Re: [Audyssey] Something to try

2010-10-16 Thread Mich
Hi Tom. I tried to do what you had set out in your message to all of us but 
I have been finding that I am getting stuck. what I did was I went in to my 
computer in to the local disk c then created a new folder cald test then I 
tried coppeying all the files from the usa games folder from my program 
files in to that folder. then I went in to run and typed in cmd and that is 
where I am getting stuck since I can't seem to figger out what to do next. I 
tried looking around using the tab key  for the folder and couldn't find it. 
I also tried just putting in the.exe file in the folder I cald test and when 
I  went back in to run and typed cmd and still I couldn't find it. note I 
had to reboot each time since I couldn't figger out how to get out of the 
cmd when I put it in to run. I have notest that I get the blue screen when I 
try to exit the game and my pc re starts. I am running windows xp sp 3 if 
that helps. If you could possibly tell me where I went wrong with trying to 
find the error messages that would be grate. many thanks. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 12:26 AM
Subject: [Audyssey] Something to try



HI all,
Tonight while debugging/testing Mysteries of the Ancients I realised
there is still something we haven't tried to do in order to track down
that blue screen error. Most of you don't know this but cross-platform
libraries such as SFML often out put error messages directly to the
console, or in Windows the command prompt. Since most of us are use to
dialog boxes, message boxes, and all the other Windows trappings I
doubt it ocurred to anyone before now to try and launch the program
from the command prompt to see if there are any error codes etc
printed to the screen. So that's what we need to do.
What I would do if I were you guys is copy the installation files to a
test directory like c:\test
and then open the command prompt window by typing cmd into the run
dialog box and pressing enter. Now, for you Windows newbies that know
nothing about Dos commands change to the test directory we created by
doing a
cd\test
and pressing enter. Now, simply type tomb and press enter. The game
should launch and play. When you exit the game there should be error
messages printed to the screen if there were any encountered. Let me
know your results.

Thanks.

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Re: [Audyssey] MOTA Preliminary Comments

2010-10-16 Thread Muhammed Deniz

Hey all,
I have a mota problem. When I start the game and when I play, I play the 
game and explore the game. But when I exit, my computer crashes, and my 
computer is fourced to restart. I have downloaded the version on USA games, 
not the one that Harry sent. Please, could someone help me?

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: Kevin Weispfennig weis...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 15, 2010 11:49 PM
Subject: Re: [Audyssey] MOTA Preliminary Comments



Hello,

I also find it a pitty. I really liked the keys being as they were.
As I run most of the time and only slow down when I really must, since 
that

makes a hell of a lot more fun, and you don#t get bored so easily.
Couldn't be there an option to toggle that in the future? Or maybe even to
reassign the whole keyboard? I know this is not easy, and I don't request
it for now. But I personally would like it. Just my oppinion on things.

Of course, I am not everyone, so we'll see how things work out.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Fri, 15 Oct 2010 17:25:59 -0500
Subject: [Audyssey] MOTA Preliminary Comments


HiThomas,

I just got your BETA, and I can't wait to play it. Just a couple of

comments

and questions. Firstly, it's a pity you had to reassign run and walk, I
rather enjoyed the old setup. Secondly, why did you remove playercomments
and training mode?



Best Regards,

Hayden



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Re: [Audyssey] Something to try

2010-10-16 Thread clement chou
With cmd, what you need to do is act like t was a dos machine. Which is to 
say that all your comands have to be typed out. So to start the game, you 
would type the direct path to the file.. so C:\test\filename for the 
game.exe. I don't know what the actual file name is, hence the file name of 
the game substitution. And to exit command prompt, just type exit.
- Original Message - 
From: Mich m...@ntl.sympatico.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 12:38 AM
Subject: Re: [Audyssey] Something to try


Hi Tom. I tried to do what you had set out in your message to all of us 
but I have been finding that I am getting stuck. what I did was I went in 
to my computer in to the local disk c then created a new folder cald test 
then I tried coppeying all the files from the usa games folder from my 
program files in to that folder. then I went in to run and typed in cmd 
and that is where I am getting stuck since I can't seem to figger out what 
to do next. I tried looking around using the tab key  for the folder and 
couldn't find it. I also tried just putting in the.exe file in the folder 
I cald test and when I  went back in to run and typed cmd and still I 
couldn't find it. note I had to reboot each time since I couldn't figger 
out how to get out of the cmd when I put it in to run. I have notest that 
I get the blue screen when I try to exit the game and my pc re starts. I 
am running windows xp sp 3 if that helps. If you could possibly tell me 
where I went wrong with trying to find the error messages that would be 
grate. many thanks. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 12:26 AM
Subject: [Audyssey] Something to try



HI all,
Tonight while debugging/testing Mysteries of the Ancients I realised
there is still something we haven't tried to do in order to track down
that blue screen error. Most of you don't know this but cross-platform
libraries such as SFML often out put error messages directly to the
console, or in Windows the command prompt. Since most of us are use to
dialog boxes, message boxes, and all the other Windows trappings I
doubt it ocurred to anyone before now to try and launch the program
from the command prompt to see if there are any error codes etc
printed to the screen. So that's what we need to do.
What I would do if I were you guys is copy the installation files to a
test directory like c:\test
and then open the command prompt window by typing cmd into the run
dialog box and pressing enter. Now, for you Windows newbies that know
nothing about Dos commands change to the test directory we created by
doing a
cd\test
and pressing enter. Now, simply type tomb and press enter. The game
should launch and play. When you exit the game there should be error
messages printed to the screen if there were any encountered. Let me
know your results.

Thanks.

---
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[Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread Mich
Hi Tom and all. I have good news I was able to open moda using the  command 
prompt. the problem is this when I exited the game by pressing x my pc re 
started and I couldn't tell what the error coad was. any help with trying to 
figger this out to send you the error coad? I could get a friend of mine to 
take a pick of the arror coad and then read it off to me and I could e mail you 
what it said.  many thanks. from Mich.
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Re: [Audyssey] questions about usa games

2010-10-16 Thread Shane Lowe

thanks for the info.


Shane

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 15, 2010 10:16 PM
Subject: Re: [Audyssey] questions about usa games



Hi Shane,
As for the Star Wars game we were developing we had to abandon that
project do to copyright issues. We contacted Lucas Licensing to
legally obtain a license for the Star Wars trademark and characters,
but were turned down. Part of the reason is that Lucas charges
extremely huge royalty fees designed for companies that can sell
millions of units instead of a couple thousand or so. As a result the
kind of money were talking about was millions of U.S. dollars which
USA Games obviously doesn't have.
We have thought about releasing the project as freeware etc, but even
that is risky because if Lucas finds out we released the game without
obtaining a license we could be sued for copyright infringement. As a
result while we have an alpha of the project laying around it is a
serious financial risk to us to release it without obtaining some sort
of permission from Lucas first. That's why the Star Trek game is
effectively in limbo as of this time.
As for downloading Mysteries of the Ancients are you downloading it
from our website or a third-party sight like audiogames.net? We have
tested the links on our website and heading over to
http://www.usagamesinteractive.com/products.php
should take you directly to our products page. From there simply pick
the version for the platform/operating system you are running.

HTH



On 10/15/10, Shane Lowe shanel...@insightbb.com wrote:

Hi all just a few questions.
1. Does anyone know of what happened to the star wars game on USA games?
Is it still under develipment?

2. The download link for mota won't work it keeps giving me a broken link
message.
Anyone know what is wrong with my computer?

Thanks in advance,
Shane
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Re: [Audyssey] questions about usa games

2010-10-16 Thread Shane Lowe

got ya I was using
www.audiogames.net

THanks for the info.

Shane

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 15, 2010 10:16 PM
Subject: Re: [Audyssey] questions about usa games



Hi Shane,
As for the Star Wars game we were developing we had to abandon that
project do to copyright issues. We contacted Lucas Licensing to
legally obtain a license for the Star Wars trademark and characters,
but were turned down. Part of the reason is that Lucas charges
extremely huge royalty fees designed for companies that can sell
millions of units instead of a couple thousand or so. As a result the
kind of money were talking about was millions of U.S. dollars which
USA Games obviously doesn't have.
We have thought about releasing the project as freeware etc, but even
that is risky because if Lucas finds out we released the game without
obtaining a license we could be sued for copyright infringement. As a
result while we have an alpha of the project laying around it is a
serious financial risk to us to release it without obtaining some sort
of permission from Lucas first. That's why the Star Trek game is
effectively in limbo as of this time.
As for downloading Mysteries of the Ancients are you downloading it
from our website or a third-party sight like audiogames.net? We have
tested the links on our website and heading over to
http://www.usagamesinteractive.com/products.php
should take you directly to our products page. From there simply pick
the version for the platform/operating system you are running.

HTH



On 10/15/10, Shane Lowe shanel...@insightbb.com wrote:

Hi all just a few questions.
1. Does anyone know of what happened to the star wars game on USA games?
Is it still under develipment?

2. The download link for mota won't work it keeps giving me a broken link
message.
Anyone know what is wrong with my computer?

Thanks in advance,
Shane
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Re: [Audyssey] Something to try

2010-10-16 Thread Shane Lowe

Nothing wrong with it on my end.

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 12:26 AM
Subject: [Audyssey] Something to try



HI all,
Tonight while debugging/testing Mysteries of the Ancients I realised
there is still something we haven't tried to do in order to track down
that blue screen error. Most of you don't know this but cross-platform
libraries such as SFML often out put error messages directly to the
console, or in Windows the command prompt. Since most of us are use to
dialog boxes, message boxes, and all the other Windows trappings I
doubt it ocurred to anyone before now to try and launch the program
from the command prompt to see if there are any error codes etc
printed to the screen. So that's what we need to do.
What I would do if I were you guys is copy the installation files to a
test directory like c:\test
and then open the command prompt window by typing cmd into the run
dialog box and pressing enter. Now, for you Windows newbies that know
nothing about Dos commands change to the test directory we created by
doing a
cd\test
and pressing enter. Now, simply type tomb and press enter. The game
should launch and play. When you exit the game there should be error
messages printed to the screen if there were any encountered. Let me
know your results.

Thanks.

---
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All messages are archived and can be searched and read at
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[Audyssey] MOTA beta 15 question

2010-10-16 Thread Shane Lowe
Once you get past the rope after a ways you run in to something and I can't get 
past it.
Anyone know what this is?

Shane
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Re: [Audyssey] MOTA Preliminary Comments

2010-10-16 Thread Hayden Presley
Hi Muhammed,
Um...which BETA are ou ising? Hayri never sent MOTA BETA 15.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Muhammed Deniz
Sent: Saturday, October 16, 2010 3:54 AM
To: weis...@googlemail.com; Gamers Discussion list
Subject: Re: [Audyssey] MOTA Preliminary Comments

Hey all,
I have a mota problem. When I start the game and when I play, I play the 
game and explore the game. But when I exit, my computer crashes, and my 
computer is fourced to restart. I have downloaded the version on USA games, 
not the one that Harry sent. Please, could someone help me?
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: Kevin Weispfennig weis...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, October 15, 2010 11:49 PM
Subject: Re: [Audyssey] MOTA Preliminary Comments


 Hello,

 I also find it a pitty. I really liked the keys being as they were.
 As I run most of the time and only slow down when I really must, since 
 that
 makes a hell of a lot more fun, and you don#t get bored so easily.
 Couldn't be there an option to toggle that in the future? Or maybe even to
 reassign the whole keyboard? I know this is not easy, and I don't request
 it for now. But I personally would like it. Just my oppinion on things.

 Of course, I am not everyone, so we'll see how things work out.

 Kevin

 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date: Fri, 15 Oct 2010 17:25:59 -0500
 Subject: [Audyssey] MOTA Preliminary Comments

 HiThomas,

 I just got your BETA, and I can't wait to play it. Just a couple of
 comments
 and questions. Firstly, it's a pity you had to reassign run and walk, I
 rather enjoyed the old setup. Secondly, why did you remove playercomments
 and training mode?



 Best Regards,

 Hayden



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 list,
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Re: [Audyssey] super egghunt

2010-10-16 Thread Hayden Presley
Hi,
My first guess is: cheaters?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Wednesday, October 13, 2010 1:40 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] super egghunt

I've seen people get 220.
I have no idea how.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Wednesday, October 13, 2010 1:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] super egghunt

this guy got 179 170 I think 160 and maybe higher.
At 07:12 a.m. 14/10/2010, you wrote:
The most I've ever got is 172, but mostly about 150 or something.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
On Behalf Of shaun everiss
Sent: 13 October 2010 19:07
To: gamers@audyssey.org
Subject: [Audyssey] super egghunt

Hi.
to the guy that posted the big wav file of the game how did you get 
things to go that fast.
did you run 2 or more versions of the program together to simulate this.
if not then you are a real fast person, I have never gotten that fast I 
always need to pause.
If you are this fast then you are faster than me wow.


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Re: [Audyssey] a very tricky harpie in mota beta14

2010-10-16 Thread Hayden Presley
Hi Thomas,
Lol...I was woneering about the male harpie myself; I was wondering if I'd
missed something. Grin

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, October 12, 2010 3:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] a very tricky harpie in mota beta14

Hi Nicol,
You were probably too close to the harpy to injure/kill her. After all
if you are going to use a sword, gun, or even throw a punch there has
to be some space between you and the enemy to maneuver around some.
You can't be exactly at the same location she is to injure/kill the
harpy.
BTW, harpies are always female not male. By definition they are half
woman/half bird creatures. If there are male harpies out there they
aren't apart of the official Greek methology.

Smile.


On 10/12/10, NIcol nicoljaco...@telkomsa.net wrote:
 HI Tom and list\
 After I jumped over the fire in level1, I met a harpie.
 I couldn't kill him with any weapon I had.
 His sound was right in the centre which means I was very close to him.
 I had 3 weapons on me:
 The shotgun, the pistol and the sword.
 I couldn't kill him with all 3.
 Am I missing something?
 Or is this a bug maybe?


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Re: [Audyssey] Something to try

2010-10-16 Thread Willem Venter
Hi thomas.

I went to the sidescroler directory and did a tomb.exe error.txt, but
the file was empty when the computer rebooted. If it writes to stderr
then I'm not sure how to get at it.

On 10/16/10, Shane Lowe shanel...@insightbb.com wrote:
 Nothing wrong with it on my end.

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 12:26 AM
 Subject: [Audyssey] Something to try


 HI all,
 Tonight while debugging/testing Mysteries of the Ancients I realised
 there is still something we haven't tried to do in order to track down
 that blue screen error. Most of you don't know this but cross-platform
 libraries such as SFML often out put error messages directly to the
 console, or in Windows the command prompt. Since most of us are use to
 dialog boxes, message boxes, and all the other Windows trappings I
 doubt it ocurred to anyone before now to try and launch the program
 from the command prompt to see if there are any error codes etc
 printed to the screen. So that's what we need to do.
 What I would do if I were you guys is copy the installation files to a
 test directory like c:\test
 and then open the command prompt window by typing cmd into the run
 dialog box and pressing enter. Now, for you Windows newbies that know
 nothing about Dos commands change to the test directory we created by
 doing a
 cd\test
 and pressing enter. Now, simply type tomb and press enter. The game
 should launch and play. When you exit the game there should be error
 messages printed to the screen if there were any encountered. Let me
 know your results.

 Thanks.

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Re: [Audyssey] Something to try

2010-10-16 Thread Kevin Weispfennig
Hi,

This was the first thing I did when hearing others get blue screens. I 
personally never got one, and didn't get a single error. I also 
redirected the output to a file, though that was completely empty and no 
errors occured.

Kevin

- Original Message -
From: Willem Venter dwill...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 16 Oct 2010 16:37:57 +0200
Subject: Re: [Audyssey] Something to try

 Hi thomas.
 
 I went to the sidescroler directory and did a tomb.exe error.txt, but
 the file was empty when the computer rebooted. If it writes to stderr
 then I'm not sure how to get at it.
 
 On 10/16/10, Shane Lowe shanel...@insightbb.com wrote:
  Nothing wrong with it on my end.
 
  - Original Message -
  From: Thomas Ward thomasward1...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Saturday, October 16, 2010 12:26 AM
  Subject: [Audyssey] Something to try
 
 
  HI all,
  Tonight while debugging/testing Mysteries of the Ancients I realised
  there is still something we haven't tried to do in order to track down
  that blue screen error. Most of you don't know this but cross-platform
  libraries such as SFML often out put error messages directly to the
  console, or in Windows the command prompt. Since most of us are use to
  dialog boxes, message boxes, and all the other Windows trappings I
  doubt it ocurred to anyone before now to try and launch the program
  from the command prompt to see if there are any error codes etc
  printed to the screen. So that's what we need to do.
  What I would do if I were you guys is copy the installation files to a
  test directory like c:\test
  and then open the command prompt window by typing cmd into the run
  dialog box and pressing enter. Now, for you Windows newbies that know
  nothing about Dos commands change to the test directory we created by
  doing a
  cd\test
  and pressing enter. Now, simply type tomb and press enter. The game
  should launch and play. When you exit the game there should be error
  messages printed to the screen if there were any encountered. Let me
  know your results.
 
  Thanks.
 
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Re: [Audyssey] super egghunt

2010-10-16 Thread Kevin Weispfennig
Hi,

Yeah, they probably used game cheater, cheetahpack or something to increase 
the value of the score. I wouldn't do that since it takes away all the 
fun.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 16 Oct 2010 08:39:16 -0500
Subject: Re: [Audyssey] super egghunt

 Hi,
 My first guess is: cheaters?
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Liam Erven
 Sent: Wednesday, October 13, 2010 1:40 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] super egghunt
 
 I've seen people get 220.
 I have no idea how.
  
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of shaun everiss
 Sent: Wednesday, October 13, 2010 1:31 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] super egghunt
 
 this guy got 179 170 I think 160 and maybe higher.
 At 07:12 a.m. 14/10/2010, you wrote:
 The most I've ever got is 172, but mostly about 150 or something.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of shaun everiss
 Sent: 13 October 2010 19:07
 To: gamers@audyssey.org
 Subject: [Audyssey] super egghunt
 
 Hi.
 to the guy that posted the big wav file of the game how did you get 
 things to go that fast.
 did you run 2 or more versions of the program together to simulate this.
 if not then you are a real fast person, I have never gotten that fast I 
 always need to pause.
 If you are this fast then you are faster than me wow.
 
 
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[Audyssey] super dog bone hunt.

2010-10-16 Thread michael barnes

hey when i play this game it keep saying demo mode.
but i thought this game is the full version.
could someone tell me how to get the full version?

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Re: [Audyssey] super dog bone hunt.

2010-10-16 Thread Phil Vlasak

Hi Michael,
The game Super Dog's bone hunt is only produced as a demo.
The game engine does not allow free games to be more than one level.

The word demo is built into the GMA game engine and can not be removed.
In order to remove it would require you to get a registration key for a free 
game.

That is not practical.
Phil

- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:20 AM
Subject: [Audyssey] super dog bone hunt.



hey when i play this game it keep saying demo mode.
but i thought this game is the full version.
could someone tell me how to get the full version?

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Re: [Audyssey] Something to try

2010-10-16 Thread Valiant8086
Hi.
Do you have jaws? Maybe someone, like me, could tandem you and try it.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mich
Sent: Saturday, October 16, 2010 4:38 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Something to try

Hi Tom. I tried to do what you had set out in your message to all of us but
I have been finding that I am getting stuck. what I did was I went in to my
computer in to the local disk c then created a new folder cald test then I
tried coppeying all the files from the usa games folder from my program
files in to that folder. then I went in to run and typed in cmd and that is
where I am getting stuck since I can't seem to figger out what to do next. I
tried looking around using the tab key  for the folder and couldn't find it.

I also tried just putting in the.exe file in the folder I cald test and when
I  went back in to run and typed cmd and still I couldn't find it. note I
had to reboot each time since I couldn't figger out how to get out of the
cmd when I put it in to run. I have notest that I get the blue screen when I
try to exit the game and my pc re starts. I am running windows xp sp 3 if
that helps. If you could possibly tell me where I went wrong with trying to
find the error messages that would be grate. many thanks. from Mich.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 12:26 AM
Subject: [Audyssey] Something to try


 HI all,
 Tonight while debugging/testing Mysteries of the Ancients I realised 
 there is still something we haven't tried to do in order to track down 
 that blue screen error. Most of you don't know this but cross-platform 
 libraries such as SFML often out put error messages directly to the 
 console, or in Windows the command prompt. Since most of us are use to 
 dialog boxes, message boxes, and all the other Windows trappings I 
 doubt it ocurred to anyone before now to try and launch the program 
 from the command prompt to see if there are any error codes etc 
 printed to the screen. So that's what we need to do.
 What I would do if I were you guys is copy the installation files to a 
 test directory like c:\test and then open the command prompt window by 
 typing cmd into the run dialog box and pressing enter. Now, for you 
 Windows newbies that know nothing about Dos commands change to the 
 test directory we created by doing a cd\test and pressing enter. Now, 
 simply type tomb and press enter. The game should launch and play. 
 When you exit the game there should be error messages printed to the 
 screen if there were any encountered. Let me know your results.

 Thanks.

 ---
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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Kevin,
Well, it stands to reason if you aren't getting any errors and the
game isn't crashing on exit there wouldn't be any error messages to
redirect to a file either. The same seams to be true for the debugger.
I tried debugging it using the Visual C++ and the MinGW debuggers and
according to them all the exit codes were perfect. No stray pointers,
memory is properly freed up on exit, and everything shuts down
normally. However, the fact some people are getting a stop error, AKA
Blue Screen of Death, something is obviously not as perfect as the
debugger would have me believe. Although, if I could actually get the
stop error code from some of these crashes I could research it with
Microsoft's MSDN Library for a cause. However, stop errors of that
sort are usually the result of hard ware failure not software failure.

On 10/16/10, Kevin Weispfennig weis...@googlemail.com wrote:
 Hi,

 This was the first thing I did when hearing others get blue screens. I
 personally never got one, and didn't get a single error. I also
 redirected the output to a file, though that was completely empty and no
 errors occured.

 Kevin

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Re: [Audyssey] MOTA beta 15 question

2010-10-16 Thread Bryan Peterson

Could you be a bit more specific?
We are the Knights who say...Ni!
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 7:18 AM
Subject: [Audyssey] MOTA beta 15 question


Once you get past the rope after a ways you run in to something and I 
can't get past it.

Anyone know what this is?

Shane
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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Willem,
Hmmm...Ok, that was just a hunch of mine. Is there any possibility any
of you can actually get the stop error code?
What I'm talking about is when the blue screen comes up it will
present you with a stop error code. Usually it is a hex code starting
with 0x.  If I could get that hex code I can research the cause of the
problem and determine if the problem is hardware or software related.
Windows generally doesn't blue screen and produce a stop error unless
there is something very seriously wrong with your system. As I can't
in anyway shape or form reproduce the bug there has to be something
about your computers the game just doesn't like,or more correctly,
something your computer doesn't like about my game. Getting that stop
error code is essential in determining why Windows is crashing when
the program exits.


On 10/16/10, Willem Venter dwill...@gmail.com wrote:
 Hi thomas.

 I went to the sidescroler directory and did a tomb.exe error.txt, but
 the file was empty when the computer rebooted. If it writes to stderr
 then I'm not sure how to get at it.


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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Mich,
The Windows command prompt is like using Dos. That means you have to
type shell comands into the command prompt to get around. I gave
directions in my original message what to do.
To change directory you use the cd command. For example,
cd\test
will open the test directory.
To close the command prompt window you have to type
exit
and the window will close. There is definitely no need to reboot your computer.

Cheers!


On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. I tried to do what you had set out in your message to all of us but
 I have been finding that I am getting stuck. what I did was I went in to my
 computer in to the local disk c then created a new folder cald test then I
 tried coppeying all the files from the usa games folder from my program
 files in to that folder. then I went in to run and typed in cmd and that is
 where I am getting stuck since I can't seem to figger out what to do next. I
 tried looking around using the tab key  for the folder and couldn't find it.
 I also tried just putting in the.exe file in the folder I cald test and when
 I  went back in to run and typed cmd and still I couldn't find it. note I
 had to reboot each time since I couldn't figger out how to get out of the
 cmd when I put it in to run. I have notest that I get the blue screen when I
 try to exit the game and my pc re starts. I am running windows xp sp 3 if
 that helps. If you could possibly tell me where I went wrong with trying to
 find the error messages that would be grate. many thanks. from Mich.

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Re: [Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread Thomas Ward
Hi Mich,
If you could turn automatic reboot off in XP you should be able to use
Jaws, Window-eyes, etc to read that blue screen. Either way if you can
have a friend get the stop error code which is a hexidesimal number
beginning with 0x that would help bunches.

On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom and all. I have good news I was able to open moda using the  command
 prompt. the problem is this when I exited the game by pressing x my pc re
 started and I couldn't tell what the error coad was. any help with trying to
 figger this out to send you the error coad? I could get a friend of mine to
 take a pick of the arror coad and then read it off to me and I could e mail
 you what it said.  many thanks. from Mich.
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Re: [Audyssey] Something to try

2010-10-16 Thread Mich
Hi Tom I to had the same problum. I was able to open the game using the 
windows command prompt and then going in to the test folder that I made for 
the game the problem happened when I hit the x key to exit the game my pc re 
started and it gave me the blue screen of death and I couldn't get the error 
message.  from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 2:11 PM
Subject: Re: [Audyssey] Something to try



Hi Willem,
Hmmm...Ok, that was just a hunch of mine. Is there any possibility any
of you can actually get the stop error code?
What I'm talking about is when the blue screen comes up it will
present you with a stop error code. Usually it is a hex code starting
with 0x.  If I could get that hex code I can research the cause of the
problem and determine if the problem is hardware or software related.
Windows generally doesn't blue screen and produce a stop error unless
there is something very seriously wrong with your system. As I can't
in anyway shape or form reproduce the bug there has to be something
about your computers the game just doesn't like,or more correctly,
something your computer doesn't like about my game. Getting that stop
error code is essential in determining why Windows is crashing when
the program exits.


On 10/16/10, Willem Venter dwill...@gmail.com wrote:

Hi thomas.

I went to the sidescroler directory and did a tomb.exe error.txt, but
the file was empty when the computer rebooted. If it writes to stderr
then I'm not sure how to get at it.



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Re: [Audyssey] MOTA beta 15 question

2010-10-16 Thread Thomas Ward
Hi Shane,
Can you give us a little more detail where you are such as the exact
coordinates or the current room number?
You can get the room number by pressing r and can press c for current
location Both would give us a lot more detail on where you are.
However, it sounds to me like what happened is instead of jumnping off
the rope on the second level you might have jumped back down into the
level below and ran into a wall or something down there. That's just
my guess, and finding out where you are will confirm that or not.
.

Cheers!


On 10/16/10, Shane Lowe shanel...@insightbb.com wrote:
 Once you get past the rope after a ways you run in to something and I can't
 get past it.
 Anyone know what this is?

 Shane
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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Mich,
Send me a copy of the Windows dump file to my gmail.com address. I'll
try and extract the necessary information that way.

On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom I to had the same problum. I was able to open the game using the
 windows command prompt and then going in to the test folder that I made for
 the game the problem happened when I hit the x key to exit the game my pc re
 started and it gave me the blue screen of death and I couldn't get the error
 message.  from Mich.

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Re: [Audyssey] Something to try

2010-10-16 Thread Mich

Hi Tom. where would I find that file? many thanks. from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 2:45 PM
Subject: Re: [Audyssey] Something to try



Hi Mich,
Send me a copy of the Windows dump file to my gmail.com address. I'll
try and extract the necessary information that way.

On 10/16/10, Mich m...@ntl.sympatico.ca wrote:

Hi Tom I to had the same problum. I was able to open the game using the
windows command prompt and then going in to the test folder that I made 
for
the game the problem happened when I hit the x key to exit the game my pc 
re
started and it gave me the blue screen of death and I couldn't get the 
error

message.  from Mich.


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Re: [Audyssey] super dog bone hunt.

2010-10-16 Thread Thomas Ward
Hi Michael,
It is the full game. The reason it says demo is the way the GMA Engine
was designed. The engine only allows a free game to have one level,
and the engine runs in demo mode without a valid product key. Since it
would be a bit rediculous to request a product key for a free game
Super Dog runs in demo mode, but it is the full game.

On 10/16/10, michael barnes c...@samobile.net wrote:
 hey when i play this game it keep saying demo mode.
 but i thought this game is the full version.
 could someone tell me how to get the full version?

 --
 Email services provided by the System Access Mobile Network.  Visit
 www.serotek.com to learn more about accessibility anywhere.


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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Mich,
Usually, Windows places the results of a blue screen in a minidump
file located in
c:\Windows\Minidump.
The files are usually dated as well. For example, a system crash for
today would be called something like
Mini101610-01.dmp
which would be todays date and the first saved crash  for that date.
The crash reports can be recovered by a program called dumpchk which
basically reads back the state of the system at the time of the crash.
So if you can send me the latest dmp file or so that would help.

Cheers!


On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. where would I find that file? many thanks. from Mich.

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[Audyssey] Cheet codes for q9 game

2010-10-16 Thread Ramy Moustafa
hi all:

if u please, how can i get cheet codes for the q9 action game?

Thanks in advance
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Re: [Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread peter Mahach
I thought that if a blue screen occurs the pc just, dies? and it just 
freezes up? Is there a way to prevent that?


- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 8:27 PM
Subject: Re: [Audyssey] my riport on the blue screen arror in moda



Hi Mich,
If you could turn automatic reboot off in XP you should be able to use
Jaws, Window-eyes, etc to read that blue screen. Either way if you can
have a friend get the stop error code which is a hexidesimal number
beginning with 0x that would help bunches.

On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
Hi Tom and all. I have good news I was able to open moda using the 
command

prompt. the problem is this when I exited the game by pressing x my pc re
started and I couldn't tell what the error coad was. any help with trying 
to
figger this out to send you the error coad? I could get a friend of mine 
to
take a pick of the arror coad and then read it off to me and I could e 
mail

you what it said.  many thanks. from Mich.
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__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


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database 5266 (20100709) __

The message was checked by ESET Smart Security.

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Re: [Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread Kevin Weispfennig
Hi,

As far as I am aware, you canot read blue screen with any screen reader, as 
everything stops working as soon as the blue screen comes up, I guess for 
security reasons.

Kevin

- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date: Sat, 16 Oct 2010 14:27:11 -0400
Subject: Re: [Audyssey] my riport on the blue screen arror in moda

 Hi Mich,
 If you could turn automatic reboot off in XP you should be able to use
 Jaws, Window-eyes, etc to read that blue screen. Either way if you can
 have a friend get the stop error code which is a hexidesimal number
 beginning with 0x that would help bunches.
 
 On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
  Hi Tom and all. I have good news I was able to open moda using the  
command
  prompt. the problem is this when I exited the game by pressing x my pc 
re
  started and I couldn't tell what the error coad was. any help with 
trying to
  figger this out to send you the error coad? I could get a friend of 
mine to
  take a pick of the arror coad and then read it off to me and I could e 
mail
  you what it said.  many thanks. from Mich.
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[Audyssey] Looking for a fellow member.

2010-10-16 Thread Ron Kolesar
Hi to all, from Ron Kolesar and Leader dog Boz.
My pc's motherboad died on me and I'm in the process of building a new 
windows seven duel processor with four gigs of memory.
Could Lisa ham radio call sign N2XYL from New York write me back with her 
info please?
Her address was one of the few that was lost in space.
Thanks for the help.
Ron and Boz who's trying to get everything back installed. 



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[Audyssey] Need a little help from my friends.

2010-10-16 Thread Ron Kolesar
Hi once again.
I know that I'm not the only one with a Philips retractable game controller 
model 2909.
I can't find my cd-rom.
Could someone ship me a copy of their cd-rom that came with the USB handheld 
unit I'd deeply appreciate it.
Thanks.
ron 



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Re: [Audyssey] Cheet codes for q9 game

2010-10-16 Thread NIcol
Hi Ramy
Although I play the demo of q9 because I cannot afford the registered
version at this stage, I can answer your question because I have listened to
Philip benfall's q9 recording.
Just for the fun of it,  and to listen how Philip Bennfall's voice sounds
like, I have listened to his recording of q9 game play.
I haven't came across any  huge spoilers in his recording. 
But that's just me.
Others may want to try  finish the game first before listening to Philip's
recording.  
The cheets is only available if you purchased the registered version.
And the cheets is only available once you completed the game.
So once you completed the game, you  will be told that the cheets file is
placed on your desktop. 
Hth.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ramy Moustafa
Sent: 16 October 2010 09:23 PM
To: Gamers Discussion list
Subject: [Audyssey] Cheet codes for q9 game

hi all:

if u please, how can i get cheet codes for the q9 action game?

Thanks in advance
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[Audyssey] Q9 upcoming patch

2010-10-16 Thread Philip Bennefall
Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are any 
small changes that you would like to see? The change log currently looks like 
this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual game, 
rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than taking 
away strength.
Changed: In the regular playing mode, extra strength as well as extra rocks and 
shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new game, if 
the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they now 
fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the question. 
Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Michael Feir
I can think of a few possible additions. The most basic might be having some 
diamonds floating in the air to jump and grab for extra points. That might 
also work for things like food which could be eaten for strength. Perhaps 
monsters could destroy the food if they walk over it before the player grabs 
it. Also, there should be a way of getting a monster to fall into pits. For 
example, if you could hit a monster while standing on the second muddy step 
or right at the very edge of the pit before leaping across to safety. The 
monster, being enraged by the hit, would misjudge his leap over the pit and 
fall in. It should be a risky thing to try and do.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread peter Mahach
Hi, a few people on klango were suggesting a couple new cheats. I remember 
at least 2, one suggestion for a cheat was rapid fire on the sling, and 
another was longer time on deus shields.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
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Re: [Audyssey] super egghunt

2010-10-16 Thread Liam Erven
No. I think it's deffinetly possible.  People spend a lot of time playing
the game.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Weispfennig
Sent: Saturday, October 16, 2010 10:12 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] super egghunt

Hi,

Yeah, they probably used game cheater, cheetahpack or something to increase
the value of the score. I wouldn't do that since it takes away all the fun.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 16 Oct 2010 08:39:16 -0500
Subject: Re: [Audyssey] super egghunt

 Hi,
 My first guess is: cheaters?
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of Liam Erven
 Sent: Wednesday, October 13, 2010 1:40 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] super egghunt
 
 I've seen people get 220.
 I have no idea how.
  
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of shaun everiss
 Sent: Wednesday, October 13, 2010 1:31 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] super egghunt
 
 this guy got 179 170 I think 160 and maybe higher.
 At 07:12 a.m. 14/10/2010, you wrote:
 The most I've ever got is 172, but mostly about 150 or something.
 
 -Original Message-
 From: gamers-boun...@audyssey.org 
 [mailto:gamers-boun...@audyssey.org]
 On Behalf Of shaun everiss
 Sent: 13 October 2010 19:07
 To: gamers@audyssey.org
 Subject: [Audyssey] super egghunt
 
 Hi.
 to the guy that posted the big wav file of the game how did you get 
 things to go that fast.
 did you run 2 or more versions of the program together to simulate this.
 if not then you are a real fast person, I have never gotten that fast 
 I always need to pause.
 If you are this fast then you are faster than me wow.
 
 
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Ryan Conroy
I completely agree about monsters being able to fall into pits. It's not 
realistic how they can just get over them all the time.



-- Original Message --
From: Michael Feir michael.f...@gmail.com
To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list 
gamers@audyssey.org
Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having some 
diamonds floating in the air to jump and grab for extra points. That might 
also work for things like food which could be eaten for strength. Perhaps 
monsters could destroy the food if they walk over it before the player grabs 
it. Also, there should be a way of getting a monster to fall into pits. For 
example, if you could hit a monster while standing on the second muddy step 
or right at the very edge of the pit before leaping across to safety. The 
monster, being enraged by the hit, would misjudge his leap over the pit and 
fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are 
 any small changes that you would like to see? The change log currently 
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual 
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than 
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra 
 rocks and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new 
 game, if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
 now fail to affect the bats at all as they can fly above them.

 Not very impressive as you can see, which is why I'm putting out the 
 question. Thoughts, anyone?

 Kind regards,

 Philip Bennefall
 ---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Yohandy
How about the ability to replay endings? Also I don't know if you have plans 
for a sequel, or perhaps some paid add-on content in the future, but 
something cool would be the addition of trophies. The problem I personally 
find with many audio games is that once you beat them, the replayability is 
pretty much gone. with some type of trophy system it'll give us something to 
look forward to after completing the game. In fact, if there was a trophy 
scoreboard where people could show off their talent, it would be totally 
awesome.


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Charles Rivard
Monsters should fall into pits if they are not careful, just as the player, 
or maybe they should lose a bit of strength if they jump the pits. 
Possibly, points and strength can be gained by jumping and collecting 
treasure or food?  If there is a monster in the vicinity, it could gain 
strength by jumping and catching the food before the player gets to it, so 
you might have to be quick!  Just a few thoughts.


---
Shepherds are the best beasts!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 4:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Yohandy
lol they don't even get over them, they just sorta walk through it which is 
definitely not realistic. monsters falling into pits would definitely add 
some strategy as the player could try jumping over it back and forth when 
there are many monsters in the area to try and get them to fall in. This 
would be great for the insane difficulty for example. as it currently stands 
no one can beat it, and there's no point in having a difficulty so hard it's 
unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea would 
be on of a few ways I can think of that could make beating the hardest level 
possible. another idea would be for monsters to take less health from the 
player on hardest, or have them  walk slower so as not to swamp the player 
from all sides in 30 seconds.








- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not 
realistic how they can just get over them all the time.




-- Original Message --
From: Michael Feir michael.f...@gmail.com
To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list 
gamers@audyssey.org

Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having 
some

diamonds floating in the air to jump and grab for extra points. That might
also work for things like food which could be eaten for strength. Perhaps
monsters could destroy the food if they walk over it before the player 
grabs
it. Also, there should be a way of getting a monster to fall into pits. 
For
example, if you could hit a monster while standing on the second muddy 
step

or right at the very edge of the pit before leaping across to safety. The
monster, being enraged by the hit, would misjudge his leap over the pit 
and

fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are
any small changes that you would like to see? The change log currently
looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra
rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they
now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Yohandy
If Philip goes with the food and drinks idea, perhaps they could be stored 
in an inventory for later consumption? Not only could there be food, but how 
about some monster bait? a poison apple perhaps? or some Holy water that 
demons could drink that makes them weaker? just coming up with insane 
possibilities right now that could extend the game's enjoyment lol. P. S. 
Philip, are you a Green day fan? What's with all the references in the 
cheats? haha



- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 16, 2010 6:13 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Monsters should fall into pits if they are not careful, just as the 
player, or maybe they should lose a bit of strength if they jump the pits. 
Possibly, points and strength can be gained by jumping and collecting 
treasure or food?  If there is a monster in the vicinity, it could gain 
strength by jumping and catching the food before the player gets to it, so 
you might have to be quick!  Just a few thoughts.


---
Shepherds are the best beasts!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 4:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Charles Rivard

I would say No cheats., because, well, that's cheating.

---
Shepherds are the best beasts!
- Original Message - 
From: peter Mahach piterm...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 16, 2010 4:23 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Hi, a few people on klango were suggesting a couple new cheats. I remember 
at least 2, one suggestion for a cheat was rapid fire on the sling, and 
another was longer time on deus shields.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the actual 
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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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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signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com






__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread peter Mahach

I very much agree myself.
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not 
realistic how they can just get over them all the time.




-- Original Message --
From: Michael Feir michael.f...@gmail.com
To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list 
gamers@audyssey.org

Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having 
some

diamonds floating in the air to jump and grab for extra points. That might
also work for things like food which could be eaten for strength. Perhaps
monsters could destroy the food if they walk over it before the player 
grabs
it. Also, there should be a way of getting a monster to fall into pits. 
For
example, if you could hit a monster while standing on the second muddy 
step

or right at the very edge of the pit before leaping across to safety. The
monster, being enraged by the hit, would misjudge his leap over the pit 
and

fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are
any small changes that you would like to see? The change log currently
looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra
rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they
now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
---
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You can make changes or update your subscription via the web, at
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please send E-mail to gamers-ow...@audyssey.org.



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The message was checked by ESET Smart Security.

http://www.eset.com






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database 5266 (20100709) __

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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi,
I suggest have it as a random factor, wich emphasis on them jumping over it.
But I must agree, it's not realistic how every time they make it across.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Saturday, October 16, 2010 5:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

I very much agree myself.
- Original Message - 
From: Ryan Conroy staindadd...@juno.com
To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not 
realistic how they can just get over them all the time.



 -- Original Message --
 From: Michael Feir michael.f...@gmail.com
 To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list 
 gamers@audyssey.org
 Subject: Re: [Audyssey] Q9 upcoming patch
 Date: Sat, 16 Oct 2010 17:25:06 -0400

 I can think of a few possible additions. The most basic might be having 
 some
 diamonds floating in the air to jump and grab for extra points. That might
 also work for things like food which could be eaten for strength. Perhaps
 monsters could destroy the food if they walk over it before the player 
 grabs
 it. Also, there should be a way of getting a monster to fall into pits. 
 For
 example, if you could hit a monster while standing on the second muddy 
 step
 or right at the very edge of the pit before leaping across to safety. The
 monster, being enraged by the hit, would misjudge his leap over the pit 
 and
 fall in. It should be a risky thing to try and do.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 5:06 PM
 Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are
 any small changes that you would like to see? The change log currently
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra
 rocks and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new
 game, if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they
 now fail to affect the bats at all as they can fly above them.

 Not very impressive as you can see, which is why I'm putting out the
 question. Thoughts, anyone?

 Kind regards,

 Philip Bennefall
 ---
 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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 SPECIAL REPORT: High ticket items are being auctioned for an incredible 
 90% off!
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi Phillip,
Oh...something else. When you finish the game, a new cheat file is generated
every time if you don't keep it on your desktop. Perhaps you could place the
cheats file in the Q9 directory itself?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, October 16, 2010 5:27 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

I would say No cheats., because, well, that's cheating.

---
Shepherds are the best beasts!
- Original Message - 
From: peter Mahach piterm...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org
Sent: Saturday, October 16, 2010 4:23 PM
Subject: Re: [Audyssey] Q9 upcoming patch


 Hi, a few people on klango were suggesting a couple new cheats. I remember

 at least 2, one suggestion for a cheat was rapid fire on the sling, and 
 another was longer time on deus shields.
 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 11:06 PM
 Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are 
 any small changes that you would like to see? The change log currently 
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual

 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than 
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra 
 rocks and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new 
 game, if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
 now fail to affect the bats at all as they can fly above them.

 Not very impressive as you can see, which is why I'm putting out the 
 question. Thoughts, anyone?

 Kind regards,

 Philip Bennefall
 ---
 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.

 __ Information from ESET Smart Security, version of virus 
 signature database 5266 (20100709) __

 The message was checked by ESET Smart Security.

 http://www.eset.com





 __ Information from ESET Smart Security, version of virus 
 signature database 5266 (20100709) __

 The message was checked by ESET Smart Security.

 http://www.eset.com




 ---
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 If you want to leave the list, send E-mail to 
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 list,
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread dark

Hi Philip.

just some random thoughts.

Firstly, I do agree about monsters falling into pits, sinse it seems 
waay unfair really, pluss it would make tactics in fighting creatures 
more important.


To compensate for this though, how about adding some more floor obstacles 
such as thorny bushes which must be jumped, but which the various creatures 
(due to their thick fur), could run streight through. These could be 
designated by the same mud boundary as pits, but then a tree ratling in the 
wind sound.



You might considder other obstacles such as pools of mud which slow your 
movement so that enemies could get you (very nasty with those wolves), or 
some static enemies which do lots of damage to you and in turn take lots of 
hitting to kill, say for example snakes.


In the extra enemies point, I do think those bats are rather cool in the way 
you must jump to hit them, however they are rather easy to kill given that 
they can't attack you unless you yourself are jumping.  you might considder 
therefore adding an enemy which flies like the bats and must be attacked 
with a jump, but which dives down and attacks you once it reaches your 
level,  say vultures or croes as an example.


You might also considder some unkillable hazards similar to the ones 
superliam,  or indeed the monkeys stage of Tarzan jr had, such as 
rolling or falling boulders, spouting water or flames from the ground which 
need to be run past, or (for extra nastiness), pop out of pits so that you 
need to time your jumps carefully.


To balance matters with new enemies, you might considder new weapons or 
power ups for the player,  such as:


spears: longer reach than the club (but not as much as the sling), however 
not as powerful (useful for attacking those snakes I mentioned sinse you 
don't need to be close).


Dynamight: blows things up close to you (but obviously you don't get many).

Deus rockit: flies in the air and blows up bats or other airborn enemies 
without you needing to jump.


potions: kept in inventory to be used with the p key when needed (fewer than 
simple extra strength power ups).


tracter beam: activated with a single key press (eg the shift key), if used 
when an item is falling, grabs the item wherever it is, without you having 
to run under it.


I'll also say, some extra bosses would be awsome, sinse the one we've got is 
certainly fun but I'm sure others could be added, but I'm not certain how 
major a change you were planning,  these are of course just suggestions.


I'll look forward to seeing the new patch.

All the best,

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:21 PM
Subject: Re: [Audyssey] Q9 upcoming patch


If Philip goes with the food and drinks idea, perhaps they could be stored 
in an inventory for later consumption? Not only could there be food, but 
how about some monster bait? a poison apple perhaps? or some Holy water 
that demons could drink that makes them weaker? just coming up with insane 
possibilities right now that could extend the game's enjoyment lol. P. S. 
Philip, are you a Green day fan? What's with all the references in the 
cheats? haha



- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 16, 2010 6:13 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Monsters should fall into pits if they are not careful, just as the 
player, or maybe they should lose a bit of strength if they jump the 
pits. Possibly, points and strength can be gained by jumping and 
collecting treasure or food?  If there is a monster in the vicinity, it 
could gain strength by jumping and catching the food before the player 
gets to it, so you might have to be quick!  Just a few thoughts.


---
Shepherds are the best beasts!
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 4:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the 
actual game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all 

Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi Yohandy,
On the contrary...it is actually possible to dodge attacks; it's just very
difficult.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

lol they don't even get over them, they just sorta walk through it which is 
definitely not realistic. monsters falling into pits would definitely add 
some strategy as the player could try jumping over it back and forth when 
there are many monsters in the area to try and get them to fall in. This

would be great for the insane difficulty for example. as it currently stands

no one can beat it, and there's no point in having a difficulty so hard it's

unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea would

be on of a few ways I can think of that could make beating the hardest level

possible. another idea would be for monsters to take less health from the 
player on hardest, or have them  walk slower so as not to swamp the player 
from all sides in 30 seconds.







- Original Message - 
From: Ryan Conroy staindadd...@juno.com
To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not 
realistic how they can just get over them all the time.



 -- Original Message --
 From: Michael Feir michael.f...@gmail.com
 To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list 
 gamers@audyssey.org
 Subject: Re: [Audyssey] Q9 upcoming patch
 Date: Sat, 16 Oct 2010 17:25:06 -0400

 I can think of a few possible additions. The most basic might be having 
 some
 diamonds floating in the air to jump and grab for extra points. That might
 also work for things like food which could be eaten for strength. Perhaps
 monsters could destroy the food if they walk over it before the player 
 grabs
 it. Also, there should be a way of getting a monster to fall into pits. 
 For
 example, if you could hit a monster while standing on the second muddy 
 step
 or right at the very edge of the pit before leaping across to safety. The
 monster, being enraged by the hit, would misjudge his leap over the pit 
 and
 fall in. It should be a risky thing to try and do.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 5:06 PM
 Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are
 any small changes that you would like to see? The change log currently
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra
 rocks and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new
 game, if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they
 now fail to affect the bats at all as they can fly above them.

 Not very impressive as you can see, which is why I'm putting out the
 question. Thoughts, anyone?

 Kind regards,

 Philip Bennefall
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread dark

I actually agree charlese.

Cheats are a nice extra to get while playing the game, and fun for a while, 
but playing without cheats is generally better.


In fact that's why I'm now pleased you can get the superweapon in game.

Beware the Grue!

Dark.
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:26 PM
Subject: Re: [Audyssey] Q9 upcoming patch



I would say No cheats., because, well, that's cheating.

---
Shepherds are the best beasts!
- Original Message - 
From: peter Mahach piterm...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Saturday, October 16, 2010 4:23 PM
Subject: Re: [Audyssey] Q9 upcoming patch


Hi, a few people on klango were suggesting a couple new cheats. I 
remember at least 2, one suggestion for a cheat was rapid fire on the 
sling, and another was longer time on deus shields.
- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any small changes that you would like to see? The change log currently 
looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the 
actual game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than 
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out the 
question. Thoughts, anyone?


Kind regards,

Philip Bennefall
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Re: [Audyssey] MOTA beta 15 question

2010-10-16 Thread Charles Rivard

Without more details, no.  Where are you?  What room?

---
Shepherds are the best beasts!
- Original Message - 
From: Shane Lowe shanel...@insightbb.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 8:18 AM
Subject: [Audyssey] MOTA beta 15 question


Once you get past the rope after a ways you run in to something and I 
can't get past it.

Anyone know what this is?

Shane
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi Dark,
Lol...that's not a patch, that's a whole new program! Grin Seriously
though, I do like your suggestions, just not sure how implementable they
are.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, October 16, 2010 5:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

Hi Philip.

just some random thoughts.

Firstly, I do agree about monsters falling into pits, sinse it seems 
waay unfair really, pluss it would make tactics in fighting creatures 
more important.

To compensate for this though, how about adding some more floor obstacles 
such as thorny bushes which must be jumped, but which the various creatures 
(due to their thick fur), could run streight through. These could be 
designated by the same mud boundary as pits, but then a tree ratling in the 
wind sound.


You might considder other obstacles such as pools of mud which slow your 
movement so that enemies could get you (very nasty with those wolves), or 
some static enemies which do lots of damage to you and in turn take lots of 
hitting to kill, say for example snakes.

In the extra enemies point, I do think those bats are rather cool in the way

you must jump to hit them, however they are rather easy to kill given that 
they can't attack you unless you yourself are jumping.  you might considder 
therefore adding an enemy which flies like the bats and must be attacked 
with a jump, but which dives down and attacks you once it reaches your 
level,  say vultures or croes as an example.

You might also considder some unkillable hazards similar to the ones 
superliam,  or indeed the monkeys stage of Tarzan jr had, such as 
rolling or falling boulders, spouting water or flames from the ground which 
need to be run past, or (for extra nastiness), pop out of pits so that you 
need to time your jumps carefully.

To balance matters with new enemies, you might considder new weapons or 
power ups for the player,  such as:

spears: longer reach than the club (but not as much as the sling), however 
not as powerful (useful for attacking those snakes I mentioned sinse you 
don't need to be close).

Dynamight: blows things up close to you (but obviously you don't get many).

Deus rockit: flies in the air and blows up bats or other airborn enemies 
without you needing to jump.

potions: kept in inventory to be used with the p key when needed (fewer than

simple extra strength power ups).

tracter beam: activated with a single key press (eg the shift key), if used 
when an item is falling, grabs the item wherever it is, without you having 
to run under it.

I'll also say, some extra bosses would be awsome, sinse the one we've got is

certainly fun but I'm sure others could be added, but I'm not certain how 
major a change you were planning,  these are of course just suggestions.

I'll look forward to seeing the new patch.

All the best,

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:21 PM
Subject: Re: [Audyssey] Q9 upcoming patch


 If Philip goes with the food and drinks idea, perhaps they could be stored

 in an inventory for later consumption? Not only could there be food, but 
 how about some monster bait? a poison apple perhaps? or some Holy water 
 that demons could drink that makes them weaker? just coming up with insane

 possibilities right now that could extend the game's enjoyment lol. P. S. 
 Philip, are you a Green day fan? What's with all the references in the 
 cheats? haha


 - Original Message - 
 From: Charles Rivard woofer...@sbcglobal.net
 To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
 gamers@audyssey.org
 Sent: Saturday, October 16, 2010 6:13 PM
 Subject: Re: [Audyssey] Q9 upcoming patch


 Monsters should fall into pits if they are not careful, just as the 
 player, or maybe they should lose a bit of strength if they jump the 
 pits. Possibly, points and strength can be gained by jumping and 
 collecting treasure or food?  If there is a monster in the vicinity, it 
 could gain strength by jumping and catching the food before the player 
 gets to it, so you might have to be quick!  Just a few thoughts.

 ---
 Shepherds are the best beasts!
 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 4:06 PM
 Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are

 any small changes that you would like to see? The change log currently 
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the 
 actual game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than 
 taking away strength.
 Changed: In 

Re: [Audyssey] MOTA beta 15 question

2010-10-16 Thread Hayden Presley
Hi Shane,
My first guess is you didn't activate the lever in Room 1; try that.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, October 16, 2010 5:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA beta 15 question

Without more details, no.  Where are you?  What room?

---
Shepherds are the best beasts!
- Original Message - 
From: Shane Lowe shanel...@insightbb.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 8:18 AM
Subject: [Audyssey] MOTA beta 15 question


 Once you get past the rope after a ways you run in to something and I 
 can't get past it.
 Anyone know what this is?

 Shane
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Re: [Audyssey] super egghunt

2010-10-16 Thread Hayden Presley
Hi,
Well--in that case, I'll applaud them for sure.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Liam Erven
Sent: Saturday, October 16, 2010 4:44 PM
To: weis...@googlemail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] super egghunt

No. I think it's deffinetly possible.  People spend a lot of time playing
the game.
 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kevin Weispfennig
Sent: Saturday, October 16, 2010 10:12 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] super egghunt

Hi,

Yeah, they probably used game cheater, cheetahpack or something to increase
the value of the score. I wouldn't do that since it takes away all the fun.

Kevin

- Original Message -
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date: Sat, 16 Oct 2010 08:39:16 -0500
Subject: Re: [Audyssey] super egghunt

 Hi,
 My first guess is: cheaters?
 
 Best Regards,
 Hayden
 
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of Liam Erven
 Sent: Wednesday, October 13, 2010 1:40 PM
 To: 'Gamers Discussion list'
 Subject: Re: [Audyssey] super egghunt
 
 I've seen people get 220.
 I have no idea how.
  
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] 
 On Behalf Of shaun everiss
 Sent: Wednesday, October 13, 2010 1:31 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] super egghunt
 
 this guy got 179 170 I think 160 and maybe higher.
 At 07:12 a.m. 14/10/2010, you wrote:
 The most I've ever got is 172, but mostly about 150 or something.
 
 -Original Message-
 From: gamers-boun...@audyssey.org 
 [mailto:gamers-boun...@audyssey.org]
 On Behalf Of shaun everiss
 Sent: 13 October 2010 19:07
 To: gamers@audyssey.org
 Subject: [Audyssey] super egghunt
 
 Hi.
 to the guy that posted the big wav file of the game how did you get 
 things to go that fast.
 did you run 2 or more versions of the program together to simulate this.
 if not then you are a real fast person, I have never gotten that fast 
 I always need to pause.
 If you are this fast then you are faster than me wow.
 
 
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread dark

Hi haiden.

I was going on the basis of suggesting a range of changes to the game which 
could alter gameplay and make things fun by varying the action a litle.


i know from reading the documents for bgt, that while it can't be said to be 
easy to add other objects into a program, when a certain amounts of other 
factors are created, it is possible,  which is I imagine how Philip 
added the teleporting demonds in the first Q9 update.


i certainly don't expect him to add all! these changes to the game (though 
it'd certainly be fantastic if he did), however if he could add some of 
them, it would I think make the game even more fun than it is now by varying 
the game play experience and altering things to give an overall more diverse 
game.


Equally, philip might considder some of these for Q9 Ii,  or indeed just 
tell me to take my crazy ideas and stick them where the sun does not shine 
if he likes! I was merely trying to make hopefully good suggestions.


Beware the Grue!

dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:41 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Hi Dark,
Lol...that's not a patch, that's a whole new program! Grin Seriously
though, I do like your suggestions, just not sure how implementable they
are.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Saturday, October 16, 2010 5:38 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

Hi Philip.

just some random thoughts.

Firstly, I do agree about monsters falling into pits, sinse it seems
waay unfair really, pluss it would make tactics in fighting creatures
more important.

To compensate for this though, how about adding some more floor obstacles
such as thorny bushes which must be jumped, but which the various 
creatures

(due to their thick fur), could run streight through. These could be
designated by the same mud boundary as pits, but then a tree ratling in 
the

wind sound.


You might considder other obstacles such as pools of mud which slow your
movement so that enemies could get you (very nasty with those wolves), or
some static enemies which do lots of damage to you and in turn take lots 
of

hitting to kill, say for example snakes.

In the extra enemies point, I do think those bats are rather cool in the 
way


you must jump to hit them, however they are rather easy to kill given that
they can't attack you unless you yourself are jumping.  you might 
considder

therefore adding an enemy which flies like the bats and must be attacked
with a jump, but which dives down and attacks you once it reaches your
level,  say vultures or croes as an example.

You might also considder some unkillable hazards similar to the ones
superliam,  or indeed the monkeys stage of Tarzan jr had, such as
rolling or falling boulders, spouting water or flames from the ground 
which

need to be run past, or (for extra nastiness), pop out of pits so that you
need to time your jumps carefully.

To balance matters with new enemies, you might considder new weapons or
power ups for the player,  such as:

spears: longer reach than the club (but not as much as the sling), however
not as powerful (useful for attacking those snakes I mentioned sinse you
don't need to be close).

Dynamight: blows things up close to you (but obviously you don't get 
many).


Deus rockit: flies in the air and blows up bats or other airborn enemies
without you needing to jump.

potions: kept in inventory to be used with the p key when needed (fewer 
than


simple extra strength power ups).

tracter beam: activated with a single key press (eg the shift key), if 
used

when an item is falling, grabs the item wherever it is, without you having
to run under it.

I'll also say, some extra bosses would be awsome, sinse the one we've got 
is


certainly fun but I'm sure others could be added, but I'm not certain how
major a change you were planning,  these are of course just 
suggestions.


I'll look forward to seeing the new patch.

All the best,

Dark.
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 11:21 PM
Subject: Re: [Audyssey] Q9 upcoming patch


If Philip goes with the food and drinks idea, perhaps they could be 
stored



in an inventory for later consumption? Not only could there be food, but
how about some monster bait? a poison apple perhaps? or some Holy water
that demons could drink that makes them weaker? just coming up with 
insane



possibilities right now that could extend the game's enjoyment lol. P. S.
Philip, are you a Green day fan? What's with all the references in the
cheats? haha


- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Philip Bennefall phi...@blastbay.com; 

Re: [Audyssey] my riport on the blue screen arror in moda

2010-10-16 Thread Hayden Presley
Hi Peter,
Yes--there is a way to prevent it from dying, but there is no way to prevent
it from freezing. I forget how to do it, but there's a way--at least on
Windows.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Saturday, October 16, 2010 2:48 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] my riport on the blue screen arror in moda

I thought that if a blue screen occurs the pc just, dies? and it just 
freezes up? Is there a way to prevent that?

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 8:27 PM
Subject: Re: [Audyssey] my riport on the blue screen arror in moda


 Hi Mich,
 If you could turn automatic reboot off in XP you should be able to use
 Jaws, Window-eyes, etc to read that blue screen. Either way if you can
 have a friend get the stop error code which is a hexidesimal number
 beginning with 0x that would help bunches.

 On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom and all. I have good news I was able to open moda using the 
 command
 prompt. the problem is this when I exited the game by pressing x my pc re
 started and I couldn't tell what the error coad was. any help with trying

 to
 figger this out to send you the error coad? I could get a friend of mine 
 to
 take a pick of the arror coad and then read it off to me and I could e 
 mail
 you what it said.  many thanks. from Mich.
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Yohandy
I dunno, I don't consider that dodging, I consider it getting lucky. Even if 
this is a form of dodging, it does no good on expert. or whatever the 
hardest difficulty is called lol. there's really no strategy to it. it seems 
that when I'm killing an enemy it'll just hit me totally at random. there's 
not really much warning. so for instance if some one wishes to speed run 
the game and at the same time take as few hits as possible, this wouldn't be 
possible because everything is pretty much based on luck.







- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 6:38 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Hi Yohandy,
On the contrary...it is actually possible to dodge attacks; it's just very
difficult.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

lol they don't even get over them, they just sorta walk through it which 
is

definitely not realistic. monsters falling into pits would definitely add
some strategy as the player could try jumping over it back and forth when
there are many monsters in the area to try and get them to fall in. 
This


would be great for the insane difficulty for example. as it currently 
stands


no one can beat it, and there's no point in having a difficulty so hard 
it's


unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea 
would


be on of a few ways I can think of that could make beating the hardest 
level


possible. another idea would be for monsters to take less health from the
player on hardest, or have them  walk slower so as not to swamp the player
from all sides in 30 seconds.







- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch



I completely agree about monsters being able to fall into pits. It's not
realistic how they can just get over them all the time.



-- Original Message --
From: Michael Feir michael.f...@gmail.com
To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list
gamers@audyssey.org
Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having
some
diamonds floating in the air to jump and grab for extra points. That 
might

also work for things like food which could be eaten for strength. Perhaps
monsters could destroy the food if they walk over it before the player
grabs
it. Also, there should be a way of getting a monster to fall into pits.
For
example, if you could hit a monster while standing on the second muddy
step
or right at the very edge of the pit before leaping across to safety. The
monster, being enraged by the hit, would misjudge his leap over the pit
and
fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are
any small changes that you would like to see? The change log currently
looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the 
actual

game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra
rocks and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new
game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they
now fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi,
Could you explain the definition of that

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

I dunno, I don't consider that dodging, I consider it getting lucky. Even if

this is a form of dodging, it does no good on expert. or whatever the 
hardest difficulty is called lol. there's really no strategy to it. it seems

that when I'm killing an enemy it'll just hit me totally at random. there's 
not really much warning. so for instance if some one wishes to speed run 
the game and at the same time take as few hits as possible, this wouldn't be

possible because everything is pretty much based on luck.






- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 6:38 PM
Subject: Re: [Audyssey] Q9 upcoming patch


 Hi Yohandy,
 On the contrary...it is actually possible to dodge attacks; it's just very
 difficult.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Yohandy
 Sent: Saturday, October 16, 2010 5:13 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Q9 upcoming patch

 lol they don't even get over them, they just sorta walk through it which 
 is
 definitely not realistic. monsters falling into pits would definitely add
 some strategy as the player could try jumping over it back and forth when
 there are many monsters in the area to try and get them to fall in. 
 This

 would be great for the insane difficulty for example. as it currently 
 stands

 no one can beat it, and there's no point in having a difficulty so hard 
 it's

 unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea 
 would

 be on of a few ways I can think of that could make beating the hardest 
 level

 possible. another idea would be for monsters to take less health from the
 player on hardest, or have them  walk slower so as not to swamp the player
 from all sides in 30 seconds.







 - Original Message - 
 From: Ryan Conroy staindadd...@juno.com
 To: gamers@audyssey.org
 Sent: Saturday, October 16, 2010 5:56 PM
 Subject: Re: [Audyssey] Q9 upcoming patch


I completely agree about monsters being able to fall into pits. It's not
realistic how they can just get over them all the time.



 -- Original Message --
 From: Michael Feir michael.f...@gmail.com
 To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list
 gamers@audyssey.org
 Subject: Re: [Audyssey] Q9 upcoming patch
 Date: Sat, 16 Oct 2010 17:25:06 -0400

 I can think of a few possible additions. The most basic might be having
 some
 diamonds floating in the air to jump and grab for extra points. That 
 might
 also work for things like food which could be eaten for strength. Perhaps
 monsters could destroy the food if they walk over it before the player
 grabs
 it. Also, there should be a way of getting a monster to fall into pits.
 For
 example, if you could hit a monster while standing on the second muddy
 step
 or right at the very edge of the pit before leaping across to safety. The
 monster, being enraged by the hit, would misjudge his leap over the pit
 and
 fall in. It should be a risky thing to try and do.
 Michael Feir
 Author of Personal Power:
 How Accessible Computers Can Enhance Personal Life For Blind People
 2006-2008
 www.blind-planet.com/content/personal-power

 A Life of Word and Sound
 2003-2007
 http://www.blind-planet.com/content/life-word-and-sound

 Creator and former editor of Audyssey Magazine
 1996-2004
 Check out my blog at:
 www.michaelfeir.blogspot.com


 - Original Message - 
 From: Philip Bennefall phi...@blastbay.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, October 16, 2010 5:06 PM
 Subject: [Audyssey] Q9 upcoming patch


 Hi all,

 I am making a little Q9 patch, version 1.2. I was wondering if there are
 any small changes that you would like to see? The change log currently
 looks like this:

 Version 1.2:
 Added: It is now possible to get the secret weapon from within the 
 actual
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra
 rocks and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new
 game, if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they
 now fail to affect the bats at all as they can fly above them.

 Not very impressive as you can see, which is why I'm putting out the
 question. Thoughts, 

Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Yohandy
what, speed run? Basically a way of getting through a game as quickly as 
possible. people record it and sort of compete to see who can complete a 
game or level fastest. you just run through the level without killing 
anything or picking up items unless they're in your way etc. of course with 
Q9, since monsters follow you everywhere, this wouldn't really be possible. 
everyone's gameplay experience would be similar.





- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 6:50 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Hi,
Could you explain the definition of that

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

I dunno, I don't consider that dodging, I consider it getting lucky. Even 
if


this is a form of dodging, it does no good on expert. or whatever the
hardest difficulty is called lol. there's really no strategy to it. it 
seems


that when I'm killing an enemy it'll just hit me totally at random. 
there's

not really much warning. so for instance if some one wishes to speed run
the game and at the same time take as few hits as possible, this wouldn't 
be


possible because everything is pretty much based on luck.






- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Saturday, October 16, 2010 6:38 PM
Subject: Re: [Audyssey] Q9 upcoming patch



Hi Yohandy,
On the contrary...it is actually possible to dodge attacks; it's just 
very

difficult.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Yohandy
Sent: Saturday, October 16, 2010 5:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

lol they don't even get over them, they just sorta walk through it which
is
definitely not realistic. monsters falling into pits would definitely add
some strategy as the player could try jumping over it back and forth when
there are many monsters in the area to try and get them to fall in.
This

would be great for the insane difficulty for example. as it currently
stands

no one can beat it, and there's no point in having a difficulty so hard
it's

unbeatable. Since Q9 doesn't have ways to dodge attacks, this pit idea
would

be on of a few ways I can think of that could make beating the hardest
level

possible. another idea would be for monsters to take less health from the
player on hardest, or have them  walk slower so as not to swamp the 
player

from all sides in 30 seconds.







- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:56 PM
Subject: Re: [Audyssey] Q9 upcoming patch



I completely agree about monsters being able to fall into pits. It's not
realistic how they can just get over them all the time.



-- Original Message --
From: Michael Feir michael.f...@gmail.com
To: Philip Bennefall phi...@blastbay.com, Gamers Discussion list
gamers@audyssey.org
Subject: Re: [Audyssey] Q9 upcoming patch
Date: Sat, 16 Oct 2010 17:25:06 -0400

I can think of a few possible additions. The most basic might be having
some
diamonds floating in the air to jump and grab for extra points. That
might
also work for things like food which could be eaten for strength. 
Perhaps

monsters could destroy the food if they walk over it before the player
grabs
it. Also, there should be a way of getting a monster to fall into pits.
For
example, if you could hit a monster while standing on the second muddy
step
or right at the very edge of the pit before leaping across to safety. 
The

monster, being enraged by the hit, would misjudge his leap over the pit
and
fall in. It should be a risky thing to try and do.
Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: Philip Bennefall phi...@blastbay.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there 
are

any small changes that you would like to see? The change log currently
looks like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the
actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away 

Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Ryan Strunk
Personally I like items appearing over pits. It adds challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, October 16, 2010 4:06 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming patch

Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are any
small changes that you would like to see? The change log currently looks
like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra rocks
and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new game,
if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they now
fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread dark
I agree ryan items appearing over pits deffinately adds variety and 
challenge to the game., it's also similar to many mainstream games where 
you'd have to grab items over dangerous drops.


If any change should be made, i'd suggest the possibilitiy of getting 
something better from a pit falling item thus giving players more insentive 
to grab them.


Beware the grue!

Dark.
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Sunday, October 17, 2010 12:33 AM
Subject: Re: [Audyssey] Q9 upcoming patch



Personally I like items appearing over pits. It adds challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, October 16, 2010 4:06 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming patch

Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any

small changes that you would like to see? The change log currently looks
like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks

and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game,

if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now

fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
---
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Kevin Weispfennig
Hi,

Philip was talking about fortune fields, so you would have to literarely 
jump in the pit and lose to get it.

Kevin

- Original Message -
From: Ryan Strunk ryan.str...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com, 'Gamers Discussion list' 
gamers@audyssey.org
Date: Sat, 16 Oct 2010 18:33:39 -0500
Subject: Re: [Audyssey] Q9 upcoming patch

 Personally I like items appearing over pits. It adds challenge.
 
 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Philip Bennefall
 Sent: Saturday, October 16, 2010 4:06 PM
 To: Gamers Discussion list
 Subject: [Audyssey] Q9 upcoming patch
 
 Hi all,
 
 I am making a little Q9 patch, version 1.2. I was wondering if there are 
any
 small changes that you would like to see? The change log currently looks
 like this:
 
 Version 1.2:
 Added: It is now possible to get the secret weapon from within the actual
 game, rather than as a cheat code only.
 Changed: Fortune fields now have a higher chance of giving rather than
 taking away strength.
 Changed: In the regular playing mode, extra strength as well as extra 
rocks
 and shields are now more common bonus items.
 Fixed: Fortune fields will no longer appear in the middle of pits.
 Fixed: The bonus level will no longer be triggered when starting a new 
game,
 if the previous game had been canceled during a bonus level.
 Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now
 fail to affect the bats at all as they can fly above them.
 
 Not very impressive as you can see, which is why I'm putting out the
 question. Thoughts, anyone?
 
 Kind regards,
 
 Philip Bennefall
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[Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Thomas Ward
Hi everyone,
Ok, I have some good news and bad news regarding the ongoing research
into the stop error, AKA Blue Screen of Death,  created when exiting
Mysteries of the Ancients.
The good news is a couple of you have sent me a copy of your minidump
files which has allowed me to extract the stop error code the BSOD
displayed shortly before Windows goes down for the count. as expected
the stop error code relates to a memory access violation of some kind.
The bad news is that particular error code, stop error 0x1050,
usually indicates faulty memory. I'm not saying that your memory is
actually faulty only that Windows XP thinks your memory is faulty for
some reason. Unless of course you are over 70 and memory is the first
thing to go. Just kidding.
Seriously though, apparently when the program exits forsome reason
Windows can't access a block of memory for some reason, signals a page
fault, blue screens, and reboots. Why this doesn't happen on every
single Windows computer out there is beyond me, but thats what I've
found out so far.
Now, that I have some idea of what is causing the crash I can go
through and hopefully discover what isn't getting uninitialized before
exiting. There is apparently something hanging on to a block of memory
when the program closes and Windows gets a bit tempermental about it,
and wants it back. In short the BSOD is like Windows throwing a temper
tantrem.
Its mine. That is my memory, and you can't have it. Give it back.
Give it back. Mommie, make him give it back. Fine, I'll just shut down
and reboot.
And who says computers don't have personalities?

Hahahahaha!

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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread clement chou

Hi Tom.

Glad you've found the problem... hopefully that means those of us who have 
problems won't have them for much longer. But I knew I should've been nicer 
to the computer... al those times I banged my hand on the tower... guess it 
didn't like it that much! Lol! 



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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Thomas Ward
Hi,
Agreed. One of the things I liked about Montezuma's Revenge before I
gave up that project do to copyrights is that a lot of items such as
juels could be in rather difficult places to get at. You might have to
climb up a rope and swing off to catch it in mid air, or a bunch of
them might be suspended over an open pit or something. Vanishing
platforms etc were a nice touch as well. Many of those little touches
were introduced into several mainstream games that came after
Montezuma's Revenge.
So if we have falling items over pits or having to jump up to grab
something makes it more fun in my book. The more difficult and
challenging the item is to get the more fun the game is. It gives it
something extra in replay value.

Smile.


On 10/16/10, dark d...@xgam.org wrote:
 I agree ryan items appearing over pits deffinately adds variety and
 challenge to the game., it's also similar to many mainstream games where
 you'd have to grab items over dangerous drops.

 If any change should be made, i'd suggest the possibilitiy of getting
 something better from a pit falling item thus giving players more insentive
 to grab them.

 Beware the grue!

 Dark.

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Re: [Audyssey] Something to try

2010-10-16 Thread shaun everiss

where can you download this tom I'll try to send you things.
At 08:19 a.m. 17/10/2010, you wrote:

Hi Mich,
Usually, Windows places the results of a blue screen in a minidump
file located in
c:\Windows\Minidump.
The files are usually dated as well. For example, a system crash for
today would be called something like
Mini101610-01.dmp
which would be todays date and the first saved crash  for that date.
The crash reports can be recovered by a program called dumpchk which
basically reads back the state of the system at the time of the crash.
So if you can send me the latest dmp file or so that would help.

Cheers!


On 10/16/10, Mich m...@ntl.sympatico.ca wrote:
 Hi Tom. where would I find that file? many thanks. from Mich.

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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread shaun everiss

also as another change.
if you leap a pit you can randomly get gems, cash, items, a sound, a 
chime or something.

At 10:25 a.m. 17/10/2010, you wrote:
I can think of a few possible additions. The most basic might be 
having some diamonds floating in the air to jump and grab for extra 
points. That might also work for things like food which could be 
eaten for strength. Perhaps monsters could destroy the food if they 
walk over it before the player grabs it. Also, there should be a way 
of getting a monster to fall into pits. For example, if you could 
hit a monster while standing on the second muddy step or right at 
the very edge of the pit before leaping across to safety. The 
monster, being enraged by the hit, would misjudge his leap over the 
pit and fall in. It should be a risky thing to try and do.

Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - From: Philip Bennefall phi...@blastbay.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:06 PM
Subject: [Audyssey] Q9 upcoming patch



Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if 
there are any small changes that you would like to see? The change 
log currently looks like this:


Version 1.2:
Added: It is now possible to get the secret weapon from within the 
actual game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather 
than taking away strength.
Changed: In the regular playing mode, extra strength as well as 
extra rocks and shields are now more common bonus items.

Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a 
new game, if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, 
they now fail to affect the bats at all as they can fly above them.


Not very impressive as you can see, which is why I'm putting out 
the question. Thoughts, anyone?


Kind regards,

Philip Bennefall
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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread shaun everiss

hmmm you can jump and randomly get stuff.
or not.
if the item or rather when it disapears it falls in the pit you hear 
it dropping then it explodes.

At 12:33 p.m. 17/10/2010, you wrote:

Personally I like items appearing over pits. It adds challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, October 16, 2010 4:06 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming patch

Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are any
small changes that you would like to see? The change log currently looks
like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra rocks
and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new game,
if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they now
fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Thomas Ward
Hi,
Yeah, hopefully. I have a couple of leads I'm looking into and one of
them might pan out and fix the problem. i certainly hope so as I
don't, reallly really realy don't, want to go back to beta 13 and
start over again. Other than this nasty blue screen issue the new
engine is shaping up ok. Some of the other issues are miner annoyances
that can be easily fixed with some experimentation and work, but this
stop error is a huge show stopper.

On 10/16/10, clement chou chou.clem...@gmail.com wrote:
 Hi Tom.

 Glad you've found the problem... hopefully that means those of us who have
 problems won't have them for much longer. But I knew I should've been nicer
 to the computer... al those times I banged my hand on the tower... guess it
 didn't like it that much! Lol!


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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread shaun everiss

well at least you know what it is now.
if you get that issue sorted out the restof the stuff shoule be easy 
enough, the input system is a bit sucky but for an opensource engine 
thats probably expected in fact I was affraid after beta 14 that the 
game would be completely ruined, though opensource is not generally 
crap, I use nvda and thats opensource, winlame and audacity.

still its good that most stuff seems to work.
keep on going man, if you can get this exit issue working then things 
should be ok.

At 01:07 p.m. 17/10/2010, you wrote:

Hi everyone,
Ok, I have some good news and bad news regarding the ongoing research
into the stop error, AKA Blue Screen of Death,  created when exiting
Mysteries of the Ancients.
The good news is a couple of you have sent me a copy of your minidump
files which has allowed me to extract the stop error code the BSOD
displayed shortly before Windows goes down for the count. as expected
the stop error code relates to a memory access violation of some kind.
The bad news is that particular error code, stop error 0x1050,
usually indicates faulty memory. I'm not saying that your memory is
actually faulty only that Windows XP thinks your memory is faulty for
some reason. Unless of course you are over 70 and memory is the first
thing to go. Just kidding.
Seriously though, apparently when the program exits forsome reason
Windows can't access a block of memory for some reason, signals a page
fault, blue screens, and reboots. Why this doesn't happen on every
single Windows computer out there is beyond me, but thats what I've
found out so far.
Now, that I have some idea of what is causing the crash I can go
through and hopefully discover what isn't getting uninitialized before
exiting. There is apparently something hanging on to a block of memory
when the program closes and Windows gets a bit tempermental about it,
and wants it back. In short the BSOD is like Windows throwing a temper
tantrem.
Its mine. That is my memory, and you can't have it. Give it back.
Give it back. Mommie, make him give it back. Fine, I'll just shut down
and reboot.
And who says computers don't have personalities?

Hahahahaha!

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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi Shaun,
Download what? Please specify what you want to download?

On 10/16/10, shaun everiss sm.ever...@gmail.com wrote:
 where can you download this tom I'll try to send you things.

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Re: [Audyssey] Something to try

2010-10-16 Thread shaun everiss
oh I wandered about the dumpchk program it sounded nice to process my 
own dumps and see what went on.

it could be a good diagnostic for me when I fix computers.
At 02:35 p.m. 17/10/2010, you wrote:

Hi Shaun,
Download what? Please specify what you want to download?

On 10/16/10, shaun everiss sm.ever...@gmail.com wrote:
 where can you download this tom I'll try to send you things.

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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Thomas Ward
Hi,
Well, before we completely rule out the input as sucky let's
remember this is a beta. That means I'm testing and trying different
things to see how they work. I've already made a few changes to the
input system in beta 16 that has improved input and made it a bit
smoother and responsive than beta 15. A lot of what is needed here is
fine tuning of the code, but I can't do that with this stop error
hanging over my head.
Fortunately, I have an idea as to what is happening, but still not
exactly certain as to what is causing it. I'm looking at various
possibilities which hopefully bare fruit soon. I've got a possible
patch in the works for the beta testers which might, repete might, fix
it, but we won't know until it gets tested.

Cheers!

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Re: [Audyssey] Something to try

2010-10-16 Thread Thomas Ward
Hi,
I see. The dump check utility is a part of the Microsoft System Tools
package. It is an optional package for Windows XP. You can find a copy
on your Windows XP cd. Just insert the XP cd go to System\Tools\Setup
and install them.

HTH


On 10/16/10, shaun everiss sm.ever...@gmail.com wrote:
 oh I wandered about the dumpchk program it sounded nice to process my
 own dumps and see what went on.
 it could be a good diagnostic for me when I fix computers.

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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Hayden Presley
Hi,
I don't really see the challenge. An item appears over a pit. You jump. You
get the item.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Saturday, October 16, 2010 8:28 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Q9 upcoming patch

hmmm you can jump and randomly get stuff.
or not.
if the item or rather when it disapears it falls in the pit you hear 
it dropping then it explodes.
At 12:33 p.m. 17/10/2010, you wrote:
Personally I like items appearing over pits. It adds challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, October 16, 2010 4:06 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming patch

Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are
any
small changes that you would like to see? The change log currently looks
like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra rocks
and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new
game,
if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they now
fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Hayden Presley
Hi Thomas,
Lol...I liked your analogy. Fine, I'll just reboot.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, October 16, 2010 7:08 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA Good News/Bad News

Hi everyone,
Ok, I have some good news and bad news regarding the ongoing research
into the stop error, AKA Blue Screen of Death,  created when exiting
Mysteries of the Ancients.
The good news is a couple of you have sent me a copy of your minidump
files which has allowed me to extract the stop error code the BSOD
displayed shortly before Windows goes down for the count. as expected
the stop error code relates to a memory access violation of some kind.
The bad news is that particular error code, stop error 0x1050,
usually indicates faulty memory. I'm not saying that your memory is
actually faulty only that Windows XP thinks your memory is faulty for
some reason. Unless of course you are over 70 and memory is the first
thing to go. Just kidding.
Seriously though, apparently when the program exits forsome reason
Windows can't access a block of memory for some reason, signals a page
fault, blue screens, and reboots. Why this doesn't happen on every
single Windows computer out there is beyond me, but thats what I've
found out so far.
Now, that I have some idea of what is causing the crash I can go
through and hopefully discover what isn't getting uninitialized before
exiting. There is apparently something hanging on to a block of memory
when the program closes and Windows gets a bit tempermental about it,
and wants it back. In short the BSOD is like Windows throwing a temper
tantrem.
Its mine. That is my memory, and you can't have it. Give it back.
Give it back. Mommie, make him give it back. Fine, I'll just shut down
and reboot.
And who says computers don't have personalities?

Hahahahaha!

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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread clement chou
Yeah, I would imagne so... it would be frustrating not to mention harmful to 
the computer if it had to reboot every time someone wanted to play the game 
who was a frequent player. I fervently hope this gets resolved for the next 
beta.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 5:32 PM
Subject: Re: [Audyssey] MOTA Good News/Bad News



Hi,
Yeah, hopefully. I have a couple of leads I'm looking into and one of
them might pan out and fix the problem. i certainly hope so as I
don't, reallly really realy don't, want to go back to beta 13 and
start over again. Other than this nasty blue screen issue the new
engine is shaping up ok. Some of the other issues are miner annoyances
that can be easily fixed with some experimentation and work, but this
stop error is a huge show stopper.

On 10/16/10, clement chou chou.clem...@gmail.com wrote:

Hi Tom.

Glad you've found the problem... hopefully that means those of us who 
have
problems won't have them for much longer. But I knew I should've been 
nicer
to the computer... al those times I banged my hand on the tower... guess 
it

didn't like it that much! Lol!


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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Charles Rivard

For a second there, it sounded like a form of computer Alzheimer's.

---
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- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 7:07 PM
Subject: [Audyssey] MOTA Good News/Bad News



Hi everyone,
Ok, I have some good news and bad news regarding the ongoing research
into the stop error, AKA Blue Screen of Death,  created when exiting
Mysteries of the Ancients.
The good news is a couple of you have sent me a copy of your minidump
files which has allowed me to extract the stop error code the BSOD
displayed shortly before Windows goes down for the count. as expected
the stop error code relates to a memory access violation of some kind.
The bad news is that particular error code, stop error 0x1050,
usually indicates faulty memory. I'm not saying that your memory is
actually faulty only that Windows XP thinks your memory is faulty for
some reason. Unless of course you are over 70 and memory is the first
thing to go. Just kidding.
Seriously though, apparently when the program exits forsome reason
Windows can't access a block of memory for some reason, signals a page
fault, blue screens, and reboots. Why this doesn't happen on every
single Windows computer out there is beyond me, but thats what I've
found out so far.
Now, that I have some idea of what is causing the crash I can go
through and hopefully discover what isn't getting uninitialized before
exiting. There is apparently something hanging on to a block of memory
when the program closes and Windows gets a bit tempermental about it,
and wants it back. In short the BSOD is like Windows throwing a temper
tantrem.
Its mine. That is my memory, and you can't have it. Give it back.
Give it back. Mommie, make him give it back. Fine, I'll just shut down
and reboot.
And who says computers don't have personalities?

Hahahahaha!

---
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Re: [Audyssey] MOTA Character Comments

2010-10-16 Thread Hayden Presley
Hi Shaun,
What are you talking about? How does what you said relate to battle Zone?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, October 12, 2010 12:57 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Character Comments

well I never use the warnings for traps anyway I use the view command.
I aggree also about the messages.
In a game I play  in bgt called battlezone enemies say random 
messages, I suppose angela could say victory messages after a battle, 
and or stuff before.
Saying that its not a major part of my game play.
At 01:45 p.m. 12/10/2010, you wrote:
Hi everyone,
I've got a question for all of you that will have some bearing on
Mysteries of the Ancients beta 15. It has to do with the
messages/comments Angela says when she enters rooms, encounters traps,
monsters, whatever.
At first when I created Mysteries of the Ancients I liked the idea of
having Angela Carter speaking short comments like Here Comes Trouble
and things like that. Now, after I've tested and played the game for
several months I find those same comments distracting and a bit down
right annoying. They are simply a bit old if you know what I'm saying.
It has come to the point where I'd like to turn them off or just get
rid of them from the game completely. Which is why I'm asking you for
your opinion on the matter.
First, the warning messages. I'm sure some of you are going to say
that we still need those in order to locate traps, monsters, whatever.
That's no longer the case in beta 15.
In beta 15 as per request I've added a queue before each trap to let
you know it is there. For chasms, lava, and fire pits you will hear
the sound of acrumbling ledge to know you are very close to that
particular trap.  For spike traps you will here the footsteps change
from stone to metal which will let you know you are very very close to
the spikes. Basically, there are now alternative means of gathering
the same exact information without depending on hearing Angela say
watch out or careful now to know a trap is coming up.
Second, is timing. For quite a while now several of you have reported
that the trap worning messages either come too soon or too late.
About the most extreme case of this is Nicol's recent report that said
the careful now message didn't even come until after Angela had got
burned in the fire pit.This is clearly a problem for anyone relying on
training mode to learn the game. It can't remain to work like that.
Problem is I've adjusted things, tested, and retested and always seam
to get different results. Sometimes the messages come too soon and
some times not soon enough. It is basically hopeless. Which is one
reason I decided to go ahead and add ledges and other such indicators
that a trap is near. It is really the only surefire way to to create a
consistant trap warning.
So with that in mind if there are now alternative trap warnings in
place and the comments like careful now aren't that reliable I'm in
favor of just removing them from the game. After all, if it can't be
fixed why leave it in the game at all.
Finally, there is the reason I mentioned above. After I have heard
Angela say here comes trouble for the thousandth time in the game I
tend to get bit sick of hearing it. I'd like to shut it off or
something. However, the way the feature was incorperated into the game
itself there is no way of turning it on/off without rewriting a good
deal of code. It would be quicker and easier just to delete the
hundred lines or so than it would be to write a hundred or more if
statements to find out if that feature is on or off before speaking
the comments.
So what do the rest of you think. If enough of you want the feature I
can keep it in the game, but if several of you are like me, a bit sick
and tired of them, let me know so I can edit them out of the game
before release.

Thanks.

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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Thomas Ward
Hi,
On the contrary the blue screen, Windows stop error, is actually there
to keep from harming your system. It makes a dump of the last known
state of the system safely unloads everything, and reboots. So the
fact people are getting blue screens shouldn't be harming there
systems by playing the game.   It is more an annoyance than anything
else.
As for fixing the stop error I've got leads. One of the leads I'm
looking at is an error in the SFML graphics engine were it causes the
DirectX graphics driver to crash. Since we don't need graphics I can
remove any calls to the graphics engine and that could possibly end up
fixing the problem. Plus I've been rewriting some things to do a
better job of garbage collection as well. Even if the garbage
collection doesn't solve the error it will make the engine a lot
better at memory management and system resources than it currently is.

On 10/16/10, clement chou chou.clem...@gmail.com wrote:
 Yeah, I would imagne so... it would be frustrating not to mention harmful to
 the computer if it had to reboot every time someone wanted to play the game
 who was a frequent player. I fervently hope this gets resolved for the next
 beta.

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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Charles Rivard
If there are no calls to the graphics engine, will the program operate more 
responsively?  I haven't been having a response problem as far as speed is 
concerned, but it's a thought.


---
Shepherds are the best beasts!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 9:15 PM
Subject: Re: [Audyssey] MOTA Good News/Bad News



Hi,
On the contrary the blue screen, Windows stop error, is actually there
to keep from harming your system. It makes a dump of the last known
state of the system safely unloads everything, and reboots. So the
fact people are getting blue screens shouldn't be harming there
systems by playing the game.   It is more an annoyance than anything
else.
As for fixing the stop error I've got leads. One of the leads I'm
looking at is an error in the SFML graphics engine were it causes the
DirectX graphics driver to crash. Since we don't need graphics I can
remove any calls to the graphics engine and that could possibly end up
fixing the problem. Plus I've been rewriting some things to do a
better job of garbage collection as well. Even if the garbage
collection doesn't solve the error it will make the engine a lot
better at memory management and system resources than it currently is.

On 10/16/10, clement chou chou.clem...@gmail.com wrote:
Yeah, I would imagne so... it would be frustrating not to mention harmful 
to
the computer if it had to reboot every time someone wanted to play the 
game
who was a frequent player. I fervently hope this gets resolved for the 
next

beta.


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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread Phil Vlasak

Hi Thomas,
Wouldn't be funny if the missing memory was for loading and playing files 
that you removed such as the title file and the cut scene?

smiles,
Phil 



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Re: [Audyssey] Q9 upcoming patch

2010-10-16 Thread Michael Feir
Having different sounds for special items might add something to the game 
since players could decide what was worth taking risks to get.


Michael Feir
Author of Personal Power:
How Accessible Computers Can Enhance Personal Life For Blind People
2006-2008
www.blind-planet.com/content/personal-power

A Life of Word and Sound
2003-2007
http://www.blind-planet.com/content/life-word-and-sound

Creator and former editor of Audyssey Magazine
1996-2004
Check out my blog at:
www.michaelfeir.blogspot.com


- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, October 16, 2010 7:37 PM
Subject: Re: [Audyssey] Q9 upcoming patch


I agree ryan items appearing over pits deffinately adds variety and 
challenge to the game., it's also similar to many mainstream games where 
you'd have to grab items over dangerous drops.


If any change should be made, i'd suggest the possibilitiy of getting 
something better from a pit falling item thus giving players more 
insentive to grab them.


Beware the grue!

Dark.
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Sunday, October 17, 2010 12:33 AM
Subject: Re: [Audyssey] Q9 upcoming patch



Personally I like items appearing over pits. It adds challenge.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Philip Bennefall
Sent: Saturday, October 16, 2010 4:06 PM
To: Gamers Discussion list
Subject: [Audyssey] Q9 upcoming patch

Hi all,

I am making a little Q9 patch, version 1.2. I was wondering if there are 
any

small changes that you would like to see? The change log currently looks
like this:

Version 1.2:
Added: It is now possible to get the secret weapon from within the actual
game, rather than as a cheat code only.
Changed: Fortune fields now have a higher chance of giving rather than
taking away strength.
Changed: In the regular playing mode, extra strength as well as extra 
rocks

and shields are now more common bonus items.
Fixed: Fortune fields will no longer appear in the middle of pits.
Fixed: The bonus level will no longer be triggered when starting a new 
game,

if the previous game had been canceled during a bonus level.
Fixed: Fortune fields can no longer make bats mysteriously vanish, they 
now

fail to affect the bats at all as they can fly above them.

Not very impressive as you can see, which is why I'm putting out the
question. Thoughts, anyone?

Kind regards,

Philip Bennefall
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Re: [Audyssey] cheets anyone got them?

2010-10-16 Thread Hayden Presley
Hi Shane,
Chopper Challenge Cheats? Not really that hard to get them...now is it?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shane Lowe
Sent: Friday, October 08, 2010 3:26 PM
To: gamers@audyssey.org
Subject: [Audyssey] cheets anyone got them?

Does anyone have the cheets for ace fire, chopper chalenge, or self
destruct?
I can't get ahold of the people at x-site.

Shane
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Re: [Audyssey] MOTA Good News/Bad News

2010-10-16 Thread clement chou
Okay, I thought it'd be the other way around. But at least we know what the 
problem is. Though I would think because there are graphics the graphics 
engine wouldn't be involved. 



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Re: [Audyssey] Something to try

2010-10-16 Thread shaun everiss

is that on any xp disk?
I will have a look.
At 02:47 p.m. 17/10/2010, you wrote:

Hi,
I see. The dump check utility is a part of the Microsoft System Tools
package. It is an optional package for Windows XP. You can find a copy
on your Windows XP cd. Just insert the XP cd go to System\Tools\Setup
and install them.

HTH


On 10/16/10, shaun everiss sm.ever...@gmail.com wrote:
 oh I wandered about the dumpchk program it sounded nice to process my
 own dumps and see what went on.
 it could be a good diagnostic for me when I fix computers.

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