speak with the authors about what changes have to be 
made. Since the engine is still very much in beta, it is necessary for me to 
break backwards compatibility in almost every version in order to improve 
things. This is part of the beta stage. Once it reaches 1.0, however, the 
core will not change often; if at all.


Kind regards,

Philip Bennefall
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 6:35 AM
Subject: Re: [Audyssey] Upcoming BGT version


hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games
that are just not working because they don't run at all.
presumably because of updates.
At 12:02 p.m. 7/07/2010, you wrote:

Hi Phillip,
Wow...that's quite a hefty list of changes.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Tuesday, July 06, 2010 6:58 PM
To: Gamers Discussion list
Subject: [Audyssey] Upcoming BGT version

Hi all,

I just wanted to give a quick update regarding the progress of the BGT
engine, as things have been rather quiet over the last month. This new
release includes a lot of bugfixes, plus a few new features that many of 
you

have been asking for. This includes support for networking optimized for
high speed action games, a complete sound source management system, the
ability to compile scripts into standalone executables, etc. Here is the
change log, as always:

Beta Version 0.5:
* Updated the script interpreter to the latest version which fixes some 
more

bugs found by users.
* Added a powerful sound management include class that handles positioning
of an arbitrary number of sound sources in a 1d or 2d environment.
* Updated the functions in sound_positioning.bgt to be more flexible, and
added two new ones with extra parameters. This will require some minor
modifications
to scripts that currently make use of position_sound_2d.
* Added support for high performance networking, optimized especially for
fast paced action games.
* Added a method called run_extended to the dynamic menu include class 
which

allows you to specify a starting position for the menu cursor, and to have
the initially selected item automatically announced after the intro
finishes.
* Added a reset method to the dynamic menu include class that allows you to
remove all previously added items, as well as optionally reset all the
behavior
properties to their defaults.
* Added a boolean property called paused to the sound object which is set 
to

true if a sound has been paused with an explicit call to the pause method.
* Added a function to convert numbers to their corresponding hexadecimal
string counterparts.
* Added two functions (find_files and find_directories) that return a list
of all the files and all the directories in a given path, respectively.
* Made the engine registerable, with automatic detection of the purchased
version (lite or pro) based on the key given.
* Added the ability to compile scripts into standalone executables if a 
lite

or pro license has been purchased.
* Added a credits section to the documentation.
* Added a function called get_call_stack_size to retrieve the number of
functions currently on the stack.
* Allowed the use of multiline strings (e.g. string literals that contain a
line feed) (thanks Nick).
* Restructured the script execution flow, which will allow the engine to
invoke user defined callback functions in the future.
* changed the range of the rate property in the tts_voice object from -100
(slowest) to 100 (fastest), so that it is now -10 (slowest) to 10 (fastest)
which prevents situations where no change is perceived even though the
property is actually modified (thanks Jason).
* Fixed a slight inconvenience in the dynamic menu include class where the
text to speech and the audio options were not cooperating with one another.
* Fixed a bug in the random number generator that would cause it to 
generate

the same sequence of numbers every time (thanks Sorin).
* Changed the internal buffer size for streaming sounds in order to boost
performance slightly.
* Fixed a bug that would sometimes cause static sounds to have an initial
starting position greater than 0.
* Improved the error output when including script files that do not exist,
so that the engine now displays all the locations in which it tried to find
the file rather than just the last one.
* Fixed a bug in the #include searching algorithm so that it now derives 
the

current base directory for a relative include path based on the location of
the script that is trying to include it (thanks Damien).
* Fixed a few bugs that would cause crashes when calling certain functions
during global variable initialization (thanks Damien).
* Made the exit functi

Re: [Audyssey] Tomb Hunter Error

2010-07-06 Thread Ben
I will always use xp because it runs all the stuff I run and that's it


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: 07 July 2010 05:11
To: Gamers Discussion list
Subject: Re: [Audyssey] Tomb Hunter Error

well I don't think they will stop anyone using xp eventually no 
updates for it anymore thats all.
I'd like to get win7 eventually but upgrading jaws and hal when I 
don't use it etc I don't even use xp to its fullest.
And I like xp.
I have no need right now.
and unless things change in 10 years or so I probably still won't.
Sertainly I will have a home system in xp I don
't need all that swanky new hardware.

>If they stop me using xp, I'll simply have to use ubuntu. I'm not 
>paying that price for windows 7.
>
>You can download the c++ runtimes, which are standard libraries that 
>are used when you use visual studio 2008 or 2005 to compile your 
>code. As xp was released before that you need to download the 
>updates. They are not considered standard system requirements, 
>because most windows systems have them installed. Putting them on 
>his websight as a requirement is kind of like Thomas telling you you 
>need drivers for your soundcard so the soundcard can work.
>- Original Message - From: "Damien Pendleton" 
>
>To: "Gamers Discussion list" 
>Sent: Tuesday, July 06, 2010 5:44 PM
>Subject: Re: [Audyssey] Tomb Hunter Error
>
>
>>Hi Thomas,
>>I stopped using the Windows Update service since I have heard some 
>>awful things about it, for example purposefully putting bugs in 
>>so-called fixes to desuade people from using XP. Don't know how 
>>true it is but the information did come from somebody who is computer
literate.
>>Regards,
>>Damien.
>
>
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Re: [Audyssey] Upcoming BGT version

2010-07-06 Thread Willem

I doubt it.

When  a game is compiled there won't be that problem though. You'll have to 
wait for the developers of those games to update them, or fix them yourself.
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Wednesday, July 07, 2010 6:35 AM
Subject: Re: [Audyssey] Upcoming BGT version



hmmm
is there anyway to upgrade existing games to use new systems?
I have loads of games and each update of the engine I now get games that 
are just not working because they don't run at all.

presumably because of updates.



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