Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Valiant8086
I also found a bug that gave me 1500 reputation. No idea how that 
happened. I had around 20 some, died, ventured out, made it back to the 
safe zone, and noticed I had 1500 something.


Can you put a key for checking reputation in? How about adding it to c.


Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 8:59 PM, Christopher Bartlett wrote:

When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.



Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.



Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.



Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.



I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.



Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.



And, my kudos to Kai, for excellent sound upgrades.



 Chris Bartlett



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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Valiant8086
Also, when buying ammo I've had it happen a couple of times that it 
didn't actually give me any ammo. One time I had to sell the ammo I had 
and buy more to get anything for my pistol.


Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 8:59 PM, Christopher Bartlett wrote:

When equipping a weapon that has been fired, reloading does not decrement
your stored ammo correctly.  Example:  I find 40 45ACP bullets while
wielding my axe.  I had 1 left in the pistol.  When I re-equip and reload, I
still have 40 ammo left and eight in the gun.



Reputation seems to behave randomly on death.  I had 238 reputation recently
and I don't think that's correct, though perhaps that would be my cumulative
score.  I just died again, so I'm not sure what it will be when I go back.



Experience also seems to have something of a bug in it as it's resetting
with death, though mine isn't resetting to 0 anymore.  I did manage to get
back to the safe zone and save.  Perhaps that's why.



Health completely resets when you return from exiting in the safe zone, a
nice loophole to take advantage of when you're out of med kits and at 5%
health.



I agree with others that my own footsteps are too loud in relation to the
rest of the soundscape.



Love the m-60; you can clear the Carrigan Bridge if you're properly placed
with it, even if it has its usual swarm of zombies.



And, my kudos to Kai, for excellent sound upgrades.



 Chris Bartlett



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[Audyssey] swamp

2011-11-22 Thread Valiant8086

Hi.
I'm also experiencing that the impact sounds are too faint or the weapon 
sounds are too loud or both to tell if I hit something. I can hear walls 
being hit generally but not zombies. I edited the sound for my pistol 
firing and that made a big difference.

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Re: [Audyssey] Rogue games.

2011-11-22 Thread dark

Well this might be subjective.

i found myself trying to tangle with ascii and depending on only status 
messages was really more trouble than fun, especially sinse a lot of the 
really nice Angband features of the highlighter curser, like the ability to 
list all on screen monsters with distance, and the ability to jump betwene 
monsters, treasure and interesting objects weren't in either game (as I said 
give Angband a directional look command and it'd nearly be playable with 
status messages alone).


I probably ought to try again at some point to see if the curser in either 
game has been improved to the point of making life easier.


Beware the grue!

Dark. 



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Re: [Audyssey] hello

2011-11-22 Thread dark
Thanks Quentin, I wanted the link as well sinse this really needs an 
audiogames.net database entry.


Beware the grue!

Dark.
- Original Message - 
From: QuentinC quent...@cfardel.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:06 AM
Subject: Re: [Audyssey] hello



Hello,

For games like monopoly, you can also try my playroom
http://qcsalon.net/
There are multiple games beside monopoly: uno, 1000 miles, poker, 
connect4, chess, battleship, ...
The principle is like RSClient: you install a small application, create an 
account, and then you can play online with other people or against bots.


Advantages compared to RSG
- more game and game variants/options, 9 games in total
- Multilingual: english and french
- Easy to install and use
- Screen reader direct support: jaws, NVDA, window eye, system access
- Web forum

Drawbacks compared to RSG
- Only for windows
- The server crashes more often

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Re: [Audyssey] Mud games

2011-11-22 Thread dark
Actually ian, vipmud doesn't have built in muds it just has connection 
info.


Connecting to any mud with it is just a matter of writing in the port name 
and host.
The thirty day trial is also a bit of a misnomer really, sinse the only 
significant difference with the unregistered version of the client eve after 
those 30 days is that you can't use msp mud sound protocall, and that's 
something which not many games support anyway (only materiamagica has a 
really extensive msp soundpack).


I'd deffinately recommend vipmud, as it's got lots of handy newby features 
with the layout and everything else, though if you want to play the mud 
alteraeon, Oriol's mushclient soundpack is the best option sinse even though 
mushclient is not as easy to use as vipmud, the soundpack has many helpful 
features as well as lots of music and ambience that virtually make alteraeon 
into an audio rpg.


Beware the grue!

Dark.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:36 AM
Subject: Re: [Audyssey] Mud games


it's good you get a 30 day trile with no restrictions then you can buy it. 
can't remember the price now though. it has some muds built in that you 
can set up i'm not sure what mud i'd sujjest for a beginner to mudding but 
i'm sure that some one can help there.


Ian McNamara
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Re: [Audyssey] Mud games

2011-11-22 Thread Ian McNamara
Hi that's interesting. yep i play alter eon with mush cliant but my other muds 
i use vip as it's easyer.

Ian McNamara
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[Audyssey] another swamp bug

2011-11-22 Thread Valiant8086
When you go to write a message to someone while using NVDA you hear the 
previously displayed text when you hit enter before your message is 
read. 1.1 didn't do this. I think the window message or what ever used 
to get cleared before hand. NVDA can repeat text if it hasn't been 
cleared yet. Swamp usually doesn't clear it, but sometimes it does. I 
usually don't hear what I picked up over the sound of my footsteps etc 
so I either do caps lock up arrow or caps lock t to repeat it but 
sometimes it just says swamp or blank when I do this while other times 
it does indeed repeat. Is swamp accidentally clearing the message sometimes?


When using jaws, there is a bit of a delay before speech. The delay 
lasts until after the select sound in the menus, which is too loud. Is 
swamp making jaws delay for that on purpose? If so can you get NVDA to 
do it too? I edited the select sound and turned it down by like 15 using 
gold wave's volume affect and it's still plenty loud.


I know folks have been complaining about the footstep sounds. But has 
anyone gone in the sewer yet? I call that loud. Lol. Not only that but 
it's nice and easy, ahem, not, to get out of there. It took me about 20 
minutes since I don't know how, if there is a way, to track the entrance 
to it.


Oh, can you make the sound for open space more pronounced? If not I can 
just edit it here so I can hear it.


I'm pretty sure I already mentioned this,, but it's almost 4 o'clock my 
time and I  had some trouble with Thunderbird so I'll mention it again 
in case. The impact sounds aren't quite loud enough to be heard over 
weapons. I know Jonnie mentioned that and I agree with him.


Here's another strange one.
A friend of mine and I talked on skype while playing at the same 
location. We exited the safe zone together and everything, but we 
couldn't ever hear one another. We couldn't even hear player messages to 
one another, you know the ones where you hit f.


Also sometimes people's chats aren't reaching everyone. The friend on 
skype helped me figure that out too. I asked a question, got a reply but 
never actually did get it. The friend happened to say oh there's your 
answer on skype is the only way I knew.


The same friend was getting all worried because neither of us can play 
Swamp any more, but I told him I thought for sure there would be plenty 
of tweaks to make it more playable like it used to be, lots of bug 
fixes. Even though I know this was a test release so you could get some 
bug reports in that doesn't mean it's not frustrating as all heck when I 
get killed literally two doesn't out of the safe zone!


Which mouse sensitivity setting will put the turn speed back the way it 
was in 1.1b? Is that default?




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Re: [Audyssey] zombie info?

2011-11-22 Thread Valiant8086
Thanks for this. Maybe Jeremy ought to put that as another option in the 
menus inside the safe zone or perhaps in the readme file.

Sent with Thunderbird 3.1.14 portable.

On 11/21/2011 10:47 PM, Kai wrote:
Canine zombies are the result of infections spreading to guard dogs 
and the like. They're large by canine standards, but are less bulky 
than any other zombie. Their light frames and quadraped form allow 
them to pursue flesh at great speed.




Giant zombies aren't necessarily gigantic. They're but larger zombies 
than normal ones, and are the result of the infection amongst athletes.




Normal zombies are the result of the infection among normal townsfolk: 
your clerks and bankers, doctors and lawyers. They're neither overly 
powerful nor fast, and represent a majority of the zombie population.




Lamprey zombies are the result of the infection among albino victims. 
They feature a raw-pink flesh, and are usually extremely slender and 
quick. their faces are mutated beyond recognition, harbouring an array 
of suckers and fangs. A lamprey will usually attack by wrapping its 
long, slender arms around the victim, then it leans forward and 
eviscerates the victim's face and throat with its fangs. The sucker 
like appendages then delve into the opening made by its fangs, 
whereupon the lamprey will devour the victim from the inside out.




Reapers are born from a specialized strain of the infection. Their 
flesh is both slimy and dotted with large pustules oozing a dark green 
fluid. their skulls grotesquely expand during the mutation to zombie 
form, and their mouthes become cavernous mauls of death. A double row 
of teeth lines the inside of their mouth, and their tongue has grown 
razor-sharp barbs that can rise through the flesh of the organ to rend 
and tear at any flesh caught within the huge jaws.




Stalkers retain some of their former cunning in their undead state. 
Among the smartest of the zombies, stalkers have learned to silently 
hunt for flesh. They're lightly built, usually are comprised of female 
hosts, and are ruthlessly tenacious.




Matriarchs and tyrants are born from a mutated strain of the 
infection. these zombies start out resembling giant zombies, but their 
corrupted innards directly convert devoured flesh into raw bone and 
muscle matter, causing the beasts to grow huge and powerful. Their 
added bulk causes them to move slower, but also renders them more 
resilient. They sport extremely thick appendages, and often prefer to 
bludgeon their victims to the brink of death before voraciously feeding.



Kai

- Original Message - From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


Like any great zombie games, we need a list of details on the 
zombies- I'm interested to know what they're supposed to be heh, the 
dogs are fairly straight forward, the normal ones too, what about the 
rest? I think of tyrants more like the tyrants from Resident Evil 
games- but those were not zombies.

What in the blue blazes is a lamprey zombie? lol
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Re: [Audyssey] hello

2011-11-22 Thread Jim Kitchen

Hi Laurel,

Welcome to the list.  I hope that you will check out some of my games at

http://www.kitchensinc.net

I have the following games.

Awesome Homer, Baseball, BattleShip, Black Jack, Bop It, Concentration, 
coupling, Craps, Draw Poker, Football, Golf, Hangman, Homer on a Harley, Life, 
Mach 1, Mach 1 tts, Master Mind, Monopoly, Pong, Puppy1, Reaction, Roulette, 
Simon, Skunk, Slot Machine, Snakes and Ladders, Spanker, Star Mule, Triple J 
Shooter, Trivia game engine, Trucker, Yahtzee

Braille reference guide, Brain, Reader, Waver, Batting practice, Golf course 
maker, monopoly board maker

All of those games etc can be found on my free windows sapi5 text to speech 
games page.

HTH

BFN

Jim

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

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

2011-11-22 Thread Jim Kitchen

Hi Laurel,

Welcome to the list.  I hope that you will check out some of my games at

http://www.kitchensinc.net

I have the following games.

Awesome Homer, Baseball, BattleShip, Black Jack, Bop It, Concentration, 
coupling, Craps, Draw Poker, Football, Golf, Hangman, Homer on a Harley, Life, 
Mach 1, Mach 1 tts, Master Mind, Monopoly, Pong, Puppy1, Reaction, Roulette, 
Simon, Skunk, Slot Machine, Snakes and Ladders, Spanker, Star Mule, Triple J 
Shooter, Trivia game engine, Trucker, Yahtzee

Braille reference guide, Brain, Reader, Waver, Batting practice, Golf course 
maker, monopoly board maker

All of those games etc can be found on my free windows sapi5 text to speech 
games page.

HTH

BFN

Jim

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

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

2011-11-22 Thread Ian McNamara
hello yep these are very good games i am going to have to check which ones i 
don't have and try and get them.

Ian McNamara
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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Jeremy Kaldobsky
Shift + C tells you about reputation, experience, and level.


 I also found a bug that gave me 1500
 reputation. No idea how that 
 happened. I had around 20 some, died, ventured out, made it
 back to the 
 safe zone, and noticed I had 1500 something.
 
 Can you put a key for checking reputation in? How about
 adding it to c.


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Re: [Audyssey] zombie info?

2011-11-22 Thread Darren Duff
Wow! We need this info in the safe zone to give us a better idea of what we
are up against. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 21, 2011 10:47 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] zombie info?

Canine zombies are the result of infections spreading to guard dogs and the
like. They're large by canine standards, but are less bulky than any other
zombie. Their light frames and quadraped form allow them to pursue flesh at
great speed.



Giant zombies aren't necessarily gigantic. They're but larger zombies than
normal ones, and are the result of the infection amongst athletes.



Normal zombies are the result of the infection among normal townsfolk: your 
clerks and bankers, doctors and lawyers. They're neither overly powerful nor

fast, and represent a majority of the zombie population.



Lamprey zombies are the result of the infection among albino victims. They 
feature a raw-pink flesh, and are usually extremely slender and quick. their

faces are mutated beyond recognition, harbouring an array of suckers and 
fangs. A lamprey will usually attack by wrapping its long, slender arms 
around the victim, then it leans forward and eviscerates the victim's face 
and throat with its fangs. The sucker like appendages then delve into the 
opening made by its fangs, whereupon the lamprey will devour the victim from

the inside out.



Reapers are born from a specialized strain of the infection. Their flesh is 
both slimy and dotted with large pustules oozing a dark green fluid. their 
skulls grotesquely expand during the mutation to zombie form, and their 
mouthes become cavernous mauls of death. A double row of teeth lines the 
inside of their mouth, and their tongue has grown razor-sharp barbs that can

rise through the flesh of the organ to rend and tear at any flesh caught 
within the huge jaws.



Stalkers retain some of their former cunning in their undead state. Among 
the smartest of the zombies, stalkers have learned to silently hunt for 
flesh. They're lightly built, usually are comprised of female hosts, and are

ruthlessly tenacious.



Matriarchs and tyrants are born from a mutated strain of the infection. 
these zombies start out resembling giant zombies, but their corrupted 
innards directly convert devoured flesh into raw bone and muscle matter, 
causing the beasts to grow huge and powerful. Their added bulk causes them 
to move slower, but also renders them more resilient. They sport extremely 
thick appendages, and often prefer to bludgeon their victims to the brink of

death before voraciously feeding.


Kai

- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


 Like any great zombie games, we need a list of details on the zombies- I'm

 interested to know what they're supposed to be heh, the dogs are fairly 
 straight forward, the normal ones too, what about the rest? I think of 
 tyrants more like the tyrants from Resident Evil games- but those were not

 zombies.
 What in the blue blazes is a lamprey zombie? lol
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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread lenron brown
how do you check to see how mini people or playing or is it who is playing

On 11/22/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Shift + C tells you about reputation, experience, and level.


 I also found a bug that gave me 1500
 reputation. No idea how that
 happened. I had around 20 some, died, ventured out, made it
 back to the
 safe zone, and noticed I had 1500 something.

 Can you put a key for checking reputation in? How about
 adding it to c.


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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread dan cook
to see how many are playing and who are, press shift plus question
mark or forward slash rather.  i'm loving the new weapons by the way.
i thought i'd try out single player for a suicide mission, the
minnygun is beautiful! still haven't figured out when is best to shoot
the rappid fire ones for better accuracy, but i'll guess its able to
be learned.

On 11/22/11, lenron brown lenro...@gmail.com wrote:
 how do you check to see how mini people or playing or is it who is playing

 On 11/22/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Shift + C tells you about reputation, experience, and level.


 I also found a bug that gave me 1500
 reputation. No idea how that
 happened. I had around 20 some, died, ventured out, made it
 back to the
 safe zone, and noticed I had 1500 something.

 Can you put a key for checking reputation in? How about
 adding it to c.


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Re: [Audyssey] More BGT news

2011-11-22 Thread Philip Bennefall

Hi Thomas,

Okay, it is now set to 50. Do remember though that the 100 kb figure only 
holds true in an extreme case. Most people will not write anywhere near 2048 
bytes per value, and so even in the unlikely event that they do use 50 
values they are probably not going to get near the 100 kb limit anyway.


And to answer your earlyer question, certainly there are functions to delete 
not only values but also the entire tree of keys that BGT creates in the 
background.


Kind regards,

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

To: phi...@blastbay.com; Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:51 AM
Subject: Re: [Audyssey] More BGT news


Hi Philip,

I agree. A lot comes down to trust. I can't help but feel like this
entire situation has been blown way out of proportion. If someone is
that concerned a BGT script or a game written in BGT will blow up
their registry don't install it. Its that simple.

As for the issue of 100 values I'd personally limit it to 50. Anything
more than 50 values for any kind of program is overkill, and should be
serialized and written to a file. That's the one thing I do agree with
Willem on that we should restrict the amount of values a BGT game
developer could potentially use by sticking to recommended standards.
Using 200 KB of space just seems like overkill to me and 100 KB is
plenty.

Cheers!


On 11/21/11, Philip Bennefall phi...@blastbay.com wrote:

Hi Willem,

I have now added this limitation. A user cannot write more than 100 values
to the registry for a given product, and each of these values can be no
larger than 2048 bytes.

I think this is all I can do in terms of precautions. The rest just comes
down to whether you trust a particular script writer's competence enough 
to

run his or her code.

Kind regards,

Philip Bennefall 



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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread lenron brown
yes single player mode is awesome cant get pass the second mission

On 11/22/11, dan cook dan.sc...@gmail.com wrote:
 to see how many are playing and who are, press shift plus question
 mark or forward slash rather.  i'm loving the new weapons by the way.
 i thought i'd try out single player for a suicide mission, the
 minnygun is beautiful! still haven't figured out when is best to shoot
 the rappid fire ones for better accuracy, but i'll guess its able to
 be learned.

 On 11/22/11, lenron brown lenro...@gmail.com wrote:
 how do you check to see how mini people or playing or is it who is playing

 On 11/22/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 Shift + C tells you about reputation, experience, and level.


 I also found a bug that gave me 1500
 reputation. No idea how that
 happened. I had around 20 some, died, ventured out, made it
 back to the
 safe zone, and noticed I had 1500 something.

 Can you put a key for checking reputation in? How about
 adding it to c.


 ---
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Re: [Audyssey] Need some Logitech f510 help.

2011-11-22 Thread Ron Kolesar
I will try moving the squair switch on the back of the unit to the right for 
direct input.

I have already tried installing the new software that comes with unit.
When I do that it wants to set up a profiler.
In that if I remember correctly, there's a X and Y axes editor.
Am I correct on that Tom?
If so, how do I go to set it up?
Also, I have forgotten.
Please correct me if I am wrong on this point and I probably will be wrong.
But the X axes is left to right or right to left, in short horizontal, and 
the y axes is top to bottom or from bottom to top or the vertical axes. Or 
am I backwards on that point.

I deeply appreciate the help and will keep you all in the loop.
Many Many Thanks.
Ron who hopes to figure out the f 510 or he'll have to perfect units for 
sale soon and will be looking for something else.


-Original Message- 
From: Thomas Ward

Sent: Monday, November 21, 2011 11:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Need some Logitech f510 help.

Hi Ron,

Well, for starts make sure you have it in DirectInput mode or most of
your games won't work. Only games written for newer versions of
DirectX support XInput.

As for your problems with the sticks not functioning correctly this is
definitely a software problem. You've replaced your F510 with a new
unit  and we can rule out the gamepad as the problem. I'd recommend
fully uninstalling the Logitech software, doing a fresh install,and
seeing if that corrects the issue. Something obviously is seriously
fubar with your system as I don't have this issue with my F510, and it
should be identical to yours in all respects.

As for changing the values for the x/y axis on the thumb sticks I
don't believe there is anyway to manually change them. That's usually
hard coded into the units firmware by default. Off the top of my head
I think the values are something like left -5000, right 5000, up
-5000, and down 5000. Its not generally something an end user such as
yourself has to worry about because DirectInput and XInput will get
that information from the device and fake it if the values are
different than the standard x/y axis values and report the position of
the stick to the game.

Cheers!


On 11/21/11, Ron Kolesar kolesar16...@roadrunner.com wrote:

Hi to all.
I just received a newer Logitech f510 in today's snail mail.
Now for Three D Velocity.
It came in the x mode and asked me to switch to direct mode so that I 
could

set up a profile.
What should I do?
I have tried to fly bvia tdv with the switch on the back of the f510 both
ways and I'm still having the same old problem.
Is there a way to cheance the X and Y axes manually for the right hand 
stick

and if so, what should be the numbers.
Thanks.

Ron and current Leader Dog boz who states that a service dog beats a cane
hands down any day of the week.


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Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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[Audyssey] requesting an archive of the swamp 1.1b sounds

2011-11-22 Thread john

Hi all,
	As I was playing swamp, I discovered that I couldn't tell 
whether or not I was hitting zombies. If anybody still has the 
older version of the game, I would really appreciate an archive. 
Please contact me off-list if you can help with this.
	To answer the question of why I want the older archive, i'm 
going to replace the current walking sounds and (at least the 
ones I can) weapon sounds from the older version, as that will 
make it a lot easier for me to play.


Thanks,
John.

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-22 Thread Christopher Bartlett
To use the field kit, hit the grave ` key which equips it, then use your
left mouse button as if you were shooting.  You will regain 20% health, as
will anyone within 8 tiles of you, though I've not yet seen group healing in
action.  Perhaps players who have field kits could help players without
field kits when the health is getting low.  The other survival strategy is
to get back to the safe zone and escape from the game.  When you return, you
are magically healed to 100% health.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Christopher Bartlett
Ok I'm a bit confused then.  If weapon ranges are going to increase to match
what you hear, then how are they going to be differentiated?

Chris (whose head is full of goo and who thus may just be slow.)


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Monday, November 21, 2011 10:24 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

Actually that is backwards.  The weapon ranges will be increased to at least
match the audible range of zombies.  Most guns will even fire a little
farther than you can hear.

 Let me understand this clearly. 
 You intend that we not be able to hear
 zombies that are beyond our weapons range, meaning that
 what we hear will
 depend upon what we have equipped?  That seems
 problematic from a realism
 perspective, and with the axe/chain saw seems also
 problematic from the
 perspective of the game.  How about having a command
 to estimate the range
 to the target most nearly centered, which won't report a
 range if the weapon
 is out of range, but we still hear the zombies at all
 ranges.  Shift-t
 perhaps?
 
     Chris Bartlett


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Re: [Audyssey] Rogue games.

2011-11-22 Thread Christopher Bartlett
Check out the variant of Angband called z+angband.  The developer began
putting in accessibility fixes which go some way towards making the variant
playable.

As for Entombed being a roguelike, I'd say rather that it is inspired by
them.  The UI is quite different and there are fewer features that
differentiate dungeon levels.  Not disrespecting Entombed, I'm still happily
playing it quite regularly and hoping for updates.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, November 22, 2011 3:37 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Rogue games.

Well this might be subjective.

i found myself trying to tangle with ascii and depending on only status 
messages was really more trouble than fun, especially sinse a lot of the 
really nice Angband features of the highlighter curser, like the ability to 
list all on screen monsters with distance, and the ability to jump betwene 
monsters, treasure and interesting objects weren't in either game (as I said

give Angband a directional look command and it'd nearly be playable with 
status messages alone).

I probably ought to try again at some point to see if the curser in either 
game has been improved to the point of making life easier.

Beware the grue!

Dark. 


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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-22 Thread lenron brown
thanks because i am having a hard time finding stuff they took my gun
and broke it

On 11/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 To use the field kit, hit the grave ` key which equips it, then use your
 left mouse button as if you were shooting.  You will regain 20% health, as
 will anyone within 8 tiles of you, though I've not yet seen group healing in
 action.  Perhaps players who have field kits could help players without
 field kits when the health is getting low.  The other survival strategy is
 to get back to the safe zone and escape from the game.  When you return, you
 are magically healed to 100% health.

   Chris Bartlett



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Re: [Audyssey] Rogue games.

2011-11-22 Thread michael barnes

Hey, Christopher.
Is this for the iPhone?
If not is there a version for the iPhone or is there another game for 
the iPhone?

Thanks for the info.

--
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] zombie info?

2011-11-22 Thread Christopher Bartlett
One might have an identification selection either on the game menu or the
safe zone menu where we could hear the sounds of each zombie type so we know
what we're stalking, or running in panic from.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, November 22, 2011 5:50 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] zombie info?

Wow! We need this info in the safe zone to give us a better idea of what we
are up against. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Monday, November 21, 2011 10:47 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] zombie info?

Canine zombies are the result of infections spreading to guard dogs and the
like. They're large by canine standards, but are less bulky than any other
zombie. Their light frames and quadraped form allow them to pursue flesh at
great speed.



Giant zombies aren't necessarily gigantic. They're but larger zombies than
normal ones, and are the result of the infection amongst athletes.



Normal zombies are the result of the infection among normal townsfolk: your 
clerks and bankers, doctors and lawyers. They're neither overly powerful nor

fast, and represent a majority of the zombie population.



Lamprey zombies are the result of the infection among albino victims. They 
feature a raw-pink flesh, and are usually extremely slender and quick. their

faces are mutated beyond recognition, harbouring an array of suckers and 
fangs. A lamprey will usually attack by wrapping its long, slender arms 
around the victim, then it leans forward and eviscerates the victim's face 
and throat with its fangs. The sucker like appendages then delve into the 
opening made by its fangs, whereupon the lamprey will devour the victim from

the inside out.



Reapers are born from a specialized strain of the infection. Their flesh is 
both slimy and dotted with large pustules oozing a dark green fluid. their 
skulls grotesquely expand during the mutation to zombie form, and their 
mouthes become cavernous mauls of death. A double row of teeth lines the 
inside of their mouth, and their tongue has grown razor-sharp barbs that can

rise through the flesh of the organ to rend and tear at any flesh caught 
within the huge jaws.



Stalkers retain some of their former cunning in their undead state. Among 
the smartest of the zombies, stalkers have learned to silently hunt for 
flesh. They're lightly built, usually are comprised of female hosts, and are

ruthlessly tenacious.



Matriarchs and tyrants are born from a mutated strain of the infection. 
these zombies start out resembling giant zombies, but their corrupted 
innards directly convert devoured flesh into raw bone and muscle matter, 
causing the beasts to grow huge and powerful. Their added bulk causes them 
to move slower, but also renders them more resilient. They sport extremely 
thick appendages, and often prefer to bludgeon their victims to the brink of

death before voraciously feeding.


Kai

- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 6:15 PM
Subject: [Audyssey] zombie info?


 Like any great zombie games, we need a list of details on the zombies- I'm

 interested to know what they're supposed to be heh, the dogs are fairly 
 straight forward, the normal ones too, what about the rest? I think of 
 tyrants more like the tyrants from Resident Evil games- but those were not

 zombies.
 What in the blue blazes is a lamprey zombie? lol
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[Audyssey] Swamp: single-player sound bug

2011-11-22 Thread Christopher Bartlett
The opening message sometimes plays panned center and won't move or get
quieter no matter how I move.  When this happens, I basically have to just
sit still until the message is over.

 

And wow, yes, the mini-gun rocks, why would you ever leave the cabin until
mission 3?

 

Chris Bartlett

 

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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-22 Thread Christopher Bartlett
Yeah, that's a major pain in the butt, especially if you don't notice until
you can't fire while under attack.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of lenron brown
Sent: Tuesday, November 22, 2011 9:00 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp---extreme shortage on ammo

thanks because i am having a hard time finding stuff they took my gun
and broke it

On 11/22/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 To use the field kit, hit the grave ` key which equips it, then use your
 left mouse button as if you were shooting.  You will regain 20% health, as
 will anyone within 8 tiles of you, though I've not yet seen group healing
in
 action.  Perhaps players who have field kits could help players without
 field kits when the health is getting low.  The other survival strategy is
 to get back to the safe zone and escape from the game.  When you return,
you
 are magically healed to 100% health.

   Chris Bartlett



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Re: [Audyssey] Rogue games.

2011-11-22 Thread Christopher Bartlett
No, Z+Angband is a windows game.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of michael barnes
Sent: Tuesday, November 22, 2011 9:08 AM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Rogue games.

Hey, Christopher.
Is this for the iPhone?
If not is there a version for the iPhone or is there another game for 
the iPhone?
Thanks for the info.

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[Audyssey] my game recordings/reviews are now availible on the web!

2011-11-22 Thread Shane Lowe
Hi all,
first, I'd like to announce i'm back in the blind-gaming world!
And second of all, i'd like to announce you can get all my game 
recordings/reviews at the following link. More will be added in the future, and 
you will be notified when this happens. the link is
ftp://shaunnet.myftp.org/uploads/Shane%20Lowe%20game%20recordings/

thanks,
Shane
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Re: [Audyssey] More swamp 1.2b anomalies

2011-11-22 Thread Johnny Tai
I agree with some others that we need the clear sounds of impact back- so 
often I'm shooting and I can't tell if I hit a wall, a zombie, or nothing at 
all. 



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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Kelvin Tan
hi jeremy. when u say distance is being measured in tiles, do u mean 1 
coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be 50 
tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1 tile? 
because we are now hearing the sounds of zombies much earlier than the 
previous version, i would recommend we should start hearing zombie sounds 
when we are 120 tiles away, so basically if u own the gun with the longest 
range, i can't remember the name, u will be able to kill a zombie once u can 
hear it. provided u can aim accurately of course. hope this makes sense.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:59 AM
Subject: Re: [Audyssey] my thoughts on the new version of swamp.


The weapon range problem is a bug that I'm just now testing the fix for. 
The game was measuring the ranges in a different scale than tiles, but I put 
in the numbers meaning for them to be measured in tiles.  So stupid mistake 
on my part, lol.

The sluggishness is a result of the extra 100 zombies in the map.  I'm 
working on some ways to correct that, but it seems somewhere between 50 and 
150 several people's computers reached a point with a noticeable difference 
in performance.  For me, I noticed it only when I had 200 zombies which is 
why I kept it at 150 for the update release.  I'm fairly certain I can get 
performance back up to where it was, or perhaps even better, I just need a 
little time.

The difficulty is something that was hard to balance without real people 
populating the server.  As people play over the next day or two, I'll get a 
much better idea of how to tweak things.  A multiplayer map that's overly 
hard for 1 person becomes super easy when you have a dozen armed players 
mowing down the undead.  This means I'll have to figure out the new normal 
and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off
 the bat, I'm not
 too happy with this version at least from the stand point
 that Can't stay
 alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279



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Re: [Audyssey] A swamp bug.

2011-11-22 Thread Kelvin Tan
yes the panning bug is the most serious bug for me now.
- Original Message - 
From: Darren Duff duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:53 AM
Subject: [Audyssey] A swamp bug.


One thing I just descovered when starting a new game is that if I hear a
zombie grone and I turn my mouse to pan the sound does not pan with me.
OOPSY!

Darren Duff.

amateur radio station KK4AHX.

Follow me on twitter @blinddrummer.

friend me on face book http://www.facebook.com/blinddrummer.

Drummer for The Overflow worship band!

http://www.theoverflowband.com http://www.theoverflowband.com/ .

Personal Phone: (678)936-6113

Mobile E-mail mobiledu...@gmail.com

primary E-mail duff...@gmail.com

MSN darren...@hotmail.com

skype duffman31279


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread dan cook
agreed with chris, there are far too many simple audiogames.  if its
too easy people will complain its boring and if too hard people will
complain, but i bet the majority will like me keep trying until we're
used to it.
and shaun, the last version pointless? i'm really unsure of what
you're getting at in your messages, as it just sounds like you're
complaining for the sake of it recently, which i'm going to presume is
not the case and that i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan k...@weiliankelvin.com wrote:
 hi jeremy. when u say distance is being measured in tiles, do u mean 1
 coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be 50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1 tile?
 because we are now hearing the sounds of zombies much earlier than the
 previous version, i would recommend we should start hearing zombie sounds
 when we are 120 tiles away, so basically if u own the gun with the longest
 range, i can't remember the name, u will be able to kill a zombie once u can
 hear it. provided u can aim accurately of course. hope this makes sense.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 12:59 AM
 Subject: Re: [Audyssey] my thoughts on the new version of swamp.


 The weapon range problem is a bug that I'm just now testing the fix for.
 The game was measuring the ranges in a different scale than tiles, but I put
 in the numbers meaning for them to be measured in tiles.  So stupid mistake
 on my part, lol.

 The sluggishness is a result of the extra 100 zombies in the map.  I'm
 working on some ways to correct that, but it seems somewhere between 50 and
 150 several people's computers reached a point with a noticeable difference
 in performance.  For me, I noticed it only when I had 200 zombies which is
 why I kept it at 150 for the update release.  I'm fairly certain I can get
 performance back up to where it was, or perhaps even better, I just need a
 little time.

 The difficulty is something that was hard to balance without real people
 populating the server.  As people play over the next day or two, I'll get a
 much better idea of how to tweak things.  A multiplayer map that's overly
 hard for 1 person becomes super easy when you have a dozen armed players
 mowing down the undead.  This means I'll have to figure out the new normal
 and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off
 the bat, I'm not
 too happy with this version at least from the stand point
 that Can't stay
 alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279



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Re: [Audyssey] Need some Logitech f510 help.

2011-11-22 Thread Thomas Ward
Hi Ron,

I'm not aware of any editor for the x/y axis of the unit. As I said
that's usually something that is hard coded into the driver or the the
device's firmware. I suppose I can check, but I don't recall being
able to do that.

As for the x/y axis you are right. The x axis runs from left to
right--IE horizontal--and the Y axis is up/down--IE virtical.

HTH


On 11/22/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 I will try moving the squair switch on the back of the unit to the right for
 direct input.
 I have already tried installing the new software that comes with unit.
 When I do that it wants to set up a profiler.
 In that if I remember correctly, there's a X and Y axes editor.
 Am I correct on that Tom?
 If so, how do I go to set it up?
 Also, I have forgotten.
 Please correct me if I am wrong on this point and I probably will be wrong.
 But the X axes is left to right or right to left, in short horizontal, and
 the y axes is top to bottom or from bottom to top or the vertical axes. Or
 am I backwards on that point.
 I deeply appreciate the help and will keep you all in the loop.
 Many Many Thanks.
 Ron who hopes to figure out the f 510 or he'll have to perfect units for
 sale soon and will be looking for something else.

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Re: [Audyssey] zombie info?

2011-11-22 Thread joseph weakland
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Re: [Audyssey] More BGT news

2011-11-22 Thread Thomas Ward
Hi Philip,

Sure. That works for me. I'm not too worried about it myself. I was
merely hoping to put a cap on how much of the registry any BGT script
or compiled game can use. Glad to know BGT can remove/delete any
registry entries it creates.

Cheers!


On 11/22/11, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Okay, it is now set to 50. Do remember though that the 100 kb figure only
 holds true in an extreme case. Most people will not write anywhere near 2048
 bytes per value, and so even in the unlikely event that they do use 50
 values they are probably not going to get near the 100 kb limit anyway.

 And to answer your earlyer question, certainly there are functions to delete
 not only values but also the entire tree of keys that BGT creates in the
 background.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Creating IPhone Games

2011-11-22 Thread Thomas Ward
Hi Jacob,

Interesting. Do you know if iOS 5 comes with PyGame for game
development or just a stock Python runtime/interpreter? If so that
might be the easiest way to write and port games to the iPhone as
Python and PyGame is a pretty simple combo compared to other game
programming solutions. Plus its very cross-platform making it easy to
create games for multiple operating systems.

As for beginning with Python I have mixed feelings on that subject. As
you know I'm a pretty die-hard C/C++ developer so from my perspective
C++ is the ideal programming language for me personally, and I've
never really taken to Python myself. However, to be fair to Python it
is probably the easiest place for a new game developer to start
programming. because it takes a lot of the complexity out of
programming such as data typing your variables, don't have to worry
about pointers, don't have to worry about terminating every statement
with a semi-colon, etc. Basically, all the things newby programmers
seem to have troubles with. Unfortunately, my feeling is if newby
programmers don't get use to data typing their variables, terminating
statements, using opening and closing braces, doing this or that,
they'll still have troubles with it whenever they want to try another
language like Java, C#, C/C++, Perl, whatever. Its a good idea to get
grounded in standard programming conventions earlyh on, but I've
personally found a language like Python rather lax in teaching those
conventions because in Python the aim is ease of use not teaching
standard programming conventions. However, Python is a great language
for quickly prototyping a game or application, and it is so portable
its easy to write apps for Windows, Linux, Mac, some smart phones, etc
as Python has a huge list of supported platforms and operating
systems. Its really replacing Java as the language of choice for
cross-platform development these days. So starting out with Python as
a beginner language is a trade off between features and standard
conventions.

Cheers!

On 11/22/11, Jacob Kruger jac...@mailzone.co.za wrote:
 AFAIK, the mac PC version of the iOS can also run compiled python apps, but,
 no, haven't tested it much as of yet, and not sure how that would be
 handled - if at all - on the iPhone version of the iOS, but, for example,
 the accessible_output library I am playing around with in my python apps can
 also initiate voiceOver output - apparently anyway.

 But, yes, not too sure if python would be the best starting point for
 someone starting getting going with programming.

 Stay well

 Jacob Kruger
 Blind Biker
 Skype: BlindZA
 '...fate had broken his body, but not his spirit...'

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Christopher Bartlett
As anecdotal evidence that it is possible to survive even in trouble, I
exited then re-entered the game, only to find myself east of the river with
3 rounds of .45ACP ammo and nothing else.  Naturally, I wanted to get back
across the bridge, but there were about a jillion zombies there, so I
hotfooted it east and wandered around an area that was free of them, picked
up a hunting rifle, assault rifle and chainsaw, along with oodles of .45 and
5.56mm ammo, plus a badly needed field kit.  When I came back to the bridge,
it was empty, so I skedaddled my butt across, then went hunting.  I racked
up 40 or so kills near the bridge, and further west down Carrigan avenue,
before getting low on rifle rounds, and having to beat a hasty retreat when
all the zombies in the world came out of the Kai Mart.  I headed west to
Green Lane, then north, around the concentration, then busted east towards
the zone, having to take out three loner zombies along the way.  I am now
safely ensconced in the zone until I play again and get sent somewhere else
again.  The assault rifle on burst mode is your friend when a crowd of
zombies are headed your way.

This is less to toot my own horn than to give those of you having trouble
hope, that with patience (I did a lot of sneaking and avoiding large
concentrations of zombies until I was actually ready to fight) and a weather
eye on your ammo stocks.  In case you've forgotten or never knew, the z key
gives you the ammo in your current weapon and the total of that ammo type.
(Thanks for that tweak Jeremy, it's useful.)

Now if only I get to keep the 150+ reputation I gained by donating excess
ammo.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dan cook
Sent: Tuesday, November 22, 2011 10:44 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] my thoughts on the new version of swamp.

agreed with chris, there are far too many simple audiogames.  if its
too easy people will complain its boring and if too hard people will
complain, but i bet the majority will like me keep trying until we're
used to it.
and shaun, the last version pointless? i'm really unsure of what
you're getting at in your messages, as it just sounds like you're
complaining for the sake of it recently, which i'm going to presume is
not the case and that i misinterpreted you.
although i too had the problem with being stuck in a building, which i
solved by learning how the tracking system worked.
great job Jeremy, keep it up sir!

On 11/22/11, Kelvin Tan k...@weiliankelvin.com wrote:
 hi jeremy. when u say distance is being measured in tiles, do u mean 1
 coordinate = 1 tile? so from coordinates 1 0 to coordinates 1 50 will be
50
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps backwards = 1
tile?
 because we are now hearing the sounds of zombies much earlier than the
 previous version, i would recommend we should start hearing zombie sounds
 when we are 120 tiles away, so basically if u own the gun with the longest
 range, i can't remember the name, u will be able to kill a zombie once u
can
 hear it. provided u can aim accurately of course. hope this makes sense.
 - Original Message -
 From: Jeremy Kaldobsky jer...@kaldobsky.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 12:59 AM
 Subject: Re: [Audyssey] my thoughts on the new version of swamp.


 The weapon range problem is a bug that I'm just now testing the fix for.
 The game was measuring the ranges in a different scale than tiles, but I
put
 in the numbers meaning for them to be measured in tiles.  So stupid
mistake
 on my part, lol.

 The sluggishness is a result of the extra 100 zombies in the map.  I'm
 working on some ways to correct that, but it seems somewhere between 50
and
 150 several people's computers reached a point with a noticeable
difference
 in performance.  For me, I noticed it only when I had 200 zombies which is
 why I kept it at 150 for the update release.  I'm fairly certain I can get
 performance back up to where it was, or perhaps even better, I just need a
 little time.

 The difficulty is something that was hard to balance without real people
 populating the server.  As people play over the next day or two, I'll get
a
 much better idea of how to tweak things.  A multiplayer map that's overly
 hard for 1 person becomes super easy when you have a dozen armed players
 mowing down the undead.  This means I'll have to figure out the new normal
 and try to make adjustments to match it.


 Well? Here's what I think so
 far. With the range on the weapons it's much
 harder to target. You end up wasting ammo because
 with the footsteps being
 louder it's hard to tell if a zombie is in range of your
 gun. The game
 seems sluggish now for some reason. I've only been
 playing for a few
 minutes now and keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and 

[Audyssey] 7-128 Software releases three new word games

2011-11-22 Thread Eleanor Robinson
7-128 Software has just released three new blind-accessible word games.  
They are:


Sounds Like - a game that helps you learn the correct spelling for words 
like pare and pair.  A sound-alike word is given, it is used in a 
sentence, and the gamer types in the correct spelling for the usage.  If 
incorrect, the sound alike words with their usage sentence is given 
along with the correct spelling of each.  People who are blind don't 
have the visual reinforcement that sighted people do regarding the 
difference in spelling of words that sound alike and have different 
meanings, so this should be a good way to practice that.


Spelling Bee - this is just an old fashioned spelling bee.  The word is 
said, a definition given, and the player has to spell the word.  They 
just keep spelling words and accumulating score until they miss - and 
that is game over.  The contest is how high a score you can rack up.


Crossed Quotes - this game is a quotation in which the short words are 
scrambled, and each of the longer words of the quote has a clue like 
those given in a crossword puzzle.  The first letter of the clued word 
is there to help the player figure out what the word is.  Besides, the 
quotes themselves are fun and inspirational.


We have also put together a Word Scholar GameBook that includes our 
other word games and the three games listed above.  There are 13 word 
games in this pack and all but two of them are blind-accessible.


Check them out at www.7128.com

Eleanor Robinson
7-128 Software

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Darren Duff
 wasting ammo because with the footsteps being louder it's hard 
 to tell if a zombie is in range of your gun. The game seems sluggish 
 now for some reason. I've only been playing for a few minutes now and 
 keep dyeing without getting very far.
 I think it needs a
 little more balancing.

 I will keep playing and trying to get better, but right off the bat, 
 I'm not too happy with this version at least from the stand point 
 that Can't stay alive long enough to rack up anything.

 Darren Duff.

 amateur radio station KK4AHX.

 Follow me on twitter @blinddrummer.

 friend me on face book http://www.facebook.com/blinddrummer.

 Drummer for The Overflow worship band!

 http://www.theoverflowband.com http://www.theoverflowband.com/ .

 Personal Phone: (678)936-6113

 Mobile E-mail mobiledu...@gmail.com

 primary E-mail duff...@gmail.com

 MSN darren...@hotmail.com

 skype duffman31279



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Re: [Audyssey] zombie info?

2011-11-22 Thread Christopher Bartlett
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Re: [Audyssey] zombie info?

2011-11-22 Thread Darren Duff
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[Audyssey] A little bit of good news at long long last.

2011-11-22 Thread Ron Kolesar
First of all, I want to thank Tom for his recommendation to move the little 
squair switch on the back of the f510 rom x input to driect input.

I now can play out back and have tested it out on Troopanum as well.
The bad news is that I have to move back and forth via the left hand stick 
instead of the right hand stick. Which is the stick I'm still having 
problems with.

For TDV though.
I'm still having the same old problem with the right hand or starberd stick.
To steer I have to pull the stick forwards and backwards instead of left or 
right, and for the speed, to increase the speed I pull the stick to the left 
and to decrease the speed I pull the stick towards the right.
So I'm still in the same boat, I now just have two f510 gamepads doing the 
same problem instead of one.

Thanks for the help.
Now off to Physical Therapy for my feet and balance.
Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] A little bit of good news at long long last.

2011-11-22 Thread Thomas Ward
Hi Ron,

Glad we got one of your problems fixed. :D

As for using the left stick to play games like Aliens and Troopenum I
believe I remember seeing an option in the Profiler to reverse the
sticks making the left stick the right stick etc. You might want to
try that and see if it resolves the problems.

On 11/22/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 First of all, I want to thank Tom for his recommendation to move the little
 squair switch on the back of the f510 rom x input to driect input.
 I now can play out back and have tested it out on Troopanum as well.
 The bad news is that I have to move back and forth via the left hand stick
 instead of the right hand stick. Which is the stick I'm still having
 problems with.
 For TDV though.
 I'm still having the same old problem with the right hand or starberd stick.
 To steer I have to pull the stick forwards and backwards instead of left or
 right, and for the speed, to increase the speed I pull the stick to the left
 and to decrease the speed I pull the stick towards the right.
 So I'm still in the same boat, I now just have two f510 gamepads doing the
 same problem instead of one.
 Thanks for the help.
 Now off to Physical Therapy for my feet and balance.
 Ron and current Leader Dog boz who states that a service dog beats a cane
 hands down any day of the week.


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Re: [Audyssey] my game recordings/reviews are now availible on the web!

2011-11-22 Thread Ron Kolesar

Hey Shane.
do you own a Logitech f510 gamepad?
If so, try and fly in the Three-d Velocity flight simulator.
See if you're having the same problem with the right hand stick that I am 
and if there's a fix for it.

Thanks.


-Original Message- 
From: Shane Lowe

Sent: Tuesday, November 22, 2011 9:58 AM
To: Gamers Discussion list
Subject: [Audyssey] my game recordings/reviews are now availible on the web!

Hi all,
first, I'd like to announce i'm back in the blind-gaming world!
And second of all, i'd like to announce you can get all my game 
recordings/reviews at the following link. More will be added in the future, 
and you will be notified when this happens. the link is

ftp://shaunnet.myftp.org/uploads/Shane%20Lowe%20game%20recordings/

thanks,
Shane
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Ron and current Leader Dog boz who states that a service dog beats a cane 
hands down any day of the week. 



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Re: [Audyssey] 7-128 Software releases three new word games

2011-11-22 Thread Thomas Ward
Hi,

Glad to hear about these new games. Especially, the sound alike game.
As you said many blind people don't get the constant visual
reinforcement of the proper spelling of words that sound alike.
Throughout  my  years on accessibility related mailing lists I've seen
people confuse words like sale and sail, there and their, to and too,
etc simply because I don't think they read them in their proper
context. They depend too much on Jaws or Openbook to read e-books,
probably don't read braille that often, and end up confusing words
that sound alike but have different spellings and meanings. So I think
this is a great educational game for those people who have that
problem.

Cheers!


On 11/22/11, Eleanor Robinson elea...@7128.com wrote:
 7-128 Software has just released three new blind-accessible word games.
 They are:

 Sounds Like - a game that helps you learn the correct spelling for words
 like pare and pair.  A sound-alike word is given, it is used in a
 sentence, and the gamer types in the correct spelling for the usage.  If
 incorrect, the sound alike words with their usage sentence is given
 along with the correct spelling of each.  People who are blind don't
 have the visual reinforcement that sighted people do regarding the
 difference in spelling of words that sound alike and have different
 meanings, so this should be a good way to practice that.

 Spelling Bee - this is just an old fashioned spelling bee.  The word is
 said, a definition given, and the player has to spell the word.  They
 just keep spelling words and accumulating score until they miss - and
 that is game over.  The contest is how high a score you can rack up.

 Crossed Quotes - this game is a quotation in which the short words are
 scrambled, and each of the longer words of the quote has a clue like
 those given in a crossword puzzle.  The first letter of the clued word
 is there to help the player figure out what the word is.  Besides, the
 quotes themselves are fun and inspirational.

 We have also put together a Word Scholar GameBook that includes our
 other word games and the three games listed above.  There are 13 word
 games in this pack and all but two of them are blind-accessible.

 Check them out at www.7128.com

 Eleanor Robinson
 7-128 Software

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Re: [Audyssey] another swamp bug

2011-11-22 Thread Jeremy Kaldobsky
Default is the mouse sensitivity setting that was used in version 1.1b.

 Which mouse sensitivity setting will put the turn speed
 back the way it was in 1.1b? Is that default?


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Jeremy Kaldobsky
You raise an interesting point.  The range restrictions were only added because 
wild random firing tended to pick off zombies from across the map in version 
1.1b.  I don't care for the idea of you being able to hear a zombie but not 
reach it with a gun, so I was going to make each gun fire at least as far as 
you could hear.  Other than as a way to prevent weapon spamming, I suppose 
people aren't going to notice any difference in the gun ranges.  If anyone has 
any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match
 what you hear, then how are they going to be
 differentiated?
 
     Chris (whose head is full of goo and who
 thus may just be slow.)


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Re: [Audyssey] Creating IPhone Games

2011-11-22 Thread Jacob Kruger
Really not too sure since, on my side haven't really looked into too much 
code/output redistribution, except for, thus far, under the windows 
platforms, and at least the modules am currently making use of include 
specific support for things like py2exe to generate the right output 
packages for windows distribution, etc., so on something like iOS, you might 
in fact need the end user to have also installed certain modules themselves.


Same as if I wanted to pass some python compiled apps on to a linux user, 
they'd most likely first have to install those other modules themselves 
first, or else I'd have to build an actual setup python module to handle it 
as well, but there are ways to handle a lot of it sort of automatically - I 
think so anyway - but then on the other hand, while I have literally no 
experience of working with iOS, I know some guys don't like the fact that a 
lot of installations have to be handled through iTunes application install 
interface, or something.


To do with data typing, yes, python is very happy to change, and therefore 
not enforce variable data typing, and for code block implementation it uses 
indentation which is also not perfect for use by new VI programmers as such, 
but I've been doing programming for a little while across various different 
languages etc. as well, so I know it's hard for me to as such consider how a 
newbie would handle it as well...smile


The one thing I am quite impressed with, with python's handling thereof is 
it's list/iterator/array handling for a few collection data types, like 
lists, dictionaries and tuples, and it's one of the things I like the most 
about using in python to pass data around between parts of the processes, 
etc., but anyway.


So yes, am not too sure it's the best one for a newbie either, but, really 
don't know what the overall best one would be, since it would also, to a 
large extent depend on their desired end result, where they want to get to 
after a while, etc.


Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:12 PM
Subject: Re: [Audyssey] Creating IPhone Games



Hi Jacob,

Interesting. Do you know if iOS 5 comes with PyGame for game
development or just a stock Python runtime/interpreter? If so that
might be the easiest way to write and port games to the iPhone as
Python and PyGame is a pretty simple combo compared to other game
programming solutions. Plus its very cross-platform making it easy to
create games for multiple operating systems.

As for beginning with Python I have mixed feelings on that subject. As
you know I'm a pretty die-hard C/C++ developer so from my perspective
C++ is the ideal programming language for me personally, and I've
never really taken to Python myself. However, to be fair to Python it
is probably the easiest place for a new game developer to start
programming. because it takes a lot of the complexity out of
programming such as data typing your variables, don't have to worry
about pointers, don't have to worry about terminating every statement
with a semi-colon, etc. Basically, all the things newby programmers
seem to have troubles with. Unfortunately, my feeling is if newby
programmers don't get use to data typing their variables, terminating
statements, using opening and closing braces, doing this or that,
they'll still have troubles with it whenever they want to try another
language like Java, C#, C/C++, Perl, whatever. Its a good idea to get
grounded in standard programming conventions earlyh on, but I've
personally found a language like Python rather lax in teaching those
conventions because in Python the aim is ease of use not teaching
standard programming conventions. However, Python is a great language
for quickly prototyping a game or application, and it is so portable
its easy to write apps for Windows, Linux, Mac, some smart phones, etc
as Python has a huge list of supported platforms and operating
systems. Its really replacing Java as the language of choice for
cross-platform development these days. So starting out with Python as
a beginner language is a trade off between features and standard
conventions.

Cheers!

On 11/22/11, Jacob Kruger jac...@mailzone.co.za wrote:
AFAIK, the mac PC version of the iOS can also run compiled python apps, 
but,

no, haven't tested it much as of yet, and not sure how that would be
handled - if at all - on the iPhone version of the iOS, but, for example,
the accessible_output library I am playing around with in my python apps 
can

also initiate voiceOver output - apparently anyway.

But, yes, not too sure if python would be the best starting point for
someone starting getting going with programming.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'


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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Jeremy Kaldobsky
It's a little more complicated than that actually.  Walking doesn't move you 1 
tile per step, or even half a tile per step.  In many games you are locked to a 
grid, but this game doesn't work like that.  Each tile is almost like measuring 
out a square of carpet and setting it on the floor.  With enough squares you 
could always stop and be told which one you were on, but you could be at its 
edge, center, or halfway between as many as 4 of them at a time.  When you 
request your coordinates it simply rounds to give you the easiest numbers to 
deal with.  Off hand, I'm not sure how many steps it would take to truly move 1 
tile.  It would also be only an approximation if I did measure it, because the 
foot steps aren't quite that standardized either.

I'm still trying to figure out the best approach with weapon ranges.  My first 
plan is going to be to just increase the ranges so that you can always hit what 
you hear.

 hi jeremy. when u say distance is
 being measured in tiles, do u mean 1 
 coordinate = 1 tile? so from coordinates 1 0 to coordinates
 1 50 will be 50 
 tiles? so basically 1 step forward = 1 tile i.e. 2 steps
 backwards = 1 tile? 
 because we are now hearing the sounds of zombies much
 earlier than the 
 previous version, i would recommend we should start hearing
 zombie sounds 
 when we are 120 tiles away, so basically if u own the gun
 with the longest 
 range, i can't remember the name, u will be able to kill a
 zombie once u can 
 hear it. provided u can aim accurately of course. hope this
 makes sense.


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Re: [Audyssey] zombie info?

2011-11-22 Thread Jeremy Kaldobsky
Actually I've been considering adding something which would function like town 
portals that are seen in other games.  It would certainly be sacrificing 
realism for convenience, but sometimes that is the best way to make a game more 
fun.  These would be something you could buy at the Safe Zone with reputation 
points, and using one would instantly jump you back.  Because they would have a 
cost, someone would have to decide if it was worth using one up, or if 
traveling back would be a better choice.

 i have a suggestion it would be cool
 if thee was a command you could press to teleport yourself
 instantly to safe zone. I think this would come in handy if
 you find a few weapons and amo and want to save your game
 you could use such a command to instantly go to safezone
 without memorizing way back. what do you think aprone of
 that


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Re: [Audyssey] zombie info?

2011-11-22 Thread dark
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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Jeremy Kaldobsky
I enjoyed the daring tale of survival sir.  :D

I hope you get to keep your reputation too!  As much as people are irritated by 
the bugs, believe me that no one is as annoyed by the broken code as I am.  
Lol!  It totally sucks to pour a solid week's worth of work in to this thing 
only to have it plagued by some pretty problematic bugs.  What bothers me most 
is that I did more testing on this version than any of the past versions, and 
these issues didn't come up.  I had Kai running tests for days, and we even 
spent a good day or 2 just testing the multiplayer interaction code to make 
sure the server would work once you had more than 1 player in at a time.  In 
almost all cases, if code works for 2 players it will work for as many as it's 
designed to handle.

Since posting the 1.2 update I haven't been able to work on the code yet.  I've 
been reading through the messages jotting down notes of what must be fixed, but 
I've been busy catching upon a week's worth of household stuff I neglected, 
haha.

I apologize for the many frustrating bugs, and I will do my best to have them 
fixed up soon!  :D

 As anecdotal evidence that it is
 possible to survive even in trouble, I
 exited then re-entered the game, only to find myself east
 of the river with
 3 rounds of .45ACP ammo and nothing else.  Naturally,
 I wanted to get back
 across the bridge, but there were about a jillion zombies
 there, so I
 hotfooted it east and wandered around an area that was free
 of them, picked
 up a hunting rifle, assault rifle and chainsaw, along with
 oodles of .45 and
 5.56mm ammo, plus a badly needed field kit.  When I
 came back to the bridge,
 it was empty, so I skedaddled my butt across, then went
 hunting.  I racked
 up 40 or so kills near the bridge, and further west down
 Carrigan avenue,
 before getting low on rifle rounds, and having to beat a
 hasty retreat when
 all the zombies in the world came out of the Kai
 Mart.  I headed west to
 Green Lane, then north, around the concentration, then
 busted east towards
 the zone, having to take out three loner zombies along the
 way.  I am now
 safely ensconced in the zone until I play again and get
 sent somewhere else
 again.  The assault rifle on burst mode is your friend
 when a crowd of
 zombies are headed your way.
 
 This is less to toot my own horn than to give those of you
 having trouble
 hope, that with patience (I did a lot of sneaking and
 avoiding large
 concentrations of zombies until I was actually ready to
 fight) and a weather
 eye on your ammo stocks.  In case you've forgotten or
 never knew, the z key
 gives you the ammo in your current weapon and the total of
 that ammo type.
 (Thanks for that tweak Jeremy, it's useful.)
 
 Now if only I get to keep the 150+ reputation I gained by
 donating excess
 ammo.
 
     Chris Bartlett

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Re: [Audyssey] zombie info?

2011-11-22 Thread Jeremy Kaldobsky
And that concern is why such an item wasn't put in to this version, lol.  I've 
been considering a town portal item for a while, but have been too nervous to 
put it in yet.  I like the idea of convenience, but also worry it will ruin the 
feel of the game.  I'd love to hear the community's thoughts on it.

Oh, I just wrote about this in another email so I almost forgot to explain it 
here.  This would be some type of purchasable item in the Safe Zone that could 
be spent to teleport you instantly back there.  It would work like Town 
portals work in many RPG games.  Because you'd have to buy them using 
reputation, people would get to decide if it was worth walking back or if 
convenience was worth using one up.


 I don't know what Aprone thinks of
 it, but it seems to me it would destroy
 the point of the game.
 
     Chris Bartlett


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread john
Hmmm, you could make the hearing range 60 (as that seems to be a 
common range number), and add targeting beeps for weapons with 
greater range.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 22 Nov 2011 10:29:19 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only 
added because wild random firing tended to pick off zombies from 
across the map in version 1.1b.  I don't care for the idea of you 
being able to hear a zombie but not reach it with a gun, so I was 
going to make each gun fire at least as far as you could hear.  
Other than as a way to prevent weapon spamming, I suppose people 
aren't going to notice any difference in the gun ranges.  If 
anyone has any suggestions for making this make more sense, I'm 
open to it.


Ok I'm a bit confused then.� If
weapon ranges are going to increase to match
what you hear, then how are they going to be
differentiated?

젨� Chris (whose head is full of goo and who
thus may just be slow.)


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Re: [Audyssey] zombie info?

2011-11-22 Thread john
I disagree with this hole-heartedly. This is supposed to be a 
creepy, action game. Running out of ammo and having to to crawl 
back to the safe zone is in keeping with the atmosphere. If you 
get caught, you failed to be sneaky enough.


- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 22 Nov 2011 10:42:02 -0800 (PST)
Subject: Re: [Audyssey] zombie info?

Actually I've been considering adding something which would 
function like town portals that are seen in other games.  It 
would certainly be sacrificing realism for convenience, but 
sometimes that is the best way to make a game more fun.  These 
would be something you could buy at the Safe Zone with reputation 
points, and using one would instantly jump you back.  Because 
they would have a cost, someone would have to decide if it was 
worth using one up, or if traveling back would be a better 
choice.


i have a suggestion it would be cool
if thee was a command you could press to teleport yourself
instantly to safe zone. I think this would come in handy if
you find a few weapons and amo and want to save your game
you could use such a command to instantly go to safezone
without memorizing way back. what do you think aprone of
that


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[Audyssey] top speed versions

2011-11-22 Thread David Mehler
Hello,

This may be a very stupid question, but here goes. I'm wanting to try
out top speed, but there are three different versions, what are the
differences between them and which would be a recommendation to get?

Thanks.
Dave.

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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread joseph weakland
i hear you you could add a targeting beep so when you get the perfect firing 
solution what do you say?


- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:11 PM
Subject: Re: [Audyssey] Swamp reflections.


Hmmm, you could make the hearing range 60 (as that seems to be a
common range number), and add targeting beeps for weapons with
greater range.

- Original Message -
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 22 Nov 2011 10:29:19 -0800 (PST)
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only
added because wild random firing tended to pick off zombies from
across the map in version 1.1b.  I don't care for the idea of you
being able to hear a zombie but not reach it with a gun, so I was
going to make each gun fire at least as far as you could hear.
Other than as a way to prevent weapon spamming, I suppose people
aren't going to notice any difference in the gun ranges.  If
anyone has any suggestions for making this make more sense, I'm
open to it.

Ok I'm a bit confused then.?If
weapon ranges are going to increase to match
what you hear, then how are they going to be
differentiated?

젨?Chris (whose head is full of goo and who
thus may just be slow.)


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Re: [Audyssey] top speed versions

2011-11-22 Thread joseph weakland
i personally recommend version 3.0.3 because all tracks custom and regular 
can be used in multipalyer mode


- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:22 PM
Subject: [Audyssey] top speed versions



Hello,

This may be a very stupid question, but here goes. I'm wanting to try
out top speed, but there are three different versions, what are the
differences between them and which would be a recommendation to get?

Thanks.
Dave.

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Re: [Audyssey] top speed versions

2011-11-22 Thread QuentinC

Hello,
You should of course take latest version: topspeed 3. You really have no 
reason to use an old one.


All three are in fact the same game, but version 2 has less features 
than version 3, and version 1 is completely outdated.
Version 3 added to version 2 additionnal vehicles and tracks, and the 
ability to play custom tracks in multiplayers, as well as many bugfixes 
especially for multiplayer.


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I'm personally against the perfect targeting beeps. You're basically then 
playing a game of listen for the beep, rather than center and accuracy.


I might be willing to embrace a beep for when a bullet would hit a zombie, 
but not one for perfect target.


Kai 



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
i have to agree there. that would take away from the part thats the
most fun. trying to get your shots layed perfectly, without
assistance!
dallas


On 23/11/2011, Kai kaixi...@sbcglobal.net wrote:
 I'm personally against the perfect targeting beeps. You're basically then
 playing a game of listen for the beep, rather than center and accuracy.

 I might be willing to embrace a beep for when a bullet would hit a zombie,
 but not one for perfect target.

 Kai


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Re: [Audyssey] zombie info?

2011-11-22 Thread Kai
I'm not much in favour of such a game-changing item. part of Swamp is the 
thrill of being swamped, not being Star Trek. People just need to accept 
that yes, you can die. yes, you can lose items. Yes, you might have to start 
over.


Once the bugs are ironed out, things will be much better.

Kai

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 10:55 AM
Subject: Re: [Audyssey] zombie info?


And that concern is why such an item wasn't put in to this version, lol. 
I've been considering a town portal item for a while, but have been too 
nervous to put it in yet.  I like the idea of convenience, but also worry it 
will ruin the feel of the game.  I'd love to hear the community's thoughts 
on it.


Oh, I just wrote about this in another email so I almost forgot to explain 
it here.  This would be some type of purchasable item in the Safe Zone that 
could be spent to teleport you instantly back there.  It would work like 
Town portals work in many RPG games.  Because you'd have to buy them using 
reputation, people would get to decide if it was worth walking back or if 
convenience was worth using one up.




I don't know what Aprone thinks of
it, but it seems to me it would destroy
the point of the game.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Darren Duff
I really like that idea.  Thanks for putting that back in... 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Tuesday, November 22, 2011 1:29 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp reflections.

You raise an interesting point.  The range restrictions were only added
because wild random firing tended to pick off zombies from across the map in
version 1.1b.  I don't care for the idea of you being able to hear a zombie
but not reach it with a gun, so I was going to make each gun fire at least
as far as you could hear.  Other than as a way to prevent weapon spamming, I
suppose people aren't going to notice any difference in the gun ranges.  If
anyone has any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match what you hear, then how 
 are they going to be differentiated?
 
     Chris (whose head is full of goo and who thus may just be slow.)


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Re: [Audyssey] top speed versions

2011-11-22 Thread David Mehler
Hello,

Thanks, that was what I was leaning toward, I was just wondering if
i'd be missing something with 2, but I'll grab 3.

Second question, alternative play methods, I'm going to be given
either a steering wheel or joystick as a birthday present, and I'm
wondering which to ask for. If anyone is using ts3 with a wheel what
are your impressions of it and would you recommend it and why?

Thanks.
Dave.


On 11/22/11, QuentinC quent...@cfardel.net wrote:
 Hello,
 You should of course take latest version: topspeed 3. You really have no
 reason to use an old one.

 All three are in fact the same game, but version 2 has less features
 than version 3, and version 1 is completely outdated.
 Version 3 added to version 2 additionnal vehicles and tracks, and the
 ability to play custom tracks in multiplayers, as well as many bugfixes
 especially for multiplayer.

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Re: [Audyssey] top speed versions

2011-11-22 Thread dark

Hi David.

I've been trying to sort this myself as I've been attempting to rejigger the 
pages for them on audiogames.net.


Topspeed 1 is obviously the original game, and has no online multiplayer and 
a limited selection of tracks and cars.


Topspeed 2 has the multiplayer, and the track and car creators, though you 
can't race on player created tracks or use player created vehicles in 
multiplayer.


topspeed three has some fixes, but most of all you can! now use player 
created tracks in multiplayer, and I also believe it has more customization 
of race types and such, as well as some new road surfaces, sand and snow.


As far as I can work out, ts1 is just if you want a simple racing game 
without complexity and choice in tracks, and ts2 is stil needed to use 
vehicles created in ts2.


ts3 however I believe can run all the ts2 tracks pluss the ts3 ones, so you 
should probably try that.


I could be wrong,and of course if someone wants to correct me feel free, as 
I said I'm trying to sort all this out to write up propper descriptions, 
sinse currently only ts1 has a satisfactory database entry, and ts3 doesn't 
have one at all!


Beware the grue!

Dark.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:22 PM
Subject: [Audyssey] top speed versions



Hello,

This may be a very stupid question, but here goes. I'm wanting to try
out top speed, but there are three different versions, what are the
differences between them and which would be a recommendation to get?

Thanks.
Dave.

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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Dallas O'Brien
yes, thanks for the description of your little adventure. which brings
to mind another idea i had. perhaps a spin off of this game,  would be
where its military based, with soldiers running around, every one of
them has weapons, and any time you kill one, it has a weapon or a
little bit of ammo, but, they shoot at you. every one of them!
ahahaha. that would be very very cool. and whats more, is its a game
that wouldn't take very much to adapt from this one i don't think.

dallas


On 23/11/2011, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 I enjoyed the daring tale of survival sir.  :D

 I hope you get to keep your reputation too!  As much as people are irritated
 by the bugs, believe me that no one is as annoyed by the broken code as I
 am.  Lol!  It totally sucks to pour a solid week's worth of work in to this
 thing only to have it plagued by some pretty problematic bugs.  What bothers
 me most is that I did more testing on this version than any of the past
 versions, and these issues didn't come up.  I had Kai running tests for
 days, and we even spent a good day or 2 just testing the multiplayer
 interaction code to make sure the server would work once you had more than 1
 player in at a time.  In almost all cases, if code works for 2 players it
 will work for as many as it's designed to handle.

 Since posting the 1.2 update I haven't been able to work on the code yet.
 I've been reading through the messages jotting down notes of what must be
 fixed, but I've been busy catching upon a week's worth of household stuff I
 neglected, haha.

 I apologize for the many frustrating bugs, and I will do my best to have
 them fixed up soon!  :D

 As anecdotal evidence that it is
 possible to survive even in trouble, I
 exited then re-entered the game, only to find myself east
 of the river with
 3 rounds of .45ACP ammo and nothing else.  Naturally,
 I wanted to get back
 across the bridge, but there were about a jillion zombies
 there, so I
 hotfooted it east and wandered around an area that was free
 of them, picked
 up a hunting rifle, assault rifle and chainsaw, along with
 oodles of .45 and
 5.56mm ammo, plus a badly needed field kit.  When I
 came back to the bridge,
 it was empty, so I skedaddled my butt across, then went
 hunting.  I racked
 up 40 or so kills near the bridge, and further west down
 Carrigan avenue,
 before getting low on rifle rounds, and having to beat a
 hasty retreat when
 all the zombies in the world came out of the Kai
 Mart.  I headed west to
 Green Lane, then north, around the concentration, then
 busted east towards
 the zone, having to take out three loner zombies along the
 way.  I am now
 safely ensconced in the zone until I play again and get
 sent somewhere else
 again.  The assault rifle on burst mode is your friend
 when a crowd of
 zombies are headed your way.

 This is less to toot my own horn than to give those of you
 having trouble
 hope, that with patience (I did a lot of sneaking and
 avoiding large
 concentrations of zombies until I was actually ready to
 fight) and a weather
 eye on your ammo stocks.  In case you've forgotten or
 never knew, the z key
 gives you the ammo in your current weapon and the total of
 that ammo type.
 (Thanks for that tweak Jeremy, it's useful.)

 Now if only I get to keep the 150+ reputation I gained by
 donating excess
 ammo.

     Chris Bartlett

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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread dark
I agree with kay about the targiting solution beeps, especially when the 
zombi sounds are so good, however I do think a range indicator is needed.


so how about a compensation. pressing a key (I'd suggest g), activates your 
monitor which tells you the distance (and possibly general direction) of 
nearest zombi, nothing else, just range.


You stil need to center and fire and of course you need to know the range of 
weapons.


Alternatively, how about an out of range sound when you targit a zombi 
with a weapon that won't reach them, just indicating that the shot is too 
long.


i really like the idea of footstep listening to be the main skill in the 
game, but I'd prefer it if the weapons were as dynamic s possible so that 
long range weapons and sniping played a part, hence imho the need for a 
range indicator.


Beware the grue!

Dark. 



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
another thing to consider, is that right now, the sniper rifle bring
zombies in to hearing range that you couldn't hear without it. so i
think the system is ok, just needs a bit of tweeking. if the default
range for hearing them is say, 60, so you can hear them before they
are in range of pistol and shot guns and the like, but in range of the
hunting rifle without a scope, that would seem to me to be the best
way to do it. i like the idea of the scope / sniper rifle with default
scope, making you hear zombies ferther away when you are wielding it.
dallas


On 23/11/2011, Darren Duff duff...@gmail.com wrote:
 I really like that idea.  Thanks for putting that back in...

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Jeremy Kaldobsky
 Sent: Tuesday, November 22, 2011 1:29 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp reflections.

 You raise an interesting point.  The range restrictions were only added
 because wild random firing tended to pick off zombies from across the map in
 version 1.1b.  I don't care for the idea of you being able to hear a zombie
 but not reach it with a gun, so I was going to make each gun fire at least
 as far as you could hear.  Other than as a way to prevent weapon spamming, I
 suppose people aren't going to notice any difference in the gun ranges.  If
 anyone has any suggestions for making this make more sense, I'm open to it.

 Ok I'm a bit confused then.  If
 weapon ranges are going to increase to match what you hear, then how
 are they going to be differentiated?

     Chris (whose head is full of goo and who thus may just be slow.)


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
a key that gave distance of nearest would be good. no more info then
distance through, so that it makes you have to find and target him
yourself. having an out of range when targeting thing would almost
serve as a locater so you would no when you have him lined up, so i
don't think that would be a good idea. but we do need some kind of
distance of nearest.
dallas


On 23/11/2011, dark d...@xgam.org wrote:
 I agree with kay about the targiting solution beeps, especially when the
 zombi sounds are so good, however I do think a range indicator is needed.

 so how about a compensation. pressing a key (I'd suggest g), activates your
 monitor which tells you the distance (and possibly general direction) of
 nearest zombi, nothing else, just range.

 You stil need to center and fire and of course you need to know the range of
 weapons.

 Alternatively, how about an out of range sound when you targit a zombi
 with a weapon that won't reach them, just indicating that the shot is too
 long.

 i really like the idea of footstep listening to be the main skill in the
 game, but I'd prefer it if the weapons were as dynamic s possible so that
 long range weapons and sniping played a part, hence imho the need for a
 range indicator.

 Beware the grue!

 Dark.


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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Ron Schamerhorn
I agree some indication of range is needed.  Ideally I think the best idea 
would be and perhaps this is currently how it works, but all depending on 
the weapon you are currently using.  I know someone else mentioned this 
earlier but being able to hear the zombie if your weapon can kill it seems 
good.
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[Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread Phil Vlasak

Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that you could 
drive there?

Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there were too 
many under your wheels.
They might be able to reach in through your broken window to grab you and 
pull you out.

Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of footsteps, 
swinging your axe at the zombies without having to use the mouse button.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?



Hi joseph

I personally really don't like the teleport idea sinse it'd be far too 
easy to abuse.


Oooh look, a hoard of xzombies, beam me up scotty!

That really would make the game too easy I think.



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[Audyssey] a real world swamp range idea

2011-11-22 Thread Che
  I think a modifier to the trigger mouse button would make a really 
good range indicator.
  so instead of firing, if you press shift and left click after you 
have targeted a zombie yourself, you get a ping if that zombie is in 
range, and a pong if not.  ping and pong here being placeholders for 
Kai's imagination of course.
  I personally don't like the idea of the zombie sounds being modified 
depending on what weapon your holding, it introduces a level of 
unreality to the game that seems simply odd to me, whereas having a 
range finder fits in nicely, and perhaps with a forced 2 second delay to 
use it, would add a bit of a strategic level to the whole operation, 
i.e. do you use the range finder and burn the 2 seconds, or do you take 
the shot and hope your in range?
  If the zombie sounds stay consistent we would start to get an idea of 
how far a zombie was away from us based on volume, and the skilled 
player would be using the range finder mostly for the longer range 
weapons perhaps.
  Note that this kind of range distance indicator technology is 
available now in the real world, and a couple seconds to use it would be 
about right once it was set up me thinks.

  Thoughts?

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Re: [Audyssey] zombie info?

2011-11-22 Thread Christopher Bartlett
I'm opposed to the idea, though having it be a one-use thing that you have
to buy with reputation reduces my opposition, so long as the rep cost is
very high in comparison to other equipment, with possibly another rep hit
for using it, as it shows you couldn't handle yourself and had to be bailed
out.

Chris Bartlett



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Re: [Audyssey] my thoughts on the new version of swamp.

2011-11-22 Thread Christopher Bartlett
By the way, I liked what you did with the scope, making the zombie sounds
louder, as though they were closer, which also made them easier to track,
giving you the scope effect.  Perhaps this is a way to go re: weapon ranges?
I really like having the pistol and shot guns be quite short range in
comparison to the rifles and machine guns.  I'd hate to lose that
differentiation.  Again, what about shift-click giving your range to the
target you've centered?  This would also solve the walls problem, since if
you've got a target centered, but no range figure comes back, you know you
are hearing something behind a wall.  This seems simple, and leaves in the
differentiation.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Christopher Bartlett
I don't like the idea of not hearing a zombie if I'm using a pistol.  When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator and sound
alteration concepts.  When you hit the range indicator, the sound changes to
reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know it's out
of range.  Again, this would also solve the walls problem, feel less like it
sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread Christopher Bartlett
Hmmm.  I like the concept here.  Change it thus.  Make fuel a gettable item
and you have to fuel the car before you can use it.  Make it a level 3 or so
thing with high rep cost at the safe zone, but make it possible to get fuel
from the gas station if you have a gas can.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, November 22, 2011 3:23 PM
To: Gamers Discussion list
Subject: [Audyssey] car in the swamp, was zombie info?

Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that you could

drive there?
Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there were too 
many under your wheels.
They might be able to reach in through your broken window to grab you and 
pull you out.
Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of footsteps, 
swinging your axe at the zombies without having to use the mouse button.

- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?


 Hi joseph

 I personally really don't like the teleport idea sinse it'd be far too 
 easy to abuse.

 Oooh look, a hoard of xzombies, beam me up scotty!

 That really would make the game too easy I think.


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Re: [Audyssey] top speed versions

2011-11-22 Thread David Mehler
Hello Dark,

Thanks. Although this won't be for quite a while, can I make my own
tracks/conditions/cars with ts3?

Thanks.
Dave.


On 11/22/11, dark d...@xgam.org wrote:
 Hi David.

 I've been trying to sort this myself as I've been attempting to rejigger the
 pages for them on audiogames.net.

 Topspeed 1 is obviously the original game, and has no online multiplayer and
 a limited selection of tracks and cars.

 Topspeed 2 has the multiplayer, and the track and car creators, though you
 can't race on player created tracks or use player created vehicles in
 multiplayer.

 topspeed three has some fixes, but most of all you can! now use player
 created tracks in multiplayer, and I also believe it has more customization
 of race types and such, as well as some new road surfaces, sand and snow.

 As far as I can work out, ts1 is just if you want a simple racing game
 without complexity and choice in tracks, and ts2 is stil needed to use
 vehicles created in ts2.

 ts3 however I believe can run all the ts2 tracks pluss the ts3 ones, so you
 should probably try that.

 I could be wrong,and of course if someone wants to correct me feel free, as
 I said I'm trying to sort all this out to write up propper descriptions,
 sinse currently only ts1 has a satisfactory database entry, and ts3 doesn't
 have one at all!

 Beware the grue!

 Dark.
 - Original Message -
 From: David Mehler dave.meh...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 7:22 PM
 Subject: [Audyssey] top speed versions


 Hello,

 This may be a very stupid question, but here goes. I'm wanting to try
 out top speed, but there are three different versions, what are the
 differences between them and which would be a recommendation to get?

 Thanks.
 Dave.

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Re: [Audyssey] a real world swamp range idea

2011-11-22 Thread Dallas O'Brien
hi, yes, they do. but, firstly, if you are talking about a light sensing 
type, no good. its pitch black. lol. and as for a laser range finder, 
this emits a visible light, which can be traced back to your position. 
so there for, not a good idea! ahahahaha

Dallas


On 23/11/2011 06:30, Che wrote:
  I think a modifier to the trigger mouse button would make a really 
good range indicator.
  so instead of firing, if you press shift and left click after you 
have targeted a zombie yourself, you get a ping if that zombie is in 
range, and a pong if not.  ping and pong here being placeholders for 
Kai's imagination of course.
  I personally don't like the idea of the zombie sounds being modified 
depending on what weapon your holding, it introduces a level of 
unreality to the game that seems simply odd to me, whereas having a 
range finder fits in nicely, and perhaps with a forced 2 second delay 
to use it, would add a bit of a strategic level to the whole 
operation, i.e. do you use the range finder and burn the 2 seconds, or 
do you take the shot and hope your in range?
  If the zombie sounds stay consistent we would start to get an idea 
of how far a zombie was away from us based on volume, and the skilled 
player would be using the range finder mostly for the longer range 
weapons perhaps.
  Note that this kind of range distance indicator technology is 
available now in the real world, and a couple seconds to use it would 
be about right once it was set up me thinks.

  Thoughts?

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Re: [Audyssey] Mud games

2011-11-22 Thread Paula Hobley
Hi there

I am using mushclient at the moment, I have been playing material magica but
I don't have any sounds.  How do I get the sounds to work?  I will also give
vipmud a try.

Thanks in advance for your help.

Cheers

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, 22 November 2011 7:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mud games

Actually ian, vipmud doesn't have built in muds it just has connection 
info.

Connecting to any mud with it is just a matter of writing in the port name 
and host.
The thirty day trial is also a bit of a misnomer really, sinse the only 
significant difference with the unregistered version of the client eve after

those 30 days is that you can't use msp mud sound protocall, and that's 
something which not many games support anyway (only materiamagica has a 
really extensive msp soundpack).

I'd deffinately recommend vipmud, as it's got lots of handy newby features 
with the layout and everything else, though if you want to play the mud 
alteraeon, Oriol's mushclient soundpack is the best option sinse even though

mushclient is not as easy to use as vipmud, the soundpack has many helpful 
features as well as lots of music and ambience that virtually make alteraeon

into an audio rpg.

Beware the grue!

Dark.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:36 AM
Subject: Re: [Audyssey] Mud games


 it's good you get a 30 day trile with no restrictions then you can buy it.

 can't remember the price now though. it has some muds built in that you 
 can set up i'm not sure what mud i'd sujjest for a beginner to mudding but

 i'm sure that some one can help there.

 Ian McNamara
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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Kai
I don't know about all these proposed changes. Remember that a lot of the 
range-finding issues are bug-related. Once they're sorted out, swamp will 
function as before, except that pistols won't reach as far, etc. You'll 
still be able to hit zombies at the limit of your hearing assuming you can 
center in on them well enough. The only thing range setting will do is to 
differentiate the weapons further, and to prevent people from assassinating 
zombies clear across the map, out of audible range.


People have done ok with the method before, and I honestly can't see the 
need to change it by adding range finders and these other things. Remember 
that zombies behind walls are very unlikely to be heard now, so the chances 
of shooting at zombies in buildings is very unlikely.


Adding in all these helper features takes away from the need to gain 
expertise with how the game works. I don't want to simplify the swamp 
experience by giving us players tools to make perfect shots, or to avoid 
missed shots. range determination should become a skill, as should 
centering. Maybe I'm in the minority here, but the hard-core aspect of Swamp 
in this regard is what makes it appealing to me. Change it up any more, and 
heck, we might as well just go back to playing Shades of doom with its 
automatic target acquisition system.


Kai

- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.



I don't like the idea of not hearing a zombie if I'm using a pistol.  When
using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator and 
sound
alteration concepts.  When you hit the range indicator, the sound changes 
to

reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know it's 
out
of range.  Again, this would also solve the walls problem, feel less like 
it

sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Dallas O'Brien
agreed. very much so. nothing quite like having to figure out your shot, 
and sometimes, you will have to just be pationt while you wait for your 
shot.

dallas


On 23/11/2011 07:12, Kai wrote:
I don't know about all these proposed changes. Remember that a lot of 
the range-finding issues are bug-related. Once they're sorted out, 
swamp will function as before, except that pistols won't reach as far, 
etc. You'll still be able to hit zombies at the limit of your hearing 
assuming you can center in on them well enough. The only thing range 
setting will do is to differentiate the weapons further, and to 
prevent people from assassinating zombies clear across the map, out of 
audible range.


People have done ok with the method before, and I honestly can't see 
the need to change it by adding range finders and these other things. 
Remember that zombies behind walls are very unlikely to be heard now, 
so the chances of shooting at zombies in buildings is very unlikely.


Adding in all these helper features takes away from the need to gain 
expertise with how the game works. I don't want to simplify the swamp 
experience by giving us players tools to make perfect shots, or to 
avoid missed shots. range determination should become a skill, as 
should centering. Maybe I'm in the minority here, but the hard-core 
aspect of Swamp in this regard is what makes it appealing to me. 
Change it up any more, and heck, we might as well just go back to 
playing Shades of doom with its automatic target acquisition system.


Kai

- Original Message - From: Christopher Bartlett 
themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:47 PM
Subject: Re: [Audyssey] Swamp reflections.


I don't like the idea of not hearing a zombie if I'm using a pistol.  
When

using the pistol, I need to be able to track multiple targets at long
distance, so I can plan my stalking to get into range.  I've suggested
shift-left-click, as its ergonomically easy given how we play, and it's
close to the firing command so should be easy to remember.

Actually, I've just had a brain wave.  Combine the range indicator 
and sound
alteration concepts.  When you hit the range indicator, the sound 
changes to

reflect your weapon's range.  If you're listening to a zombie, and
shift-click, and the zombie sound disappears for a moment, you know 
it's out
of range.  Again, this would also solve the walls problem, feel less 
like it

sticks out and actually enhance the game feel, or so I think.

Chris Bartlett



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Re: [Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread Kai
I guess I'm the party pooper in the crowd, but cars would really ruin the 
Swamp experience.
Apart from the difficulties of programming a vehicle and contending with all 
the issues therein, what real value would it add to the game?
I feel like we're trying to turn Swamp into the game with a million bells 
and whistles.


Lets just keep it a hard-core struggle to survive against the undead. The 
bugs will be ironed out eventually, and we'll all be playing like before.


The only thing I might suggest is to increase the delay between gun shot and 
bullet impact so that players can differentiate the sounds better.


Kai

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:23 PM
Subject: [Audyssey] car in the swamp, was zombie info?



Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that you 
could drive there?

Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there were too 
many under your wheels.
They might be able to reach in through your broken window to grab you and 
pull you out.

Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of footsteps, 
swinging your axe at the zombies without having to use the mouse button.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?



Hi joseph

I personally really don't like the teleport idea sinse it'd be far too 
easy to abuse.


Oooh look, a hoard of xzombies, beam me up scotty!

That really would make the game too easy I think.



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Re: [Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread Dallas O'Brien
yeah, that would be a good thing. or you could even put in to play 
something where, based on how far away from them you are, it takes a 
shorter or longer time to the bullet to strike. so if your taking a long 
shot with a sniper rifle for example, it might take a second for it to 
hit, so he might have moved out of the way of that shot in the mean 
time. don't know how hard that would be to code in, but its another 
thing to think about. but yes, the bugs will be sorted soon, then its 
zombie hunting fun once again!

dallas


On 23/11/2011 07:15, Kai wrote:
I guess I'm the party pooper in the crowd, but cars would really ruin 
the Swamp experience.
Apart from the difficulties of programming a vehicle and contending 
with all the issues therein, what real value would it add to the game?
I feel like we're trying to turn Swamp into the game with a million 
bells and whistles.


Lets just keep it a hard-core struggle to survive against the undead. 
The bugs will be ironed out eventually, and we'll all be playing like 
before.


The only thing I might suggest is to increase the delay between gun 
shot and bullet impact so that players can differentiate the sounds 
better.


Kai

- Original Message - From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 12:23 PM
Subject: [Audyssey] car in the swamp, was zombie info?



Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that 
you could drive there?

Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there 
were too many under your wheels.
They might be able to reach in through your broken window to grab you 
and pull you out.

Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of 
footsteps, swinging your axe at the zombies without having to use the 
mouse button.


- Original Message - From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?



Hi joseph

I personally really don't like the teleport idea sinse it'd be far 
too easy to abuse.


Oooh look, a hoard of xzombies, beam me up scotty!

That really would make the game too easy I think.



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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread dark
The only problem with that ron, is it'd make the axe and chainsaw rather 
hard to use, sinse surely the best way there is keep out! of a zombi's range 
until you come in to nulla them, this might also be true of other weapons.


Beware the grue!

Dark.
- Original Message - 
From: Ron Schamerhorn blindwon...@cogeco.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:22 PM
Subject: Re: [Audyssey] Swamp reflections.



I agree some indication of range is needed.  Ideally I think the best idea
would be and perhaps this is currently how it works, but all depending on
the weapon you are currently using.  I know someone else mentioned this
earlier but being able to hear the zombie if your weapon can kill it seems
good.
--


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Re: [Audyssey] car in the swamp, was zombie info?

2011-11-22 Thread dark

Phil, whether or not it's a teleport idea, I think this sounds awsome!

anyone remember that scene from Aliens where ripley drives the atv at a hole 
bunch to rescue the marines?


Perhaps you could even do a hix and stick a shotgun down a zombi's throat 
just to say eat this! :D.


So, whatever happens about the teleport, I think this idea is great, pluss 
of course it opens up other mission options, for instance going and finding 
lorries to load with supplies, and drive back to the safe zone all while 
keeping the zombies off.


Beware the Grue!

Dark.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:23 PM
Subject: [Audyssey] car in the swamp, was zombie info?



Hi Dark,
Instead of teleporting to the safe zone, how about a few cars that you 
could drive there?

Some might have enough gas or battery charge but some may run out.
You could run over zombies but they might stall your car if there were too 
many under your wheels.
They might be able to reach in through your broken window to grab you and 
pull you out.

Of course you could get stuck in the water of the swamp and stall.
To program something like this would be fairly easy.
It would mean moving faster with car engine sounds instead of footsteps, 
swinging your axe at the zombies without having to use the mouse button.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 1:48 PM
Subject: Re: [Audyssey] zombie info?



Hi joseph

I personally really don't like the teleport idea sinse it'd be far too 
easy to abuse.


Oooh look, a hoard of xzombies, beam me up scotty!

That really would make the game too easy I think.



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Re: [Audyssey] top speed versions

2011-11-22 Thread dark

hi david.

yes you certainly can create tracks and cars, there's documentation on how 
to do it in the manual I believe.


I must admit while i've tried the topspeed games and am currently working on 
their database entries, racing is less my thing personally, but I hope you 
enjoy them.


Beware the grue!

DArk.
- Original Message - 
From: David Mehler dave.meh...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:51 PM
Subject: Re: [Audyssey] top speed versions



Hello Dark,

Thanks. Although this won't be for quite a while, can I make my own
tracks/conditions/cars with ts3?

Thanks.
Dave.


On 11/22/11, dark d...@xgam.org wrote:

Hi David.

I've been trying to sort this myself as I've been attempting to rejigger 
the

pages for them on audiogames.net.

Topspeed 1 is obviously the original game, and has no online multiplayer 
and

a limited selection of tracks and cars.

Topspeed 2 has the multiplayer, and the track and car creators, though 
you

can't race on player created tracks or use player created vehicles in
multiplayer.

topspeed three has some fixes, but most of all you can! now use player
created tracks in multiplayer, and I also believe it has more 
customization

of race types and such, as well as some new road surfaces, sand and snow.

As far as I can work out, ts1 is just if you want a simple racing game
without complexity and choice in tracks, and ts2 is stil needed to use
vehicles created in ts2.

ts3 however I believe can run all the ts2 tracks pluss the ts3 ones, so 
you

should probably try that.

I could be wrong,and of course if someone wants to correct me feel free, 
as

I said I'm trying to sort all this out to write up propper descriptions,
sinse currently only ts1 has a satisfactory database entry, and ts3 
doesn't

have one at all!

Beware the grue!

Dark.
- Original Message -
From: David Mehler dave.meh...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:22 PM
Subject: [Audyssey] top speed versions



Hello,

This may be a very stupid question, but here goes. I'm wanting to try
out top speed, but there are three different versions, what are the
differences between them and which would be a recommendation to get?

Thanks.
Dave.

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Re: [Audyssey] Mud games

2011-11-22 Thread dark
Well if you look at materiamagica's homepage, there is a question in the faq 
dealing with sounds and where to download them, but goodness knows where you 
put them in mushclient or what you do next.


In vipmud you just bang them in the sounds folder.

Beware the grue!
dark.
- Original Message - 
From: Paula Hobley paula.hob...@bigpond.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:59 PM
Subject: Re: [Audyssey] Mud games



Hi there

I am using mushclient at the moment, I have been playing material magica 
but
I don't have any sounds.  How do I get the sounds to work?  I will also 
give

vipmud a try.

Thanks in advance for your help.

Cheers

Paula


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Tuesday, 22 November 2011 7:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mud games

Actually ian, vipmud doesn't have built in muds it just has connection
info.

Connecting to any mud with it is just a matter of writing in the port name
and host.
The thirty day trial is also a bit of a misnomer really, sinse the only
significant difference with the unregistered version of the client eve 
after


those 30 days is that you can't use msp mud sound protocall, and that's
something which not many games support anyway (only materiamagica has a
really extensive msp soundpack).

I'd deffinately recommend vipmud, as it's got lots of handy newby features
with the layout and everything else, though if you want to play the mud
alteraeon, Oriol's mushclient soundpack is the best option sinse even 
though


mushclient is not as easy to use as vipmud, the soundpack has many helpful
features as well as lots of music and ambience that virtually make 
alteraeon


into an audio rpg.

Beware the grue!

Dark.
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:36 AM
Subject: Re: [Audyssey] Mud games


it's good you get a 30 day trile with no restrictions then you can buy 
it.



can't remember the price now though. it has some muds built in that you
can set up i'm not sure what mud i'd sujjest for a beginner to mudding 
but



i'm sure that some one can help there.

Ian McNamara
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Re: [Audyssey] Mud games

2011-11-22 Thread Paula Hobley
I'm new to all of this, so banging them anywhere is a little beyond me,
you're dealing with a novice here (smile)

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Wednesday, 23 November 2011 8:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mud games

Well if you look at materiamagica's homepage, there is a question in the faq

dealing with sounds and where to download them, but goodness knows where you

put them in mushclient or what you do next.

In vipmud you just bang them in the sounds folder.

Beware the grue!
dark.
- Original Message - 
From: Paula Hobley paula.hob...@bigpond.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, November 22, 2011 8:59 PM
Subject: Re: [Audyssey] Mud games


 Hi there

 I am using mushclient at the moment, I have been playing material magica 
 but
 I don't have any sounds.  How do I get the sounds to work?  I will also 
 give
 vipmud a try.

 Thanks in advance for your help.

 Cheers

 Paula


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of dark
 Sent: Tuesday, 22 November 2011 7:41 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Mud games

 Actually ian, vipmud doesn't have built in muds it just has connection
 info.

 Connecting to any mud with it is just a matter of writing in the port name
 and host.
 The thirty day trial is also a bit of a misnomer really, sinse the only
 significant difference with the unregistered version of the client eve 
 after

 those 30 days is that you can't use msp mud sound protocall, and that's
 something which not many games support anyway (only materiamagica has a
 really extensive msp soundpack).

 I'd deffinately recommend vipmud, as it's got lots of handy newby features
 with the layout and everything else, though if you want to play the mud
 alteraeon, Oriol's mushclient soundpack is the best option sinse even 
 though

 mushclient is not as easy to use as vipmud, the soundpack has many helpful
 features as well as lots of music and ambience that virtually make 
 alteraeon

 into an audio rpg.

 Beware the grue!

 Dark.
 - Original Message - 
 From: Ian McNamara ianandri...@googlemail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 7:36 AM
 Subject: Re: [Audyssey] Mud games


 it's good you get a 30 day trile with no restrictions then you can buy 
 it.

 can't remember the price now though. it has some muds built in that you
 can set up i'm not sure what mud i'd sujjest for a beginner to mudding 
 but

 i'm sure that some one can help there.

 Ian McNamara
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[Audyssey] kitchensinc games - installation question

2011-11-22 Thread Laurel
Hi all,
I decided I really wanna try out Jim's kitchensinc games! I think they
will be lots of fun. I have a question though. I am running Windows
Vista, and I installed the winkit folder and followed all the
instructions there. Now, I'm at the part where I have to find the
game/games I want and install them. It says that I need to go to the
name of the file/game, hit inter and then do a run as administrator
so that it will install propperly and I will be able to play. The only
problem, is I can't find the run as adminastrator option, so I'm not
sure how to make it work. Can y'all tell me what to do? /smiles/
Thanks,
Laurel and Stockard

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Re: [Audyssey] Swamp reflections.

2011-11-22 Thread Johnny Tai
Remember, there are some like me to whom, aiming by centering the sound's 
just not possible- with one ear and all.
So yes, I don't want this to be...too easy by having a beep for perfect aim, 
but we do need some sort of aiming solution to make it not just a case of 
firing everywhere and hope we hit something for people with hearing 
issues.



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Re: [Audyssey] zombie info?

2011-11-22 Thread Johnny Tai

I too am not in favor of instant recall.
I enjoy the feeling that there's a big chance I might not make it home 
alive...it's what zombie games are all about.



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[Audyssey] IPhone MUD client

2011-11-22 Thread Paula Hobley
Hi there

 

I thought some of you might be interested.  I found an accessible mud client
for the IPhone that allows you to play multi user dungin games from the
IPhone.  It is called TMC Game Client.  I am able to access what is on the
screen and type in commands.  There are about 900 MUD games that it
supports.

 

Happy gaming.

 

Paula

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Re: [Audyssey] IPhone MUD client

2011-11-22 Thread Ian McNamara
Hello thanks for this will take a look at this.

Ian McNamara

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Re: [Audyssey] kitchensinc games - installation question

2011-11-22 Thread Bryan Peterson
If it were me I'd just turn the UAC off during the install processes since 
it tends to cause lots of trouble with that. Once the games are actually 
installed you can turn it back on if you want.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Laurel laurel.stock...@gmail.com

To: gamers@audyssey.org
Sent: Tuesday, November 22, 2011 4:09 PM
Subject: [Audyssey] kitchensinc games - installation question



Hi all,
I decided I really wanna try out Jim's kitchensinc games! I think they
will be lots of fun. I have a question though. I am running Windows
Vista, and I installed the winkit folder and followed all the
instructions there. Now, I'm at the part where I have to find the
game/games I want and install them. It says that I need to go to the
name of the file/game, hit inter and then do a run as administrator
so that it will install propperly and I will be able to play. The only
problem, is I can't find the run as adminastrator option, so I'm not
sure how to make it work. Can y'all tell me what to do? /smiles/
Thanks,
Laurel and Stockard

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Re: [Audyssey] kitchensinc games - installation question

2011-11-22 Thread Laurel
ok, sense you seem like you know how to do this, then let me ask you
this. /smiles/ I click on the game file, then I see the options run
save or cancel. I click on run. Then Windows asks me if I want
to run this again so I click run. Then I get to the part where I
have to unzip the files, and I hit unzip, and it says I can't do that.
I can't get past that point. Suggestions?
Thanks,
Laurel and Stockard

On 11/22/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 If it were me I'd just turn the UAC off during the install processes since
 it tends to cause lots of trouble with that. Once the games are actually
 installed you can turn it back on if you want.
 They're coming to take me away, ha-haaa!
 - Original Message -
 From: Laurel laurel.stock...@gmail.com
 To: gamers@audyssey.org
 Sent: Tuesday, November 22, 2011 4:09 PM
 Subject: [Audyssey] kitchensinc games - installation question


 Hi all,
 I decided I really wanna try out Jim's kitchensinc games! I think they
 will be lots of fun. I have a question though. I am running Windows
 Vista, and I installed the winkit folder and followed all the
 instructions there. Now, I'm at the part where I have to find the
 game/games I want and install them. It says that I need to go to the
 name of the file/game, hit inter and then do a run as administrator
 so that it will install propperly and I will be able to play. The only
 problem, is I can't find the run as adminastrator option, so I'm not
 sure how to make it work. Can y'all tell me what to do? /smiles/
 Thanks,
 Laurel and Stockard

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Re: [Audyssey] kitchensinc games - installation question

2011-11-22 Thread Ian McNamara
hi you need to download the winkit folder first and install that then when you 
down load the games they'l go in there.
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Re: [Audyssey] kitchensinc games - installation question

2011-11-22 Thread Bryan Peterson
Problem is that the UAC will still cause issues even if you do that. You 
still have to either run as administrator, which you can do by right 
clicking the name of the file you want to run and then hit run as 
administrator, or turn UAC off. To do this Laurel, you need to be in 
settings, control panel and users.

They're coming to take me away, ha-haaa!
- Original Message - 
From: Ian McNamara ianandri...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 4:54 PM
Subject: Re: [Audyssey] kitchensinc games - installation question


hi you need to download the winkit folder first and install that then when 
you down load the games they'l go in there.

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Re: [Audyssey] kitchensinc games - installation question

2011-11-22 Thread Trouble
Instead of hitting enter on that file. Use the application key or 
right click on it. Then you will see run as adman. after that the run 
option will come up and just run it. Keep doing that until you have 
all you want installed.


At 06:09 PM 11/22/2011, you wrote:

Hi all,
I decided I really wanna try out Jim's kitchensinc games! I think they
will be lots of fun. I have a question though. I am running Windows
Vista, and I installed the winkit folder and followed all the
instructions there. Now, I'm at the part where I have to find the
game/games I want and install them. It says that I need to go to the
name of the file/game, hit inter and then do a run as administrator
so that it will install propperly and I will be able to play. The only
problem, is I can't find the run as adminastrator option, so I'm not
sure how to make it work. Can y'all tell me what to do? /smiles/
Thanks,
Laurel and Stockard

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