Re: [Audyssey] game objects in memory

2010-12-06 Thread Cara Quinn
Rynhardt;

-It occurred to me that I didn't completely answer your question in my last 
note, so my apologies. :)

In my own personal opinion, yes, it's good to have map data in an array, as 
well as using a flexible coordinate system as in my code example. HOwever, even 
though game objects can still rely on a coordinate system to move within the 
game, they can still be stored in an array as well.

I.E. one could use two arrays in-game; one to store the amount of active 
entities and the other to represent rooms in a level. Within the rooms array, 
game entities can freely move in 3D space using the usual 3D coordinate system 
we're discussing.

this is one approach I personally like, but it's also not perfect in my opinion.

For one thing, using one element of an array per room, can make it difficult to 
accurately or easily map certain complex room layouts, though on the up-side, 
it can be really easy to juggle and switch rooms around to cause some really 
neat effects for cool game-play.

Perhaps my very fav mapping type would simply be to map out the entire space 
with a coordinate system and simply take the 3D coordinate-based physics 
approach and rely on collision management and such…

-Just my thoughts…

-Hope this comes closer to answering your questions / addressing your comments…

Smiles,

Cara :)
On Dec 6, 2010, at 5:22 PM, Cara Quinn wrote:

Hi Rynhardt;

ACtually collision detection really isn't that expensive. Here's some C++ for 
checking two axis-aligned bounding boxes in 3D.

// set the lower and upper coordinates of each box
// and set their position

Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
A.setPosition (3.0, 3.0, 3.0);

Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
B.setPosition (0.0, 0.0, 0.0);

// check to see if any part of the above boxes touch or overlap

if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <= B.upper.z) 
&& (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && A.upper.z >= 
B.lower.z)) {

// Manage collision

}

In this case, the two boxes are not touching, as the bottom-most point of A is 
at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so there's a 
length of one coordinate between them. Does this make sense?…

The above code is all you need to detect whether two boxes in 3D space touch or 
overlap each other. This really isn't overly intensive. YOu can also check for 
collision of spheres easily too, but it is a bit more expensive than the above, 
but it is equally simple, relying on the Pythagorus theorem. Basically you can 
just check the length of the line between the centers of two spheres and see if 
it's less than or greater than the radii of each sphere. So if the two radii 
add up to (or are greater than) the distance you just found, then the spheres 
are touching or overlapping.

On the subject of arrays, (depending on the type of array) it's not necessarily 
any less expensive to access an array vs doing something like the above every 
frame of a game, since the system may need to move through the array to find 
what it needs, regardless of how easy it looks to the user. so just because you 
can call an element of an array as in array[x] doesn't mean the system doesn't 
need to do any work to access that element.

There are faster ways of storing data which are easier on the system in C++ but 
I'm not as familiar with them as I'd like, so forgive me but I just know 
they're there, but have no explanation for you. :)

Anyway, hope this sheds some light…

Smiles,

Cara :)
On Dec 6, 2010, at 3:19 PM, Rynhardt Kruger wrote:

Hi,

Another question to the devs on this list:

What have you find to be the best way of representing the map and other game 
objects in software?
Two ways I can think of is to either have everything in an big 3d array, or to 
give each object attributes specifying 
the 3d position.

Advantages of giving each object an x y and z attribute:
* objects can have floating point positions
* uses less memory than the array method (not really an issue anymore)
* More than one object can be in the same position (think of doors or walking 
through walls in SOD)
* Possible for objects to be bigger than one unit e.a. having a start position 
as well as an end position

Disadvantages:
* Detecting collisions may be expensive as all the objects need to be searched 
to find an object at a specific position. 
Something like binary search may be useful, but then all the objects must be 
sorted every time an object moves.
* Increasing the number of objects in the game may decrease performance as the 
list of objects to be searched gets 
longer.

Advantages of the 3d array method:
* Very fast to reference an object at a specific position.
This makes path finding and collision detection very fast.
* One object may be placed in several array locations, e.g. having a lot of 
references/pointers in the array point to 
one 
wall object.
* If the array size stays constant, adding more objects will not have such a 
great effect on 

Re: [Audyssey] Writing with Inform

2010-12-06 Thread Jacob Kruger

I think I found everything here, or hereabouts:
http://ifarchive.org/indexes/if-archiveXinfocomXcompilersXinform5.html

Stay well

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

- Original Message - 
From: "Jose Lomeli" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 7:00 AM
Subject: Re: [Audyssey] Writing with Inform


Hey, I'm intrested on doing this! What comands are you using? This is 
cool! I want to be able to write my own zCode games!

JOSE Lomeli
Email: joselomel...@lavabit.com
Twitter:
joselomeli9393
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 8:49 PM
Subject: Re: [Audyssey] Writing with Inform


Just started looking into it, and busy working through tutorial CHM file, 
and like some other dev scenario's, I'm just using notepad, and the 
command line compiler to turn the text files into *.z5 files at the 
moment.


Stay well

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

- Original Message - 
From: "Orin" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 1:03 AM
Subject: [Audyssey] Writing with Inform



Hedy all,

Until I can find a "real" programming language that my brain can 
comprehend and or find a manual that's easy to understand, Inform is my 
only option for now. I really want to go into programming and make it a 
job though if I'm having trouble understanding programming manuals it 
makes such a goal seem unachieveable. Then, once I manage to formulate 
these concepts in my head, how do I make a game out of it and turn it 
into code and make sounds do what I want, etc.


However, for those of you who write in Inform, which do you use to write 
it? Notepad and or a text editor and then compile it within the Inform 
program?


Also, even though inform is the simple programming language, what does 
one start a game off with. Creating a room? Because I notice at the 
beginning of Inform games there's release information and extention 
inclusions.


Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


Former Failed Franchisee Makes  $20k+/ Mo. Apply Today-$10.
http://click.lavabit.com/3j7cf1an7jg3yh5dse6ex53ju3wkirabh5dqpnsi9hzmq1hqhzib/





---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread Jose Lomeli
Hey, I'm intrested on doing this! What comands are you using? This is cool! 
I want to be able to write my own zCode games!

JOSE Lomeli
Email: joselomel...@lavabit.com
Twitter:
joselomeli9393
- Original Message - 
From: "Jacob Kruger" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 8:49 PM
Subject: Re: [Audyssey] Writing with Inform


Just started looking into it, and busy working through tutorial CHM file, 
and like some other dev scenario's, I'm just using notepad, and the 
command line compiler to turn the text files into *.z5 files at the 
moment.


Stay well

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

- Original Message - 
From: "Orin" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 1:03 AM
Subject: [Audyssey] Writing with Inform



Hedy all,

Until I can find a "real" programming language that my brain can 
comprehend and or find a manual that's easy to understand, Inform is my 
only option for now. I really want to go into programming and make it a 
job though if I'm having trouble understanding programming manuals it 
makes such a goal seem unachieveable. Then, once I manage to formulate 
these concepts in my head, how do I make a game out of it and turn it 
into code and make sounds do what I want, etc.


However, for those of you who write in Inform, which do you use to write 
it? Notepad and or a text editor and then compile it within the Inform 
program?


Also, even though inform is the simple programming language, what does 
one start a game off with. Creating a room? Because I notice at the 
beginning of Inform games there's release information and extention 
inclusions.


Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


Former Failed Franchisee Makes  $20k+/ Mo. Apply Today-$10.
http://click.lavabit.com/3j7cf1an7jg3yh5dse6ex53ju3wkirabh5dqpnsi9hzmq1hqhzib/
 




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread Jacob Kruger
Just started looking into it, and busy working through tutorial CHM file, 
and like some other dev scenario's, I'm just using notepad, and the command 
line compiler to turn the text files into *.z5 files at the moment.


Stay well

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

- Original Message - 
From: "Orin" 

To: "Gamers Discussion list" 
Sent: Tuesday, December 07, 2010 1:03 AM
Subject: [Audyssey] Writing with Inform



Hedy all,

Until I can find a "real" programming language that my brain can 
comprehend and or find a manual that's easy to understand, Inform is my 
only option for now. I really want to go into programming and make it a 
job though if I'm having trouble understanding programming manuals it 
makes such a goal seem unachieveable. Then, once I manage to formulate 
these concepts in my head, how do I make a game out of it and turn it into 
code and make sounds do what I want, etc.


However, for those of you who write in Inform, which do you use to write 
it? Notepad and or a text editor and then compile it within the Inform 
program?


Also, even though inform is the simple programming language, what does one 
start a game off with. Creating a room? Because I notice at the beginning 
of Inform games there's release information and extention inclusions.


Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] RS Games Client 1.2 Patch

2010-12-06 Thread Brandon Misch
that would be a great feature. 

On Dec 6, 2010, at 11:12 PM, shaun everiss wrote:

> maybe in the next update you can make the client update itself.
> At 04:54 p.m. 7/12/2010, you wrote:
>> Hi Gamers,
>> 
>> We are excited to announce the release of version 1.2 of the RS Games
>> Client. This is a bugfix patch that fixes some of the major bugs that people
>> have been reporting. The following changes have been made in this version:
>> 
>> - Removed VoiceOver as it was buggy, replaced with NSSpeechSynthesizer.
>> - Mac Users can adjust the rate with Command+Right (speed up), or
>> Command+Left
>> (speed down).
>> - Using a more stable networking library. This fixes many bugs, such as
>> manage
>> assets in Monopoly.
>> - If you are missing a sound, it will automatically be re-downloaded on your
>> next login. This fixes the key errors people were experiencing.
>> 
>> To download the new patch, go to www.rsgames.co.nr. Please update as soon as
>> possible to take advantage of the bugfixes. We will invalidate the old
>> version sometime soon so it will no longer work. Additionally, please
>> uninstall all older versions from your computer.
>> Thanks!
>> -Ryan
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the list,
>> please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] RS Games Client 1.2 Patch

2010-12-06 Thread shaun everiss

maybe in the next update you can make the client update itself.
At 04:54 p.m. 7/12/2010, you wrote:

Hi Gamers,

We are excited to announce the release of version 1.2 of the RS Games
Client. This is a bugfix patch that fixes some of the major bugs that people
have been reporting. The following changes have been made in this version:

- Removed VoiceOver as it was buggy, replaced with NSSpeechSynthesizer.
- Mac Users can adjust the rate with Command+Right (speed up), or
Command+Left
 (speed down).
- Using a more stable networking library. This fixes many bugs, such as
manage
 assets in Monopoly.
- If you are missing a sound, it will automatically be re-downloaded on your
 next login. This fixes the key errors people were experiencing.

To download the new patch, go to www.rsgames.co.nr. Please update as soon as
possible to take advantage of the bugfixes. We will invalidate the old
version sometime soon so it will no longer work. Additionally, please
uninstall all older versions from your computer.
Thanks!
-Ryan
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] RS Games Client 1.2 Patch

2010-12-06 Thread Ryan Smith
Hi Gamers,

We are excited to announce the release of version 1.2 of the RS Games
Client. This is a bugfix patch that fixes some of the major bugs that people
have been reporting. The following changes have been made in this version:

- Removed VoiceOver as it was buggy, replaced with NSSpeechSynthesizer.
- Mac Users can adjust the rate with Command+Right (speed up), or
Command+Left
 (speed down).
- Using a more stable networking library. This fixes many bugs, such as
manage
 assets in Monopoly.
- If you are missing a sound, it will automatically be re-downloaded on your
 next login. This fixes the key errors people were experiencing.

To download the new patch, go to www.rsgames.co.nr. Please update as soon as
possible to take advantage of the bugfixes. We will invalidate the old
version sometime soon so it will no longer work. Additionally, please
uninstall all older versions from your computer.
Thanks!
-Ryan
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Cara,

I guess I have to look at the DirectSound tutorials and user docs as I
honestly don't remember what DSP effects it has and how to set them. I
usually don't mess with DSP  effects, and now it looks as though I
should. Plus I'm not acccessing DS directly and using Philip's
Streemway library. I don't see anything in his documentation on
setting DSP effects. I'm not sure if that is because they aren't
supported in Streemway or it simply hasn't ben documented yet.

Cheers!


On 12/6/10, Cara Quinn  wrote:
> Hi Thomas;
>
> quite honestly, the last time I looked at DX was DX8 but I believe you could
> simply effect any sound individually as it had DSP for each source. I seem
> to remember seeing EQ / high and low pass filters being among the properties
> one could set / enable or disable for a sound source.
>
> Is any of this sounding familiar? :)
>
> Smiles,
>

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Something incredible in the pipeline.

2010-12-06 Thread Thomas Ward
Hi Hayden,

I don't know about you but i find the Aircraft carriers an invaluable
part of my task force. Their power is being able to move a lot of
fighters across the map and attack coastal defences before landing
troops.  For example, if their is a city you want to capture I'll send
a couple of fighters in to bomb the crap out of any tanks or troops in
the area and then send in my transports to capture the city. Sometimes
I will lose a few fighters doing this, but it softens up the enemy
defences so that my infantry and tanks don't get hammered when they
land boots on enemy soil.

The other tactical advantage carriers have is they can act as mobile
refueling stations. If you have fighters scouting an area deep behind
enemy lines chances are good they can't get back to one of your cities
to refuel. They can land on your carrier and get refueled before
taking off and continue to scout the enemy defences.

Finally, carriiers are power houses in a navel engagement. For
example, an enemy battleship was pounding my coastal defences and my
submarines and battleships were not in the area. Fortunately, I had a
carrier fully loaded nearby. Well, I managed to kick the crap out of
the battleship. I sent all 8 fighters in to bomb and blast the
battleship which seriously damaged it. Then, I moved the carrier
itself in to engage the battleship and it was sunk without hardly any
damage to the carrier. The only week point in my attack were the
fighters as they are unfortunately are too easy to shoot down.
However, if you have several aircraft and consider them expendable
losses you can usually pound the enemy into pudding which I certainly
did.

Of course the more carriers  you have in a group the more power you
have in numbers. I once attacked an enemy with four carrier groups and
32 fighters. Let's just say I lost about 12 fighters but every enemy
tank, soldier, and enemy aircraft in the immediate area was toast. I
totally cleared the island of enemy troops without landing a single
infantry unit on the island to capture it. I only sent my ground
forces in to take the cities and start production for my side.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread Hayden Presley
Hi Shaun,
Um... That's a "real" language. It's just not called C ++. Inform really
isn't though, for the simple reason that it's completely based off of what
is known as "Natural language". But BGT is very much real.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Monday, December 06, 2010 8:44 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Writing with Inform

what about bgt?
thats not a real language as such but its a scripter for games.
The dotnet stuff should be easyish, empowermentzone has some stuff.
Adrift will also work its menu based.
Not sure about tads.
At 12:03 p.m. 7/12/2010, you wrote:
>Hedy all,
>
>Until I can find a "real" programming language that my brain can 
>comprehend and or find a manual that's easy to understand, Inform is 
>my only option for now. I really want to go into programming and 
>make it a job though if I'm having trouble understanding programming 
>manuals it makes such a goal seem unachieveable. Then, once I manage 
>to formulate these concepts in my head, how do I make a game out of 
>it and turn it into code and make sounds do what I want, etc.
>
>However, for those of you who write in Inform, which do you use to 
>write it? Notepad and or a text editor and then compile it within 
>the Inform program?
>
>Also, even though inform is the simple programming language, what 
>does one start a game off with. Creating a room? Because I notice at 
>the beginning of Inform games there's release information and 
>extention inclusions.
>
>Thanks.
>
>---
>Gamers mailing list __ Gamers@audyssey.org
>If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
>You can make changes or update your subscription via the web, at
>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>All messages are archived and can be searched and read at
>http://www.mail-archive.com/gam...@audyssey.org.
>If you have any questions or concerns regarding the management of the list,
>please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-06 Thread shaun everiss

weird.
on that note I find if I turn on the antistutter performance tweak 
the sounds don't clip on my realtech.



Yes I ran the slimdx runtime file and it did not help at all. I have windows
7 and I am running that 3.5 at least.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Monday, December 06, 2010 7:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] HELP WITH TDV PLEASE

On 12/5/2010 9:31 PM, Mike Maslo wrote:
> Hi all:
>
>
>
> Below is a error I got when I installed and tried to run tdv as a demo. I
> was unable to launch the game at all. Any suggestions or help would be
> appreciated.
>
>
>
> Error log, created with build version 1.1.3991.34017:
>
> Error base exception: System.BadImageFormatException: Could not load file
or
> assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
> PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module
was
> expected to contain an assembly manifest.
>
> File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
> PublicKeyToken=b1b0c32fd1ffe4f9'
>
> at BPCSharedComponent.ExtendedAudio.DSound..cctor()
>
>
>
> WRN: Assembly binding logging is turned OFF.
>
> To enable assembly bind failure logging, set the registry value
> [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
>
> Note: There is some performance penalty associated with assembly bind
> failure logging.
>
> To turn this feature off, remove the registry value
> [HKLM\Software\Microsoft\Fusion!EnableLog].
>
>
>
> Error Description: The type initializer for
> 'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.
>
> Stack trace:at
BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr
> handle, Boolean m)
>
> at TDV.GUI..ctor()
>
> at TDV.Common.Main(String[] args)
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> Hello,
Have you downloaded the slimDX files? That is what is missing. You may
need to make sure you are running microsoft.net framework 3.5.
HTH

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread shaun everiss

what about bgt?
thats not a real language as such but its a scripter for games.
The dotnet stuff should be easyish, empowermentzone has some stuff.
Adrift will also work its menu based.
Not sure about tads.
At 12:03 p.m. 7/12/2010, you wrote:

Hedy all,

Until I can find a "real" programming language that my brain can 
comprehend and or find a manual that's easy to understand, Inform is 
my only option for now. I really want to go into programming and 
make it a job though if I'm having trouble understanding programming 
manuals it makes such a goal seem unachieveable. Then, once I manage 
to formulate these concepts in my head, how do I make a game out of 
it and turn it into code and make sounds do what I want, etc.


However, for those of you who write in Inform, which do you use to 
write it? Notepad and or a text editor and then compile it within 
the Inform program?


Also, even though inform is the simple programming language, what 
does one start a game off with. Creating a room? Because I notice at 
the beginning of Inform games there's release information and 
extention inclusions.


Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] game objects in memory

2010-12-06 Thread Cara Quinn
Hi Rynhardt;

ACtually collision detection really isn't that expensive. Here's some C++ for 
checking two axis-aligned bounding boxes in 3D.

// set the lower and upper coordinates of each box
// and set their position

Box A (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
A.setPosition (3.0, 3.0, 3.0);

Box B (-1.0, -1.0, -1.0, 1.0, 1.0, 1.0);
B.setPosition (0.0, 0.0, 0.0);

// check to see if any part of the above boxes touch or overlap

if((A.lower.x <= B.upper.x && A.lower.y <= B.upper.y && A.lower.z <= B.upper.z) 
&& (A.upper.x >= B.lower.x && A.upper.y >= B.lower.y && A.upper.z >= 
B.lower.z)) {

// Manage collision

}

In this case, the two boxes are not touching, as the bottom-most point of A is 
at 2.0, 2.0, 2.0 and the top-most point of B is at 1.0, 1.0, 1.0 so there's a 
length of one coordinate between them. Does this make sense?…

The above code is all you need to detect whether two boxes in 3D space touch or 
overlap each other. This really isn't overly intensive. YOu can also check for 
collision of spheres easily too, but it is a bit more expensive than the above, 
but it is equally simple, relying on the Pythagorus theorem. Basically you can 
just check the length of the line between the centers of two spheres and see if 
it's less than or greater than the radii of each sphere. So if the two radii 
add up to (or are greater than) the distance you just found, then the spheres 
are touching or overlapping.

On the subject of arrays, (depending on the type of array) it's not necessarily 
any less expensive to access an array vs doing something like the above every 
frame of a game, since the system may need to move through the array to find 
what it needs, regardless of how easy it looks to the user. so just because you 
can call an element of an array as in array[x] doesn't mean the system doesn't 
need to do any work to access that element.

There are faster ways of storing data which are easier on the system in C++ but 
I'm not as familiar with them as I'd like, so forgive me but I just know 
they're there, but have no explanation for you. :)

Anyway, hope this sheds some light…

Smiles,

Cara :)
On Dec 6, 2010, at 3:19 PM, Rynhardt Kruger wrote:

Hi,

Another question to the devs on this list:

What have you find to be the best way of representing the map and other game 
objects in software?
Two ways I can think of is to either have everything in an big 3d array, or to 
give each object attributes specifying 
the 3d position.

Advantages of giving each object an x y and z attribute:
* objects can have floating point positions
* uses less memory than the array method (not really an issue anymore)
* More than one object can be in the same position (think of doors or walking 
through walls in SOD)
* Possible for objects to be bigger than one unit e.a. having a start position 
as well as an end position

Disadvantages:
* Detecting collisions may be expensive as all the objects need to be searched 
to find an object at a specific position. 
Something like binary search may be useful, but then all the objects must be 
sorted every time an object moves.
* Increasing the number of objects in the game may decrease performance as the 
list of objects to be searched gets 
longer.

Advantages of the 3d array method:
* Very fast to reference an object at a specific position.
This makes path finding and collision detection very fast.
* One object may be placed in several array locations, e.g. having a lot of 
references/pointers in the array point to 
one 
wall object.
* If the array size stays constant, adding more objects will not have such a 
great effect on game performance.

Disadvantages:
* Not possible to have more than one object at the same position, unless each 
array location points to another list.
* Not possible for an object to be bigger than one unit.
* Not possible for objects to have floating point positions.

Something I've missed?

Another way might be to combine the two approaches, e.g. having all fixed 
objects like walls and floors be placed in a 
3d array, and the movable objects like the player and items use the other 
method.

What are your thoughts on this?

Take care,

Rynhardt


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...

Re: [Audyssey] Something incredible in the pipeline.

2010-12-06 Thread Hayden Presley
Hi,
I have a question regarding Time of Conflict...what good are the aircraft
carriers? I don't see they do us any good, really.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Monday, December 06, 2010 6:00 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] Something incredible in the pipeline.

Over on the GMA games list, I asked a question about a delayed release for
the update of Time of Conflict.  We were expecting a release this fall, with
some nifty new unit types and some increased control over scenario design.

 

Well kids, David Greenwood is in process of producing a monster update that
looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.

 

For this old-school war-gamer, this looks like the Holy Grail, a game with
sufficient complexity and flexibility to match the best of the board games
for sighted people, and even play well in the sighted strategic simulations
market.

 

David has already made the user interface break-throughs that make such a
sprawling game possible.  Now that he' adding in such user flexibility,
there is literally no limit other than your computer's power and your
imagination to what simulations you can create.

 

I forgot to mention, there will be multi-player for up to 5 players for
those who want to compete against humans.

In the interests of full disclosure, I have no financial connection with
GMA, and this message was not solicited by anyone, I'm just that excited.

 

Finally, he posted a call for folk interested in designing unit sets to
contact him.  I think he'd like to release some pre-created unit sets for
scenario design when the game comes out.  He states that it won' involve
programming, just text editing.  Since he liked my prototype for GMA Tank
Commander mission 5 enough to use elements from it, I am hoping to join in
this team.  I'd like to create some Napoleonic and/or Civil War era unit
sets for him.

 

Did I mention that I am phenomenally excited about all this?  I think  that
if he delivers on what he is saying, it will be a break-through event in the
audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.

 

Christopher Bartlett *bounce* *bounce* *bounce*

 

 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Hayden Presley
Hi,
I agree...Perhaps yougetcheats if you beatthehard difficulty?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Monday, December 06, 2010 6:05 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

On 12/6/2010 3:42 PM, Hayden Presley wrote:
> Hi,
> So do I. In my experience all they lead to is headaches. I've had multiple
> issues where I have had harddrive crashes, loss of data, replaced RAM etc
> etc, and every time I have to re-email BSC, L-works (no offense intended
> here for Justin/Liam) and wait until I get replacement keys. Don't think I
> haven't thought once or twice about  cracking those, though I resist the
> temptation...Grin. But seriously, I'm not sure hardware registration
> systemswill do us any good, especially what I just said about cracking; we
> all know that it's possible, and that it's beendone. One of these days I
> predict TDV will end up suffereing the same fate.
>
> Best Regards,
> Hayden
>
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of peter Mahach
> Sent: Monday, December 06, 2010 1:16 PM
> To: Gamers Discussion list
> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D
Velocity
>
> I, really hate hardware registration systems.
> This final fight is really tuff. Ok, I blown up dark blaze. think that was
> easy. not when it regenerated and brought some friends with it.
> - Original Message -
> From: "Shiny protector"
> To:; "Gamers Discussion list"
> Sent: Monday, December 06, 2010 6:27 PM
> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D
Velocity
>
>
>
>> I don't think the  registration  system should be changed just because
you
>> have to do system reboots. How ever, cheats, I'd say know. First of all,
>> the game is hard as it is, and secondly, if Munawar were to do that, he'd
>> have to make the easy difficulty level kind of easy and that would take
the
>>  
>
>> challenge away in my opinion.
>> - Original Message -
>> From: "Alfredo"
>> To: "Gamers Discussion list"
>> Sent: Monday, December 06, 2010 1:59 PM
>> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D
>> Velocity
>>
>>
>>  
>>> Hello,
>>> I think the next version of tdv should have difficulty levels and
cheats,
>>>
>
>>> so you can get to play the game, if you cannot beat the final battles. I
>>> think there should be a change in the registration system. I was
recently
>>>
>
>>> forced to do more than one system restore on my computer, but i think
>>> this is changing the hardware ID.
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> gamers-unsubscr...@audyssey.org.
>>> You can make changes or update your subscription via the web, at
>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/gam...@audyssey.org.
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to gamers-ow...@audyssey.org.
>>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>>
>> __ Information from ESET Smart Security, version of virus
>> signature database 5266 (20100709) __
>>
>> The message was checked by ESET Smart Security.
>>
>> http://www.eset.com
>>
>>
>>
>>  
>
> __ Information from ESET Smart Security, version of virus
signature
> database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.o

Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Cara Quinn
Hi Thomas;

quite honestly, the last time I looked at DX was DX8 but I believe you could 
simply effect any sound individually as it had DSP for each source. I seem to 
remember seeing EQ / high and low pass filters being among the properties one 
could set / enable or disable for a sound source.

Is any of this sounding familiar? :)

Smiles,

CQ :)
On Dec 6, 2010, at 3:41 PM, Thomas Ward wrote:

Hi Cara,

Okay? How exactly do I add a low-pass filter to the game. I'm not sure
how to implement one.

On 12/6/10, Cara Quinn  wrote:
> Thomas, this is the low-pass filter idea I was mentioning. I got it from
> Quake, as sounds in other rooms are muffled, or sent through an EQ or
> low-pass filter to simulate being behind a wall or door.
> 
> Smiles,
> 
> Cara :)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] How to avoid future spams was, Re: (no subject)

2010-12-06 Thread Alfredo

On 12/6/2010 4:04 PM, Chastity MORSE wrote:

http://racetowhitehousemovie.com/index0005.php

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


   



--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Alfredo

On 12/6/2010 3:42 PM, Hayden Presley wrote:

Hi,
So do I. In my experience all they lead to is headaches. I've had multiple
issues where I have had harddrive crashes, loss of data, replaced RAM etc
etc, and every time I have to re-email BSC, L-works (no offense intended
here for Justin/Liam) and wait until I get replacement keys. Don't think I
haven't thought once or twice about  cracking those, though I resist the
temptation...Grin. But seriously, I'm not sure hardware registration
systemswill do us any good, especially what I just said about cracking; we
all know that it's possible, and that it's beendone. One of these days I
predict TDV will end up suffereing the same fate.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Monday, December 06, 2010 1:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

I, really hate hardware registration systems.
This final fight is really tuff. Ok, I blown up dark blaze. think that was
easy. not when it regenerated and brought some friends with it.
- Original Message -
From: "Shiny protector"
To:; "Gamers Discussion list"
Sent: Monday, December 06, 2010 6:27 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity


   

I don't think the  registration  system should be changed just because you
have to do system reboots. How ever, cheats, I'd say know. First of all,
the game is hard as it is, and secondly, if Munawar were to do that, he'd
have to make the easy difficulty level kind of easy and that would take the
 
   

challenge away in my opinion.
- Original Message -
From: "Alfredo"
To: "Gamers Discussion list"
Sent: Monday, December 06, 2010 1:59 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D
Velocity


 

Hello,
I think the next version of tdv should have difficulty levels and cheats,
   
   

so you can get to play the game, if you cannot beat the final battles. I
think there should be a change in the registration system. I was recently
   
   

forced to do more than one system restore on my computer, but i think
this is changing the hardware ID.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.
   


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.


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

The message was checked by ESET Smart Security.

http://www.eset.com



 


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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


   
I agree. i guess i just have to email BPC every time I have done a 
system restore. I have done this frequently because I wasn trying to fix 
an issue which is not game related, and this has caused my hardware ID 
to be changed several times. I just wish there was a way where you can 
do something on the computer and stil have the game registered. Why 
shjould TDV not have difficulty levels? Treasure hu

[Audyssey] (no subject)

2010-12-06 Thread Chastity MORSE
http://racetowhitehousemovie.com/index0005.php
  
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Something incredible in the pipeline.

2010-12-06 Thread Christopher Bartlett
Over on the GMA games list, I asked a question about a delayed release for
the update of Time of Conflict.  We were expecting a release this fall, with
some nifty new unit types and some increased control over scenario design.

 

Well kids, David Greenwood is in process of producing a monster update that
looks, from the description like we will be able to create and play
arbitrarily complex combat simulations from any era, with user-definable
unit types.  I'm finally going to be able to design and play my Gettysburg
battle scenario that I've thought about for years, as well as Midway,
Guadalcanal, and possibly even theater-wide simulations such as Korea.

 

For this old-school war-gamer, this looks like the Holy Grail, a game with
sufficient complexity and flexibility to match the best of the board games
for sighted people, and even play well in the sighted strategic simulations
market.

 

David has already made the user interface break-throughs that make such a
sprawling game possible.  Now that he' adding in such user flexibility,
there is literally no limit other than your computer's power and your
imagination to what simulations you can create.

 

I forgot to mention, there will be multi-player for up to 5 players for
those who want to compete against humans.

In the interests of full disclosure, I have no financial connection with
GMA, and this message was not solicited by anyone, I'm just that excited.

 

Finally, he posted a call for folk interested in designing unit sets to
contact him.  I think he'd like to release some pre-created unit sets for
scenario design when the game comes out.  He states that it won' involve
programming, just text editing.  Since he liked my prototype for GMA Tank
Commander mission 5 enough to use elements from it, I am hoping to join in
this team.  I'd like to create some Napoleonic and/or Civil War era unit
sets for him.

 

Did I mention that I am phenomenally excited about all this?  I think  that
if he delivers on what he is saying, it will be a break-through event in the
audio gaming market.  Other developers may wish to examine some of his
inte3rface choices if they wish to take on such a task.

 

Christopher Bartlett *bounce* *bounce* *bounce*

 

 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Philip,

Well...That too is the classic catch 22. According to the License
Agreement that came with Mysteries of the Sith, I just reread it, it
says you can freely create mods for the game but under no
circomstances can you use the sounds, musick, or graphics from this
game. Question is what's the frickin' point of creating your own Star
Wars mod if you have to create your own blaster sounds, Star Wars
music, and draw your own graphics?

Once again, that's  the entire problem with the whole copyright issue
for me. Yeah, I could probably could come up with lame sounds for the
light sabers, blasters, stuff like that but if it doesn't sound like
the official Star Wars sounds I'm not going to bother creating the
game. It is not Star Wars unless a light saber sounds like a light
saber and a blaster sounds like a blaster. Although, I am a musician
I'm nowhere in John Williams class so I can't even begin to create
music as inspiring and grand as the Star Wars music. If I go through
all that work with new sounds, music, I might as well call it Space
Wars. Grin.

Cheers!


On 12/6/10, Philip Bennefall  wrote:
> Hi Thomas,
>
> Ah yes, that does sound like a nice idea though as you say, more than a
> little risky. I think the biggest issue for them may not be the fact that
> you use the Star Wars brand in a free product, but rather the fact that
> you're technically stealing sounds from an existing game. That may get them
> a whole lot angrier than if you had, say, tried to make your own blaster
> sounds. Of course it wouldn't sound nearly as good, but still; this is my
> primary guess.
>
> All the same I shall be looking forward to giving it a try and attempt to
> offer some constructive critisism if I can.
>
> Kind regards,
>
> Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Hayden Presley
Hi,
So do I. In my experience all they lead to is headaches. I've had multiple
issues where I have had harddrive crashes, loss of data, replaced RAM etc
etc, and every time I have to re-email BSC, L-works (no offense intended
here for Justin/Liam) and wait until I get replacement keys. Don't think I
haven't thought once or twice about  cracking those, though I resist the
temptation...Grin. But seriously, I'm not sure hardware registration
systemswill do us any good, especially what I just said about cracking; we
all know that it's possible, and that it's beendone. One of these days I
predict TDV will end up suffereing the same fate.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Monday, December 06, 2010 1:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

I, really hate hardware registration systems.
This final fight is really tuff. Ok, I blown up dark blaze. think that was 
easy. not when it regenerated and brought some friends with it.
- Original Message - 
From: "Shiny protector" 
To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 6:27 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity


>I don't think the  registration  system should be changed just because you 
>have to do system reboots. How ever, cheats, I'd say know. First of all, 
>the game is hard as it is, and secondly, if Munawar were to do that, he'd 
>have to make the easy difficulty level kind of easy and that would take the

>challenge away in my opinion.
> - Original Message - 
> From: "Alfredo" 
> To: "Gamers Discussion list" 
> Sent: Monday, December 06, 2010 1:59 PM
> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
> Velocity
>
>
>> Hello,
>> I think the next version of tdv should have difficulty levels and cheats,

>> so you can get to play the game, if you cannot beat the final battles. I 
>> think there should be a change in the registration system. I was recently

>> forced to do more than one system restore on my computer, but i think 
>> this is changing the hardware ID.
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
> 


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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Hayden Presley
Hi,
So do I. In my experience all they lead to is headaches. I've had multiple
issues where I have had harddrive crashes, loss of data, replaced RAM etc
etc, and every time I have to re-email BSC, L-works (no offense intended
here for Justin/Liam) and wait until I get replacement keys. Don't think I
haven't thought once or twice about  cracking those, though I resist the
temptation...Grin. But seriously, I'm not sure hardware registration
systemswill do us any good, especially what I just said about cracking; we
all know that it's possible, and that it's beendone. One of these days I
predict TDV will end up suffereing the same fate.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Monday, December 06, 2010 1:16 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

I, really hate hardware registration systems.
This final fight is really tuff. Ok, I blown up dark blaze. think that was 
easy. not when it regenerated and brought some friends with it.
- Original Message - 
From: "Shiny protector" 
To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 6:27 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity


>I don't think the  registration  system should be changed just because you 
>have to do system reboots. How ever, cheats, I'd say know. First of all, 
>the game is hard as it is, and secondly, if Munawar were to do that, he'd 
>have to make the easy difficulty level kind of easy and that would take the

>challenge away in my opinion.
> - Original Message - 
> From: "Alfredo" 
> To: "Gamers Discussion list" 
> Sent: Monday, December 06, 2010 1:59 PM
> Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
> Velocity
>
>
>> Hello,
>> I think the next version of tdv should have difficulty levels and cheats,

>> so you can get to play the game, if you cannot beat the final battles. I 
>> think there should be a change in the registration system. I was recently

>> forced to do more than one system restore on my computer, but i think 
>> this is changing the hardware ID.
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
> 


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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Hayden Presley
Hi,
I personally cannot believe they just figured this out.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Monday, December 06, 2010 12:56 PM
To: 'Gamers Discussion list'
Subject: [Audyssey] more news about the papa

Hi guys.
 
I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 3rd
gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.
 
Anyway, here's the entry.
 

Will My Device Play   Nice With
Papa?

December 6th, 2010 

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 4
includes a maths library called "Accelerate," which helps programmers speed
up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at porting
Papa Sangre to Android - we're more likely to do so if you tell us you want
it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you have
the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch (4th
generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just can't
make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural reverb'
that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.


  

 
Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
 

Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279

 
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] how can i destroy targets in updated version of 3D velocity?

2010-12-06 Thread Hayden Presley
Hi Petr,
Tried restarting? I found that when I tried it the first time, I got the
same results. HTH!

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Petr Bláha
Sent: Monday, December 06, 2010 1:48 PM
To: gamers@audyssey.org
Subject: [Audyssey] how can i destroy targets in updated version of 3D
velocity?

Hello all, i updated 3D velocyty today and now i am not able to destroy 
targets by missiles usualy i destroyed as many targets as possible like 
sam batteries, enemy battleship, guard towers, etc, but now it is not 
possible, only with cruise missile.
So what is the problem? Can anyone tell me? Thanks for your hinds.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Cara,

Okay? How exactly do I add a low-pass filter to the game. I'm not sure
how to implement one.

On 12/6/10, Cara Quinn  wrote:
> Thomas, this is the low-pass filter idea I was mentioning. I got it from
> Quake, as sounds in other rooms are muffled, or sent through an EQ or
> low-pass filter to simulate being behind a wall or door.
>
> Smiles,
>
> Cara :)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-06 Thread Mike Maslo
Yes I ran the slimdx runtime file and it did not help at all. I have windows
7 and I am running that 3.5 at least.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Alfredo
Sent: Monday, December 06, 2010 7:56 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] HELP WITH TDV PLEASE

On 12/5/2010 9:31 PM, Mike Maslo wrote:
> Hi all:
>
>
>
> Below is a error I got when I installed and tried to run tdv as a demo. I
> was unable to launch the game at all. Any suggestions or help would be
> appreciated.
>
>
>
> Error log, created with build version 1.1.3991.34017:
>
> Error base exception: System.BadImageFormatException: Could not load file
or
> assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
> PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module
was
> expected to contain an assembly manifest.
>
> File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
> PublicKeyToken=b1b0c32fd1ffe4f9'
>
> at BPCSharedComponent.ExtendedAudio.DSound..cctor()
>
>
>
> WRN: Assembly binding logging is turned OFF.
>
> To enable assembly bind failure logging, set the registry value
> [HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.
>
> Note: There is some performance penalty associated with assembly bind
> failure logging.
>
> To turn this feature off, remove the registry value
> [HKLM\Software\Microsoft\Fusion!EnableLog].
>
>
>
> Error Description: The type initializer for
> 'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.
>
> Stack trace:at
BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr
> handle, Boolean m)
>
> at TDV.GUI..ctor()
>
> at TDV.Common.Main(String[] args)
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> Hello,
Have you downloaded the slimDX files? That is what is missing. You may 
need to make sure you are running microsoft.net framework 3.5.
HTH

-- 
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread Hayden Presley
Hi,
No, Inform is an IDE; you'll wanttojust write it in Inform, and press the
"release" button when you're ready to make your zcode file.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: Monday, December 06, 2010 5:04 PM
To: Gamers Discussion list
Subject: [Audyssey] Writing with Inform

Hedy all,

Until I can find a "real" programming language that my brain can comprehend
and or find a manual that's easy to understand, Inform is my only option for
now. I really want to go into programming and make it a job though if I'm
having trouble understanding programming manuals it makes such a goal seem
unachieveable. Then, once I manage to formulate these concepts in my head,
how do I make a game out of it and turn it into code and make sounds do what
I want, etc.

However, for those of you who write in Inform, which do you use to write it?
Notepad and or a text editor and then compile it within the Inform program?

Also, even though inform is the simple programming language, what does one
start a game off with. Creating a room? Because I notice at the beginning of
Inform games there's release information and extention inclusions.

Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Hayden Presley
Hi Peter,
The iPhone 3GS does actually have its ownmicrophone, and Lori is correct;
the iPod touchand ipPhone basically do have almost all the same features,
just one is thinner, and, yes, it does not make calls.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, December 06, 2010 2:17 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] more news about the papa

The ipod touch and iphone 3gs are the same the difference being is one makes

calls and the other doesn't, that's what the man at the shop told me.
- Original Message - 
From: "peter Mahach" 
To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 7:07 PM
Subject: Re: [Audyssey] more news about the papa


> all I can say is. wait. all I can say. ur. all I... ur, ***great 
> disappointment***
> As far as Iknow the 3gs and the iPod 3 have the same hardware. the iPod 
> touch 4 has its own mic and what ever, it also has a gyro. but the iPhone 
> 3gs doesn't have one, yet it works... I'm beginning to be really puzzled.
> - Original Message - 
> From: "Darren Duff" 
> To: "'Gamers Discussion list'" 
> Sent: Monday, December 06, 2010 7:55 PM
> Subject: [Audyssey] more news about the papa
>
>
>> Hi guys.
>>
>> I just read the following info from the papa sangre blog. According to 
>> the
>> entry, those of us that have the 3rd generation iPod touches are out of
>> luck. All they say is they can't make it work on these devices. I don't
>> really understand why it would run fine on an iPhone 3gs and not on the 
>> 3rd
>> gen iPod touch. Guess it's got something to do with the processor. IN any
>> case I am very disappointed, as I was really looking forward to this game
>> but I do not have the funds to run out and buy the 4th gen iPod.
>>
>> Anyway, here's the entry.
>>
>>
>> Will My Device Play   Nice With
>> Papa?
>>
>> December 6th, 2010
>>
>> We've had a lot of contact recently asking if people will be able to use
>> Papa Sangre on their device - so here's the coup.
>>
>> First of all, you'll need an iOS device - we will not initially be
>> supporting Android devices at all. This is because the binaural engine we
>> are using in the game is incredibly demanding on a processor. Apple's iOS

>> 4
>> includes a maths library called "Accelerate," which helps programmers 
>> speed
>> up their floating point calculations. Without this, we couldn't bring 
>> Papa
>> Sangre to you at all. Once version 1 is out, we're going to look at 
>> porting
>> Papa Sangre to Android - we're more likely to do so if you tell us you 
>> want
>> it!
>>
>> Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
>> connect your device, and under the Info pane for your device, check you 
>> have
>> the latest version of iOS.
>>
>> Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
>> (4th
>> generation) or iPad .
>>
>> . to be clear, Papa Sangre does NOT support the original iPhone, iPhone 
>> 3G
>> or any iPod touch but the current version. We wish it did, but we just 
>> can't
>> make it work with stability on those devices.
>>
>> If you have a 4th generation device, we're able to unlock even more audio
>> goodness, similar to how powerful graphics cards on computers give you
>> greater textures or frame rates. In our case this means 'procedural 
>> reverb'
>> that gives you more detail and realism about the size and shape of room
>> you're in. Papa Sangre is super-cool without this, but super-cooler on an
>> iPhone 4 basically.
>>
>> Watch this space for pricing and exact release date information.
>>
>>
>> 
>>
>>
>> Darren Duff.
>>
>> Drummer for The Overflow worship band!
>>
>> Band web site http://www.theoverflowband.com
>> 
>>
>> Personal Phone: (678)936-6113
>>
>> Mobile E-mail mobiledu...@gmail.com
>>
>> personal E-mail duff...@gmail.com
>>
>> windows live messenger *no mail please* darren...@hotmail.com
>>
>> skype contact duffman31279
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>> __ Information from ESET Smart Security, version of virus 
>> signature database 5266 (20100709) __
>>
>> The message was checked by ESET Smart Security.
>>
>> http://www.eset.com
>>
>>
>>
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message 

Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Cara,

Right now I am basing my calculations on my maps regions. However, it
sounds to me like I need to look at the code for Jedi Quake or Audio
Quake and see how ID Software resolved some of these technical issues.
Any chanse you could mail me the JQ or AQ source off list to get a
look into the wworkings?

Thanks.


On 12/6/10, Cara Quinn  wrote:
 > Good point!
>
> I was assuming here that Thomas's maps are immutable, but destructible (is
> that really a word? lol!) maps would definitely present this kind of issue.
> -So here we get back to the multiple approach sound manager paradigm, which
> to me at least, seems like really the only way to ensure a good audio
> representation of more than one environment coming into contact with each
> other.
>
> As far as being expensive though, Quake 1 was doing this fourteen years ago
> on really slow 486's  so it's definitely doable. :)
>
> Out of curiosity, are you by chance using a particle type system to check
> for line-of-sight / path-finding, or basing your calculations on your map's
> regions?…
>
> Again, thanks for the cool thread!…
>
> Smiles,
>
> Cara :)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Hayden Presley
t we just
> can't
>> make it work with stability on those devices.
>>
>> If you have a 4th generation device, we're able to unlock even more
>> audio goodness, similar to how powerful graphics cards on computers
>> give you greater textures or frame rates. In our case this means
>> 'procedural
> reverb'
>> that gives you more detail and realism about the size and shape of
>> room you're in. Papa Sangre is super-cool without this, but
>> super-cooler on an iPhone 4 basically.
>>
>> Watch this space for pricing and exact release date information.
>>
>>
>>  <http://www.papasangre.com/blog/#post-293>
>>
>>
>> Darren Duff.
>>
>> Drummer for The Overflow worship band!
>>
>> Band web site http://www.theoverflowband.com
>> <http://www.theoverflowband.com/>
>>
>> Personal Phone: (678)936-6113
>>
>> Mobile E-mail mobiledu...@gmail.com
>>
>> personal E-mail duff...@gmail.com
>>
>> windows live messenger *no mail please* darren...@hotmail.com
>>
>> skype contact duffman31279
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org If you want to leave the
>> list, send E-mail to
> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
> send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system
> http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
> 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] game objects in memory

2010-12-06 Thread Rynhardt Kruger
Hi,

Another question to the devs on this list:

What have you find to be the best way of representing the map and other game 
objects in software?
Two ways I can think of is to either have everything in an big 3d array, or to 
give each object attributes specifying 
the 3d position.

Advantages of giving each object an x y and z attribute:
* objects can have floating point positions
* uses less memory than the array method (not really an issue anymore)
* More than one object can be in the same position (think of doors or walking 
through walls in SOD)
* Possible for objects to be bigger than one unit e.a. having a start position 
as well as an end position

Disadvantages:
* Detecting collisions may be expensive as all the objects need to be searched 
to find an object at a specific position. 
Something like binary search may be useful, but then all the objects must be 
sorted every time an object moves.
* Increasing the number of objects in the game may decrease performance as the 
list of objects to be searched gets 
longer.

Advantages of the 3d array method:
* Very fast to reference an object at a specific position.
This makes path finding and collision detection very fast.
* One object may be placed in several array locations, e.g. having a lot of 
references/pointers in the array point to 
one 
wall object.
* If the array size stays constant, adding more objects will not have such a 
great effect on game performance.

Disadvantages:
* Not possible to have more than one object at the same position, unless each 
array location points to another list.
* Not possible for an object to be bigger than one unit.
* Not possible for objects to have floating point positions.

Something I've missed?

Another way might be to combine the two approaches, e.g. having all fixed 
objects like walls and floors be placed in a 
3d array, and the movable objects like the player and items use the other 
method.

What are your thoughts on this?

Take care,

Rynhardt


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Writing with Inform

2010-12-06 Thread Zachary Kline

Hi,
Yes, a room is a good start.  I suggest looking through some of the 
available source code to get an idea of this sort of thing as well. 
Practice making small rooms or examples of your own.
As for what I use to write Inform, I find the program itself quite useful 
as a development environment, though not always as speech-friendly as one 
might like.  It does work though.

Best,
Zack.


On Mon, 6 Dec 2010, Orin wrote:


Hedy all,

Until I can find a "real" programming language that my brain can comprehend and 
or find a manual that's easy to understand, Inform is my only option for now. I really 
want to go into programming and make it a job though if I'm having trouble understanding 
programming manuals it makes such a goal seem unachieveable. Then, once I manage to 
formulate these concepts in my head, how do I make a game out of it and turn it into code 
and make sounds do what I want, etc.

However, for those of you who write in Inform, which do you use to write it? 
Notepad and or a text editor and then compile it within the Inform program?

Also, even though inform is the simple programming language, what does one 
start a game off with. Creating a room? Because I notice at the beginning of 
Inform games there's release information and extention inclusions.

Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] 22k vs 44k, was: Re: Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Peter,

Well, in principle I do agree with you. There is no argument that
there is a dramatic difference in fidility between a 22500 KHZ sound
file and a 44100 KHZ sound file. That said, there is technical reasons
why a programmer may choose not to use a 44100 KHZ sample rate in his
/her games.

To begin with let's try and remember why it was I converted the sounds
from 44100 KHZ to 22500 KHZ in the first place. At the time beta 14
and beta 15 were released I was using a different mixer, OpenAL, which
is used by SFML Audio. I noticed when attempting to load 44100 KHZ
sound files in OpenAL there was a huge increase in system load on both
Windows and Linux platforms. By reducing the sample rate to 22500 KHZ
I nearly reduced the system load by half, and made the cross-platform
version of the game run smoother and better by doing so.  So while
your criticism is justified I'd just like to point out that there were
good solid technical reasons why I chose not to continue using 44100
KHZ sounds at the time, and that particular issue couldn't have been
resolved by using ogg files or some other compressed file type.
Compressing a file only makes it smaller on the hard drive, but when
you load it into memory it has to be decompressed which means it will
use roughly the same amount of memory as a straight PCM wav file
would.

As for the future of MOTA I can tell you right off that beta 17 is
using 44100 KHZ sound effects not 22500 KHZ. Since the engine no
longer relies on OpenAL and uses Philip's Streemway API all I had to
do was drop the original sounds back in the data directory and the
audio quality was restored to the way there were in beta 13 and
earlier. The 22500 KHZ sounds were nothing more and nothing less than
a temperary test to see if I could make the cross-platform engine work
better which it did and didn't.

So while I welcome your criticism and suggestions it just feels as
though you were missing the point of why I had to do that at the time,
and the fact you are not a private tester left you completely out of
the loop regarding current development changes in beta 17. Basically,
I just wanted to say that don't worry about it, because MOTA beta 17
is going to be a much better release than the previous ones because
I've gotten serious about completeing the game, and am willing to
admit and recognize that not using DirectX is a mistake from a
technical point of view.

For example, let's consider joysticks. If I use DirectX I can support
force feedback devices like the Philips 2909 game pads. Although force
feedback support is optional it is still a feature that would improve
the G3D engine and could be used to make your joystick vibrate in your
hands when you activate a light saber or jurk when the player is hit
etc. In other words it could add an extra sensory experience to the
whole way we do gaming.

Unfortunately, when we look at an open source operating system like
Linux joystick support is largely experimental and not very good. SDL
offers extremely generic joystick support, and currently does not have
force feedback support at all. So you might be able to move the
character around, fire, etc using a gamepad under Linux you'll never
get that force feedback experience until someone upgrades SDL with
that ability. I've heard it is suppose to be coming in SDL 1.3, but
who knows when or if that will happen. For right now it is a feature
we simply do not have with Linux game APIs. Which means SDL is
infurior in ways to the Windows APIs.

What that means to you, the customer/gamer, is that if I don't support
DirectX I'm going to have to leave out features like force feedback or
use some lower quality sample rate etc that may be less desirable in
order to maintain cross-platform compatibility. If you don't own a Mac
or Linux computer and I happen to leave some feature out because of
reason x you are going to basically lose out on features even though
you have no interest in supporting other operating systems. On the
flip side there is the Linux and Mac user who will not mind the loss
of features as their personal operating system is directly supported.
It is a difficult compromise, and one I truly have not figured out how
to resolve yet.

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Writing with Inform

2010-12-06 Thread Orin
Hedy all,

Until I can find a "real" programming language that my brain can comprehend and 
or find a manual that's easy to understand, Inform is my only option for now. I 
really want to go into programming and make it a job though if I'm having 
trouble understanding programming manuals it makes such a goal seem 
unachieveable. Then, once I manage to formulate these concepts in my head, how 
do I make a game out of it and turn it into code and make sounds do what I 
want, etc.

However, for those of you who write in Inform, which do you use to write it? 
Notepad and or a text editor and then compile it within the Inform program?

Also, even though inform is the simple programming language, what does one 
start a game off with. Creating a room? Because I notice at the beginning of 
Inform games there's release information and extention inclusions.

Thanks.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Cara Quinn
Good point!

I was assuming here that Thomas's maps are immutable, but destructible (is that 
really a word? lol!) maps would definitely present this kind of issue. -So here 
we get back to the multiple approach sound manager paradigm, which to me at 
least, seems like really the only way to ensure a good audio representation of 
more than one environment coming into contact with each other.

As far as being expensive though, Quake 1 was doing this fourteen years ago on 
really slow 486's  so it's definitely doable. :)

Out of curiosity, are you by chance using a particle type system to check for 
line-of-sight / path-finding, or basing your calculations on your map's 
regions?…

Again, thanks for the cool thread!…

Smiles,

Cara :)
On Dec 6, 2010, at 1:24 PM, Philip Bennefall wrote:

Hi Cara,

Sound cones are definitely a good idea, though with a small potential problem 
that springs to mind. What happens if the player blasts a wall? The sound from 
the other room will still be muffled right outside that hole, where as with the 
pathfinding approach it would immediately detect that hole and react 
accordingly. Of course, if the developer can forsee that this will never happen 
in game play then this is not an issue and sound cones are by far the best 
approach.

Kind regards,

Philip Bennefall
- Original Message - From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 10:03 PM
Subject: Re: [Audyssey] Creating game levels to scale?


Thomas;

Another approach might be to use a low-pass filter on sounds outside your 
current region. This way you could effectively combine the radius approach and 
your regions. I.E. If sounds are happening in the next room, apply a low-pass 
filter to them so you can still hear them but then when you enter the next room 
or open the door, the filtering could be stopped and the sounds would be heard 
with all of their normal fidelity.

I'm actually wondering if OpenAL has this capability, myself, at the moment, as 
it's looking like I may need to use some native Mac DSP processing to 
accomplish this rather than just relying on OpenAL.

Anyway, while this doesn't really address increasing overhead in resources 
during the game, this can really make for a nice smooth way of transitioning 
between audio environments.

A second approach that also might work well is to use sound cones, which both 
DirectX and OpenAL support. This can save on some of the processing that Philip 
B was mentioning in terms of calculating line-of-sight or a connection between 
audio environments in a game, in that you can simply set the direction the 
sound cone is facing and the source will automatically be smoothly attenuated 
in the proper scheme as the player moves around it. I.E. YOu could simulate 
walking past an open door simply by properly directing the sound cone of the 
sound source, without needing to do any calculations yourself to achieve the 
effect of deciding which sounds will be heard from another room. Does this make 
sense?…

Anyway, thanks for sparking such a great discussion!…

Smiles,

Cara :)
On Dec 5, 2010, at 10:57 PM, Thomas Ward wrote:

Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you assign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.

On 12/5/10, Phil Vlasak  wrote:
> Hi Thomas,
> It is definitely too late to do this for MOTA, but I would have the door
> designated as a sound region itself.
> It could be about 4 foot thick, and the door between room 1 and 2 would play
> the sounds of both room 1 and 2 but at 40 percent volume.
> 
> Phil
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscrip

Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Philip Bennefall

Hi Cara,

Sound cones are definitely a good idea, though with a small potential 
problem that springs to mind. What happens if the player blasts a wall? The 
sound from the other room will still be muffled right outside that hole, 
where as with the pathfinding approach it would immediately detect that hole 
and react accordingly. Of course, if the developer can forsee that this will 
never happen in game play then this is not an issue and sound cones are by 
far the best approach.


Kind regards,

Philip Bennefall
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 10:03 PM
Subject: Re: [Audyssey] Creating game levels to scale?


Thomas;

Another approach might be to use a low-pass filter on sounds outside your 
current region. This way you could effectively combine the radius approach 
and your regions. I.E. If sounds are happening in the next room, apply a 
low-pass filter to them so you can still hear them but then when you enter 
the next room or open the door, the filtering could be stopped and the 
sounds would be heard with all of their normal fidelity.


I'm actually wondering if OpenAL has this capability, myself, at the moment, 
as it's looking like I may need to use some native Mac DSP processing to 
accomplish this rather than just relying on OpenAL.


Anyway, while this doesn't really address increasing overhead in resources 
during the game, this can really make for a nice smooth way of transitioning 
between audio environments.


A second approach that also might work well is to use sound cones, which 
both DirectX and OpenAL support. This can save on some of the processing 
that Philip B was mentioning in terms of calculating line-of-sight or a 
connection between audio environments in a game, in that you can simply set 
the direction the sound cone is facing and the source will automatically be 
smoothly attenuated in the proper scheme as the player moves around it. I.E. 
YOu could simulate walking past an open door simply by properly directing 
the sound cone of the sound source, without needing to do any calculations 
yourself to achieve the effect of deciding which sounds will be heard from 
another room. Does this make sense?…


Anyway, thanks for sparking such a great discussion!…

Smiles,

Cara :)
On Dec 5, 2010, at 10:57 PM, Thomas Ward wrote:

Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you assign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.

On 12/5/10, Phil Vlasak  wrote:

Hi Thomas,
It is definitely too late to do this for MOTA, but I would have the door
designated as a sound region itself.
It could be about 4 foot thick, and the door between room 1 and 2 would 
play

the sounds of both room 1 and 2 but at 40 percent volume.

Phil


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers ma

Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Cara Quinn
Thomas, this is the low-pass filter idea I was mentioning. I got it from Quake, 
as sounds in other rooms are muffled, or sent through an EQ or low-pass filter 
to simulate being behind a wall or door.

Smiles,

Cara :)
On Dec 6, 2010, at 12:08 PM, Thomas Ward wrote:

Hi Phil,

Yeah, that was what I was thinking. i just played through a couple
levels of Shades of Doom to get a handle on what David Greenwood did,
and it seams sounds are triggered by the doors themselves. As soon as
you open a door you can hear the monsters and equipment in the room
when it was silent before. As you pointed out even though you closed
the door again you can still hear the monsters moving around in there,
but they are muffled. I'd have to figure out how to code this into the
engine, but it sounds like a good idea.

On 12/6/10, Phil Vlasak  wrote:
> Hi Thomas,
> I think the GMA engine keeps sounds inside a room quiet until you open a
> door between the two regions.
> Then even if you close the door, the sounds in the room are audible.
> So the sounds are triggered by opening doors if there is one instead of
> walking into a region.
> If no door, then the distance fades sounds, but in a 2d you never hear
> sounds from rooms above.
> You could put a variable on each door to identify that it was between region
> 1 and 2 and if opened, then that would trigger the visited flag and turn on
> the sounds to region 2.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Cara Quinn
Thomas;

Another approach might be to use a low-pass filter on sounds outside your 
current region. This way you could effectively combine the radius approach and 
your regions. I.E. If sounds are happening in the next room, apply a low-pass 
filter to them so you can still hear them but then when you enter the next room 
or open the door, the filtering could be stopped and the sounds would be heard 
with all of their normal fidelity.

I'm actually wondering if OpenAL has this capability, myself, at the moment, as 
it's looking like I may need to use some native Mac DSP processing to 
accomplish this rather than just relying on OpenAL.

Anyway, while this doesn't really address increasing overhead in resources 
during the game, this can really make for a nice smooth way of transitioning 
between audio environments.

A second approach that also might work well is to use sound cones, which both 
DirectX and OpenAL support. This can save on some of the processing that Philip 
B was mentioning in terms of calculating line-of-sight or a connection between 
audio environments in a game, in that you can simply set the direction the 
sound cone is facing and the source will automatically be smoothly attenuated 
in the proper scheme as the player moves around it. I.E. YOu could simulate 
walking past an open door simply by properly directing the sound cone of the 
sound source, without needing to do any calculations yourself to achieve the 
effect of deciding which sounds will be heard from another room. Does this make 
sense?…

Anyway, thanks for sparking such a great discussion!…

Smiles,

Cara :)
On Dec 5, 2010, at 10:57 PM, Thomas Ward wrote:

Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you assign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.

On 12/5/10, Phil Vlasak  wrote:
> Hi Thomas,
> It is definitely too late to do this for MOTA, but I would have the door
> designated as a sound region itself.
> It could be about 4 foot thick, and the door between room 1 and 2 would play
> the sounds of both room 1 and 2 but at 40 percent volume.
> 
> Phil
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
> 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Darren Duff
Yeah but it would still be fun I say do it grin. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, December 06, 2010 3:22 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Creating game levels to scale?

Hi Ben,

Hmmm...Well, I could record it, but for the moment it is just the extremely
early stages/outline of a game. Obviously, the actual game won't have
hundreds of rounds of ammo but 25 to 30 per weapon like the original game.
At this point it is basically just a large empty room, a practice area,
where I can add AT-STS, storm troopers, probe droids, and various other
baddies and test them against various weapons and so on. The purpose is to
fix bugs and help balance some things before actually creating the game
proper. So this isn't really a game per say. Just a bunch of test code.

On 12/6/10, Ben  wrote:
> I so! Want! To! Hear! This!

---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com

  

_ NOD32 EMON 5680 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 5680 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Philip Bennefall

Hi Thomas,

Ah yes, that does sound like a nice idea though as you say, more than a 
little risky. I think the biggest issue for them may not be the fact that 
you use the Star Wars brand in a free product, but rather the fact that 
you're technically stealing sounds from an existing game. That may get them 
a whole lot angrier than if you had, say, tried to make your own blaster 
sounds. Of course it wouldn't sound nearly as good, but still; this is my 
primary guess.


All the same I shall be looking forward to giving it a try and attempt to 
offer some constructive critisism if I can.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 9:48 PM
Subject: Re: [Audyssey] Creating game levels to scale?


Hi Philip,

Ah, yes. What I'm basically considering is releasing a free
accesssible clone of Star Wars Mysteries of the Sith which was
released by Lucas Arts back in 1998. Of course getting around the
legal copyright issues is going to be a nightmare and I'm probably
going to post it to Sendspace, Dropbox, etc  or somewhwere anonymous
so Lucas Arts doesn't breath down my neck for trying to create a game
that I enjoyed playing when I still had some sight, and can't play any
more do to physical disability. At any rate I spent a few hours this
weekend during my free time to write up a rough draft of my ideas and
created a very simple level to begin testing things with.

For example, i drew a large room, kind of like a fighting arena, and
then placed various enemies in the room like storm troopers, AT-STS,
probe droids, torture droids, etc and then practiced using Mara's
light saber on them. Plus I added a few weapons I intend to add to the
game like detonators, trooper rifles, blaster pistols, etc and used
the enemies for target practice. As this is all pre-alpha stuff ththe
AI, such as it is, is pretty much a dumb bot that walks around the
room until I come into range and then it gos into attack mode and gets
slottered. The finished game will have a more intelligent AI for each
of the enemies, but the code I added was just temperary to get them to
do something besides stand around and look stupid as I shoot them or
slice them up.


As I told Ben earlier the purpose here is just to get the basics
working like force abilities, weapons, inventory menu in place, asign
keyboard commands to certain functions, etc. All very basic stuff.
Once the core of the game is done I can add actual levels to play
around with. Fortunately, with an existing game engine creating this
game won't take that long because I have already a basic draft of the
Alpha working without more than two days of work.


On 12/6/10, Philip Bennefall  wrote:
Oh I was refering rather to the 3d game that I was under the impression 
that

the original question was about, something with Star Wars if I have been
skimming list traffic properly. Smile.

Kind regards,

Philip Bennefall 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Philip,

Ah, yes. What I'm basically considering is releasing a free
accesssible clone of Star Wars Mysteries of the Sith which was
released by Lucas Arts back in 1998. Of course getting around the
legal copyright issues is going to be a nightmare and I'm probably
going to post it to Sendspace, Dropbox, etc  or somewhwere anonymous
so Lucas Arts doesn't breath down my neck for trying to create a game
that I enjoyed playing when I still had some sight, and can't play any
more do to physical disability. At any rate I spent a few hours this
weekend during my free time to write up a rough draft of my ideas and
created a very simple level to begin testing things with.

For example, i drew a large room, kind of like a fighting arena, and
then placed various enemies in the room like storm troopers, AT-STS,
probe droids, torture droids, etc and then practiced using Mara's
light saber on them. Plus I added a few weapons I intend to add to the
game like detonators, trooper rifles, blaster pistols, etc and used
the enemies for target practice. As this is all pre-alpha stuff ththe
AI, such as it is, is pretty much a dumb bot that walks around the
room until I come into range and then it gos into attack mode and gets
slottered. The finished game will have a more intelligent AI for each
of the enemies, but the code I added was just temperary to get them to
do something besides stand around and look stupid as I shoot them or
slice them up.


As I told Ben earlier the purpose here is just to get the basics
working like force abilities, weapons, inventory menu in place, asign
keyboard commands to certain functions, etc. All very basic stuff.
Once the core of the game is done I can add actual levels to play
around with. Fortunately, with an existing game engine creating this
game won't take that long because I have already a basic draft of the
Alpha working without more than two days of work.


On 12/6/10, Philip Bennefall  wrote:
> Oh I was refering rather to the 3d game that I was under the impression that
> the original question was about, something with Star Wars if I have been
> skimming list traffic properly. Smile.
>
> Kind regards,
>
> Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] 22k vs 44k, was: Re: Creating game levels to scale?

2010-12-06 Thread Philip Bennefall

Hi Peter,

I can't anything but agree here. I notice a massive! drop in fidelity from 
44100 to 22050 hZ, which is hardly surprising since it's half the amount. I 
think Thomas' main reasoning was to not use Ogg but 22050 hZ Wave instead, 
but at least to me, 44100 Ogg above or at quality level 6 sounds way 
superior to 22050 Wave. Ogg decoding really isn't that much of a resource 
killer either since most of the sounds will be decoded at the start of the 
level and the majority of them will then be cloned/duplicated internally, 
but that doesn't require another decode. Streemway already comes bundled 
with an Ogg Vorbis decoder, of course, but this can also be used in the 
Linux version as the decoder is available as a public domain C library from:

http://nothings.org/stb_vorbis/

Kind regards,

Philip Bennefall
- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 9:33 PM
Subject: [Audyssey] 22k vs 44k, was: Re: Creating game levels to scale?


***constructive critisyzm follows***
Um. I thought we were supposed to make audio games more mainstream like? but
yet, it seems as though we're still restricting our selves in a way? I
understand how older games used to drop sound qualitydue to size. But now,
even most mainstream games are using cd quality 44100khz 16 bit sound. I
personally see a major experience improvement with that kind of quality.
That's one reason I so love work that liam and phillip did with the sounds
being so hq. MOTA also used to be like this, but with b14 I did notice that
drop of quality which I really don't  like. if this is such a major problem
just use something like ogg to compress the size. Seriusly!
- Original Message - 
From: "Thomas Ward" 

To: "Philip Bennefall" ; "Gamers Discussion list"

Sent: Monday, December 06, 2010 1:38 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Philip,

Yeah, I get what your saying. The mixer is definitely a huge factor in
over all game performance. In fact, that is one reason why I switched
bakc to Streemway for the Windows releases. When I used OpenAL for
Windows it used a massive amount of memory to load the same amount of
sound data that I had in DirectX and performance went way down.
Switching back to Streemway performance went way back up. Plus
reducing the sound quality from 44100 KHZ to 22500 KHZ made a massive
improvement in over all system performance as well.



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


The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] 22k vs 44k, was: Re: Creating game levels to scale?

2010-12-06 Thread peter Mahach

***constructive critisyzm follows***
Um. I thought we were supposed to make audio games more mainstream like? but 
yet, it seems as though we're still restricting our selves in a way? I 
understand how older games used to drop sound qualitydue to size. But now, 
even most mainstream games are using cd quality 44100khz 16 bit sound. I 
personally see a major experience improvement with that kind of quality. 
That's one reason I so love work that liam and phillip did with the sounds 
being so hq. MOTA also used to be like this, but with b14 I did notice that 
drop of quality which I really don't  like. if this is such a major problem 
just use something like ogg to compress the size. Seriusly!
- Original Message - 
From: "Thomas Ward" 
To: "Philip Bennefall" ; "Gamers Discussion list" 


Sent: Monday, December 06, 2010 1:38 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Philip,

Yeah, I get what your saying. The mixer is definitely a huge factor in
over all game performance. In fact, that is one reason why I switched
bakc to Streemway for the Windows releases. When I used OpenAL for
Windows it used a massive amount of memory to load the same amount of
sound data that I had in DirectX and performance went way down.
Switching back to Streemway performance went way back up. Plus
reducing the sound quality from 44100 KHZ to 22500 KHZ made a massive
improvement in over all system performance as well.



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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Philip Bennefall
Oh I was refering rather to the 3d game that I was under the impression that 
the original question was about, something with Star Wars if I have been 
skimming list traffic properly. Smile.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 9:15 PM
Subject: Re: [Audyssey] Creating game levels to scale?


Hi,

Actually, MOTA doesn't use any path finding for the AI. The reason is
when I wrote it that enemies were randomly generated per room and
bound to that region much as the sounds are. So it is impossible for
enemies to leave that area. So I never got around to updating it with
a more complex AI with some path finding etc to actually leve the
rooms and follow you into another room etc. This is imho one of those
things I was putting off for an upgrade down the road when i have more
time to focus on details like that.


On 12/6/10, Philip Bennefall  wrote:

Hi Thomas,

Yes, the bulk of the implementation is very close to your example. It was
the only way I could think of to get a good compromize between a realistic
sound image and a well performing application. I assume you already use 
some

sort of pathfinding for your AI? I have an optimized AStar implementation
with some extra features and tweaks that I use on this end.

Kind regards,

Philip Bennefall 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
yssey.org.
>> You can make changes or update your subscription via the web, at 
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at 
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list, please send E-mail to gamers-ow...@audyssey.org.
>>
>> __ Information from ESET Smart Security, version of virus 
>> signature database 5266 (20100709) __
>>
>> The message was checked by ESET Smart Security.
>>
>> http://www.eset.com
>>
>>
>>
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
> 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
t;> If you have a 4th generation device, we're able to unlock even more 
>> audio goodness, similar to how powerful graphics cards on computers 
>> give you greater textures or frame rates. In our case this means 
>> 'procedural
> reverb'
>> that gives you more detail and realism about the size and shape of 
>> room you're in. Papa Sangre is super-cool without this, but 
>> super-cooler on an iPhone 4 basically.
>>
>> Watch this space for pricing and exact release date information.
>>
>>
>>  <http://www.papasangre.com/blog/#post-293>
>>
>>
>> Darren Duff.
>>
>> Drummer for The Overflow worship band!
>>
>> Band web site http://www.theoverflowband.com 
>> <http://www.theoverflowband.com/>
>>
>> Personal Phone: (678)936-6113
>>
>> Mobile E-mail mobiledu...@gmail.com
>>
>> personal E-mail duff...@gmail.com
>>
>> windows live messenger *no mail please* darren...@hotmail.com
>>
>> skype contact duffman31279
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
>> list, send E-mail to
> gamers-unsubscr...@audyssey.org.
>> You can make changes or update your subscription via the web, at 
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at 
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the
> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> _ NOD32 EMON 5679 (20101206) information _
>
> This message was checked by NOD32 antivirus system http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
> 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Ben,

Hmmm...Well, I could record it, but for the moment it is just the
extremely early stages/outline of a game. Obviously, the actual game
won't have hundreds of rounds of ammo but 25 to 30 per weapon like the
original game. At this point it is basically just a large empty room,
a practice area, where I can add AT-STS, storm troopers, probe droids,
and various other baddies and test them against various weapons and so
on. The purpose is to fix bugs and help balance some things before
actually creating the game proper. So this isn't really a game per
say. Just a bunch of test code.

On 12/6/10, Ben  wrote:
> I so! Want! To! Hear! This!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com




_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
tp://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to gamers-ow...@audyssey.org.
>>
>> __ Information from ESET Smart Security, version of virus 
>> signature database 5266 (20100709) __
>>
>> The message was checked by ESET Smart Security.
>>
>> http://www.eset.com
>>
>>
>>
>
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to gamers-ow...@audyssey.org.
> 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
Yes writing to them is a good idea, wish I could call them to explain, but 
I'm in the UK so would cost me a small fortune which I don't have unless it 
comes out my Grisley Gulch account lol.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:21 PM
Subject: Re: [Audyssey] more news about the papa


I don't think so... But you can E-mail them from the front page on the 
site.

I would encourage you all to do this

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Monday, December 06, 2010 2:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] more news about the papa

Now this is making me wonder doesn't their blog have a comment system or
something?
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to
the entry, those of us that have the 3rd generation iPod touches are
out of luck. All they say is they can't make it work on these devices.
I don't really understand why it would run fine on an iPhone 3gs and
not on the 3rd gen iPod touch. Guess it's got something to do with the
processor. IN any case I am very disappointed, as I was really looking
forward to this game but I do not have the funds to run out and buy
the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play  <http://www.papasangre.com/blog/#post-300> Nice
With Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to
use Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine
we are using in the game is incredibly demanding on a processor.
Apple's iOS
4
includes a maths library called "Accelerate," which helps programmers
speed up their floating point calculations. Without this, we couldn't
bring Papa Sangre to you at all. Once version 1 is out, we're going to
look at porting Papa Sangre to Android - we're more likely to do so if
you tell us you want it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check
you have the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch
(4th
generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone,
iPhone 3G or any iPod touch but the current version. We wish it did,
but we just can't make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more
audio goodness, similar to how powerful graphics cards on computers
give you greater textures or frame rates. In our case this means
'procedural reverb'
that gives you more detail and realism about the size and shape of
room you're in. Papa Sangre is super-cool without this, but
super-cooler on an iPhone 4 basically.

Watch this space for pricing and exact release date information.


<http://www.papasangre.com/blog/#post-293>


Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
<http://www.theoverflowband.com/>

Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the
list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list, please send E-mail to gamers-ow...@audyssey.org.

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

The message was checked by ESET Smart Security.

http://www.eset.com






__ Information from ESET Smart Security, version of virus 
signature

database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam.

Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
bscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the

list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com




_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
The ipod touch and iphone 3gs are the same the difference being is one makes 
calls and the other doesn't, that's what the man at the shop told me.
- Original Message - 
From: "peter Mahach" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 7:07 PM
Subject: Re: [Audyssey] more news about the papa


all I can say is. wait. all I can say. ur. all I... ur, ***great 
disappointment***
As far as Iknow the 3gs and the iPod 3 have the same hardware. the iPod 
touch 4 has its own mic and what ever, it also has a gyro. but the iPhone 
3gs doesn't have one, yet it works... I'm beginning to be really puzzled.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to 
the

entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 
3rd

gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play   Nice With
Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 
4
includes a maths library called "Accelerate," which helps programmers 
speed
up their floating point calculations. Without this, we couldn't bring 
Papa
Sangre to you at all. Once version 1 is out, we're going to look at 
porting
Papa Sangre to Android - we're more likely to do so if you tell us you 
want

it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you 
have

the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th

generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 
3G
or any iPod touch but the current version. We wish it did, but we just 
can't

make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural 
reverb'

that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.





Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

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


The message was checked by ESET Smart Security.

http://www.eset.com






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


The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo

Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi,

Actually, MOTA doesn't use any path finding for the AI. The reason is
when I wrote it that enemies were randomly generated per room and
bound to that region much as the sounds are. So it is impossible for
enemies to leave that area. So I never got around to updating it with
a more complex AI with some path finding etc to actually leve the
rooms and follow you into another room etc. This is imho one of those
things I was putting off for an upgrade down the road when i have more
time to focus on details like that.


On 12/6/10, Philip Bennefall  wrote:
> Hi Thomas,
>
> Yes, the bulk of the implementation is very close to your example. It was
> the only way I could think of to get a good compromize between a realistic
> sound image and a well performing application. I assume you already use some
> sort of pathfinding for your AI? I have an optimized AStar implementation
> with some extra features and tweaks that I use on this end.
>
> Kind regards,
>
> Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
That's terrible, I'm so disappointed, you think they'd make it work or come 
up with a version which would.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 6:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 
3rd

gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play   Nice With
Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 
4
includes a maths library called "Accelerate," which helps programmers 
speed

up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at 
porting
Papa Sangre to Android - we're more likely to do so if you tell us you 
want

it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you 
have

the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th

generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just 
can't

make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural 
reverb'

that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.





Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Phil,

Yeah, that was what I was thinking. i just played through a couple
levels of Shades of Doom to get a handle on what David Greenwood did,
and it seams sounds are triggered by the doors themselves. As soon as
you open a door you can hear the monsters and equipment in the room
when it was silent before. As you pointed out even though you closed
the door again you can still hear the monsters moving around in there,
but they are muffled. I'd have to figure out how to code this into the
engine, but it sounds like a good idea.

On 12/6/10, Phil Vlasak  wrote:
> Hi Thomas,
> I think the GMA engine keeps sounds inside a room quiet until you open a
> door between the two regions.
> Then even if you close the door, the sounds in the room are audible.
> So the sounds are triggered by opening doors if there is one instead of
> walking into a region.
> If no door, then the distance fades sounds, but in a 2d you never hear
> sounds from rooms above.
> You could put a variable on each door to identify that it was between region
> 1 and 2 and if opened, then that would trigger the visited flag and turn on
> the sounds to region 2.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Philip Bennefall

Hi Thomas,

Yes, the bulk of the implementation is very close to your example. It was 
the only way I could think of to get a good compromize between a realistic 
sound image and a well performing application. I assume you already use some 
sort of pathfinding for your AI? I have an optimized AStar implementation 
with some extra features and tweaks that I use on this end.


Kind regards,

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

To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 8:57 PM
Subject: Re: [Audyssey] Creating game levels to scale?


Hi Philip,

Ouch! Basically, what you are telling me is instead of picking any
single method to handle sounds you have decided to implement all three
of the methods in order to insure a realistic environment. Sounds
reasonable, but it also sounds like a lot of work. As I sit here
typing this message I'm trying to think of how that would look like in
code. Perhaps something like this?

   // Get the player and object location
   x1 = player.GetX();
   y1 = player.GetY();
   z1 = player.GetZ();
   x2 = object.GetX();
   y2 = object.GetY();
   z2 = object.GetZ();

   // Get the region and distance
   region = player.GetRegion();
   distance = GetDistance (x1, y1, z1, x2, y2, z2);
   open = GetDoor (region);

   // Play or update sounds
   if ((distance <= 25 &&
 open == true) ||
 (region == object.GetRegion()))
   {
   // Start/update sounds
   }

   // Stop the sounds
   if (distance >= 25 &&
 open == false &&
 region != object.GetRegion())
   {
   // Stop sounds
   }

I'm not sure I got this right, but I think that is a rough idea how
you would go about checking distance, pathways, and region all in one
place without driving yourself crazy. If so it doesn't look too bad.
I'd be interested in seeing your method for handling this thorny
issue.

Cheers!



On 12/6/10, Philip Bennefall  wrote:

Hi Thomas,

This exact problem struck me also when I started developing my current 2d
game. The way I'm solving it is to have the distance calculations that 
stop

sounds, but also to divide things into regions as you say. Then, I use
pathfinding to see if there is an audible path between the player's 
current

region and region x. If there is, play the sound based off of that source
such as a doorway, or all over the stereo image if you find that there are
plenty of open space between the two such as a large coridor leading into
another. Pathfinding is obviously quite expensive so you will need to 
buffer

and reuse rather than recalculate except when absolutely necessary, but I
think you get the idea. I do not know whether you consider this to be too
much of a time investment, but that's the approach that I'm going with in
order to get both nice overlapping and efficient CPU usage.

Kind regards,

Philip Bennefall 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Muhammed,

Well, I've decided to just go ahead and draw the levels to scale. Not
only is it easier to conceptionalize when drawing the levels with the
engine all the code in the engine is already designed around true
scale rather than having everything reduced in size to say 10 times
less its normal size. As Philip pointed out it probably isn't worth
rewriting a bunch of stuff just to save a few KB or so of memory.


On 12/6/10, Shiny protector  wrote:
> Hi Thomas,
> I'd say which one is the best one for you. We will wait, but choice is yours
> to be honest.

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Thomas Ward
Hi Philip,

Ouch! Basically, what you are telling me is instead of picking any
single method to handle sounds you have decided to implement all three
of the methods in order to insure a realistic environment. Sounds
reasonable, but it also sounds like a lot of work. As I sit here
typing this message I'm trying to think of how that would look like in
code. Perhaps something like this?

// Get the player and object location
x1 = player.GetX();
y1 = player.GetY();
z1 = player.GetZ();
x2 = object.GetX();
y2 = object.GetY();
z2 = object.GetZ();

// Get the region and distance
region = player.GetRegion();
distance = GetDistance (x1, y1, z1, x2, y2, z2);
open = GetDoor (region);

// Play or update sounds
if ((distance <= 25 &&
  open == true) ||
  (region == object.GetRegion()))
{
// Start/update sounds
}

// Stop the sounds
if (distance >= 25 &&
  open == false &&
  region != object.GetRegion())
{
// Stop sounds
}

I'm not sure I got this right, but I think that is a rough idea how
you would go about checking distance, pathways, and region all in one
place without driving yourself crazy. If so it doesn't look too bad.
I'd be interested in seeing your method for handling this thorny
issue.

Cheers!



On 12/6/10, Philip Bennefall  wrote:
> Hi Thomas,
>
> This exact problem struck me also when I started developing my current 2d
> game. The way I'm solving it is to have the distance calculations that stop
> sounds, but also to divide things into regions as you say. Then, I use
> pathfinding to see if there is an audible path between the player's current
> region and region x. If there is, play the sound based off of that source
> such as a doorway, or all over the stereo image if you find that there are
> plenty of open space between the two such as a large coridor leading into
> another. Pathfinding is obviously quite expensive so you will need to buffer
> and reuse rather than recalculate except when absolutely necessary, but I
> think you get the idea. I do not know whether you consider this to be too
> much of a time investment, but that's the approach that I'm going with in
> order to get both nice overlapping and efficient CPU usage.
>
> Kind regards,
>
> Philip Bennefall

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] how can i destroy targets in updated version of 3D velocity?

2010-12-06 Thread Petr Bláha
Hello all, i updated 3D velocyty today and now i am not able to destroy 
targets by missiles usualy i destroyed as many targets as possible like 
sam batteries, enemy battleship, guard towers, etc, but now it is not 
possible, only with cruise missile.

So what is the problem? Can anyone tell me? Thanks for your hinds.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
dyssey.org.
>> You can make changes or update your subscription via the web, at 
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at 
>> http://www.mail-archive.com/gam...@audyssey.org.
>> If you have any questions or concerns regarding the management of the 
>> list, please send E-mail to gamers-ow...@audyssey.org.
>> 
>> __ Information from ESET Smart Security, version of virus 
>> signature database 5266 (20100709) __
>> 
>> The message was checked by ESET Smart Security.
>> 
>> http://www.eset.com
>> 
>> 
>> 
> 
> 
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
> 
> The message was checked by ESET Smart Security.
> 
> http://www.eset.com
> 
> 
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> _ NOD32 EMON 5679 (20101206) information _
> 
> This message was checked by NOD32 antivirus system http://www.eset.com
> 
> 
> 
> 
> _ NOD32 EMON 5679 (20101206) information _
> 
> This message was checked by NOD32 antivirus system http://www.eset.com
> 
> 
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread william lomas
irus 
>> signature database 5266 (20100709) __
>> 
>> The message was checked by ESET Smart Security.
>> 
>> http://www.eset.com
>> 
>> 
>> 
> 
> 
> __ Information from ESET Smart Security, version of virus signature
> database 5266 (20100709) __
> 
> The message was checked by ESET Smart Security.
> 
> http://www.eset.com
> 
> 
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
> send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.
> 
> 
> _ NOD32 EMON 5679 (20101206) information _
> 
> This message was checked by NOD32 antivirus system http://www.eset.com
> 
> 
> 
> 
> _ NOD32 EMON 5679 (20101206) information _
> 
> This message was checked by NOD32 antivirus system
> http://www.eset.com
> 
> 
> 
> 
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
> please send E-mail to gamers-ow...@audyssey.org.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
I don't think so... But you can E-mail them from the front page on the site.
I would encourage you all to do this 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of peter Mahach
Sent: Monday, December 06, 2010 2:11 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] more news about the papa

Now this is making me wonder doesn't their blog have a comment system or
something?
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:55 PM
Subject: [Audyssey] more news about the papa


> Hi guys.
>
> I just read the following info from the papa sangre blog. According to 
> the entry, those of us that have the 3rd generation iPod touches are 
> out of luck. All they say is they can't make it work on these devices. 
> I don't really understand why it would run fine on an iPhone 3gs and 
> not on the 3rd gen iPod touch. Guess it's got something to do with the 
> processor. IN any case I am very disappointed, as I was really looking 
> forward to this game but I do not have the funds to run out and buy 
> the 4th gen iPod.
>
> Anyway, here's the entry.
>
>
> Will My Device Play  <http://www.papasangre.com/blog/#post-300> Nice 
> With Papa?
>
> December 6th, 2010
>
> We've had a lot of contact recently asking if people will be able to 
> use Papa Sangre on their device - so here's the coup.
>
> First of all, you'll need an iOS device - we will not initially be 
> supporting Android devices at all. This is because the binaural engine 
> we are using in the game is incredibly demanding on a processor. 
> Apple's iOS
> 4
> includes a maths library called "Accelerate," which helps programmers 
> speed up their floating point calculations. Without this, we couldn't 
> bring Papa Sangre to you at all. Once version 1 is out, we're going to 
> look at porting Papa Sangre to Android - we're more likely to do so if 
> you tell us you want it!
>
> Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes, 
> connect your device, and under the Info pane for your device, check 
> you have the latest version of iOS.
>
> Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
> (4th
> generation) or iPad .
>
> . to be clear, Papa Sangre does NOT support the original iPhone, 
> iPhone 3G or any iPod touch but the current version. We wish it did, 
> but we just can't make it work with stability on those devices.
>
> If you have a 4th generation device, we're able to unlock even more 
> audio goodness, similar to how powerful graphics cards on computers 
> give you greater textures or frame rates. In our case this means 
> 'procedural reverb'
> that gives you more detail and realism about the size and shape of 
> room you're in. Papa Sangre is super-cool without this, but 
> super-cooler on an iPhone 4 basically.
>
> Watch this space for pricing and exact release date information.
>
>
> <http://www.papasangre.com/blog/#post-293>
>
>
> Darren Duff.
>
> Drummer for The Overflow worship band!
>
> Band web site http://www.theoverflowband.com 
> <http://www.theoverflowband.com/>
>
> Personal Phone: (678)936-6113
>
> Mobile E-mail mobiledu...@gmail.com
>
> personal E-mail duff...@gmail.com
>
> windows live messenger *no mail please* darren...@hotmail.com
>
> skype contact duffman31279
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org If you want to leave the 
> list, send E-mail to gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
> list, please send E-mail to gamers-ow...@audyssey.org.
>
> __ Information from ESET Smart Security, version of virus 
> signature database 5266 (20100709) __
>
> The message was checked by ESET Smart Security.
>
> http://www.eset.com
>
>
> 


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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can b

Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread peter Mahach

I, really hate hardware registration systems.
This final fight is really tuff. Ok, I blown up dark blaze. think that was 
easy. not when it regenerated and brought some friends with it.
- Original Message - 
From: "Shiny protector" 

To: ; "Gamers Discussion list" 
Sent: Monday, December 06, 2010 6:27 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity


I don't think the  registration  system should be changed just because you 
have to do system reboots. How ever, cheats, I'd say know. First of all, 
the game is hard as it is, and secondly, if Munawar were to do that, he'd 
have to make the easy difficulty level kind of easy and that would take the 
challenge away in my opinion.
- Original Message - 
From: "Alfredo" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:59 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D 
Velocity




Hello,
I think the next version of tdv should have difficulty levels and cheats, 
so you can get to play the game, if you cannot beat the final battles. I 
think there should be a change in the registration system. I was recently 
forced to do more than one system restore on my computer, but i think 
this is changing the hardware ID.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.


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


The message was checked by ESET Smart Security.

http://www.eset.com






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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
a the web, at 
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at 
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the
list,
> please send E-mail to gamers-ow...@audyssey.org.
> 

---
Gamers mailing list __ Gamers@audyssey.org If you want to leave the list,
send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system http://www.eset.com

 
 

_ NOD32 EMON 5679 (20101206) information _

This message was checked by NOD32 antivirus system
http://www.eset.com

 


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread peter Mahach
Now this is making me wonder doesn't their blog have a comment system or 
something?
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 
3rd

gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play   Nice With
Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 
4
includes a maths library called "Accelerate," which helps programmers 
speed

up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at 
porting
Papa Sangre to Android - we're more likely to do so if you tell us you 
want

it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you 
have

the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th

generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just 
can't

make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural 
reverb'

that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.





Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

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


The message was checked by ESET Smart Security.

http://www.eset.com






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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread peter Mahach
all I can say is. wait. all I can say. ur. all I... ur, ***great 
disappointment***
As far as Iknow the 3gs and the iPod 3 have the same hardware. the iPod 
touch 4 has its own mic and what ever, it also has a gyro. but the iPhone 
3gs doesn't have one, yet it works... I'm beginning to be really puzzled.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 7:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 
3rd

gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play   Nice With
Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 
4
includes a maths library called "Accelerate," which helps programmers 
speed

up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at 
porting
Papa Sangre to Android - we're more likely to do so if you tell us you 
want

it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you 
have

the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th

generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just 
can't

make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural 
reverb'

that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.





Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

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


The message was checked by ESET Smart Security.

http://www.eset.com






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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Lori Duncan
That's terrible, I'm so disappointed, you think they'd make it work or come 
up with a version which would.
- Original Message - 
From: "Darren Duff" 

To: "'Gamers Discussion list'" 
Sent: Monday, December 06, 2010 6:55 PM
Subject: [Audyssey] more news about the papa



Hi guys.

I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 
3rd

gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.

Anyway, here's the entry.


Will My Device Play   Nice With
Papa?

December 6th, 2010

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 
4
includes a maths library called "Accelerate," which helps programmers 
speed

up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at 
porting
Papa Sangre to Android - we're more likely to do so if you tell us you 
want

it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you 
have

the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th

generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just 
can't

make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural 
reverb'

that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.





Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com


Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] more news about the papa

2010-12-06 Thread Kevin Weispfennig
Hi,

I am really really dissapointed by this. I was looking forward to the game 
for many many months. And now this info? Does this mean, all this waiting 
was for nothing?

This leaves me in great sadness and many many more months to wait until I 
can get my iPhone. I am really unhappy with this info.

Why exactly does this not work? Why won't they give us more info? Maybe 
something like The processor is to bad would help, though this can't be 
since the iPhone 3GS is exactly the same than the iPod touch 3G 32 gig or 
higher. This means me to wonder, and I will, if there is such thing, get 
a lite version to try this out. This is unsatisfying, because most people 
still do have the iPod 3G, but most people have an iPhone 3GS or 4 
anyway. But this is really odd, since the processor on the iPhone 3GS is 
just the same than the one on the iPhone 3GS.

This is weird.Kevin
- Original Message -
From: "Darren Duff" 
To: "'Gamers Discussion list'" 
Date: Mon, 6 Dec 2010 13:55:58 -0500
Subject: [Audyssey] more news about the papa

> Hi guys.
>  
> I just read the following info from the papa sangre blog. According to the
> entry, those of us that have the 3rd generation iPod touches are out of
> luck. All they say is they can't make it work on these devices. I don't
> really understand why it would run fine on an iPhone 3gs and not on the 
3rd
> gen iPod touch. Guess it's got something to do with the processor. IN any
> case I am very disappointed, as I was really looking forward to this game
> but I do not have the funds to run out and buy the 4th gen iPod.
>  
> Anyway, here's the entry.
>  
> 
> Will My Device Play   Nice With
> Papa?
> 
> December 6th, 2010 
> 
> We've had a lot of contact recently asking if people will be able to use
> Papa Sangre on their device - so here's the coup.
> 
> First of all, you'll need an iOS device - we will not initially be
> supporting Android devices at all. This is because the binaural engine we
> are using in the game is incredibly demanding on a processor. Apple's iOS 
4
> includes a maths library called "Accelerate," which helps programmers 
speed
> up their floating point calculations. Without this, we couldn't bring Papa
> Sangre to you at all. Once version 1 is out, we're going to look at 
porting
> Papa Sangre to Android - we're more likely to do so if you tell us you 
want
> it!
> 
> Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
> connect your device, and under the Info pane for your device, check you 
have
> the latest version of iOS.
> 
> Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch 
(4th
> generation) or iPad .
> 
> . to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
> or any iPod touch but the current version. We wish it did, but we just 
can't
> make it work with stability on those devices.
> 
> If you have a 4th generation device, we're able to unlock even more audio
> goodness, similar to how powerful graphics cards on computers give you
> greater textures or frame rates. In our case this means 'procedural 
reverb'
> that gives you more detail and realism about the size and shape of room
> you're in. Papa Sangre is super-cool without this, but super-cooler on an
> iPhone 4 basically.
> 
> Watch this space for pricing and exact release date information.
> 
> 
>   
> 
>  
> Darren Duff.
> 
> Drummer for The Overflow worship band!
> 
> Band web site http://www.theoverflowband.com
>  
> 
> Personal Phone: (678)936-6113
> 
> Mobile E-mail mobiledu...@gmail.com
> 
> personal E-mail duff...@gmail.com
> 
> windows live messenger *no mail please* darren...@hotmail.com
> 
> skype contact duffman31279
> 
>  
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the 
list,
> please send E-mail to gamers-ow...@audyssey.org.
> 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] more news about the papa

2010-12-06 Thread Darren Duff
Hi guys.
 
I just read the following info from the papa sangre blog. According to the
entry, those of us that have the 3rd generation iPod touches are out of
luck. All they say is they can't make it work on these devices. I don't
really understand why it would run fine on an iPhone 3gs and not on the 3rd
gen iPod touch. Guess it's got something to do with the processor. IN any
case I am very disappointed, as I was really looking forward to this game
but I do not have the funds to run out and buy the 4th gen iPod.
 
Anyway, here's the entry.
 

Will My Device Play   Nice With
Papa?

December 6th, 2010 

We've had a lot of contact recently asking if people will be able to use
Papa Sangre on their device - so here's the coup.

First of all, you'll need an iOS device - we will not initially be
supporting Android devices at all. This is because the binaural engine we
are using in the game is incredibly demanding on a processor. Apple's iOS 4
includes a maths library called "Accelerate," which helps programmers speed
up their floating point calculations. Without this, we couldn't bring Papa
Sangre to you at all. Once version 1 is out, we're going to look at porting
Papa Sangre to Android - we're more likely to do so if you tell us you want
it!

Secondly, you'll need to be running iOS v4.1 at least. Fire up iTunes,
connect your device, and under the Info pane for your device, check you have
the latest version of iOS.

Thirdly, you'll need to be running an iPhone 3GS, iPhone 4, iPod touch (4th
generation) or iPad .

. to be clear, Papa Sangre does NOT support the original iPhone, iPhone 3G
or any iPod touch but the current version. We wish it did, but we just can't
make it work with stability on those devices.

If you have a 4th generation device, we're able to unlock even more audio
goodness, similar to how powerful graphics cards on computers give you
greater textures or frame rates. In our case this means 'procedural reverb'
that gives you more detail and realism about the size and shape of room
you're in. Papa Sangre is super-cool without this, but super-cooler on an
iPhone 4 basically.

Watch this space for pricing and exact release date information.


  

 
Darren Duff.

Drummer for The Overflow worship band!

Band web site http://www.theoverflowband.com
 

Personal Phone: (678)936-6113

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

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

windows live messenger *no mail please* darren...@hotmail.com

skype contact duffman31279

 
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Chess tacktecks

2010-12-06 Thread Ramy Moustafa
Hi all:

 

If you please, I love chess so much but I need to know some tacktecks to
play with

 

So, how can I start please?

I know the rools, but I can't compete other players.

 

Any ideas will be highly abbreciated.

 

 

Cheers:

Ramy Moustafa

If music be the food of love, play on...

 

email and msn:

flutelo...@link.net

facebook:

www.facebook.com/moustafa.ramy

web site:

www.youtube.com/goldenear82

 

 

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] Fwd: Release of BG Chess Challenge 1.0b minor bug fix

2010-12-06 Thread shaun everiss

another update from spoonbil.


Delivered-To: sm.ever...@gmail.com
Authentication-Results: mx.google.com; spf=neutral (google.com: 
123.200.191.52 is neither permitted nor denied by best guess record 
for domain of ga...@spoonbillsoftware.com.au) 
smtp.mail=ga...@spoonbillsoftware.com.au

From: ga...@spoonbillsoftware.com.au
Subject: Release of BG Chess Challenge 1.0b minor bug fix
Date: Mon, 6 Dec 2010 16:45:51 +0800
X-Library: Indy 9.00.10
To: undisclosed-recipients:;

Hi,
You are receiving this email because you previously ordered a copy 
of BG Chess Challenge Version 1.0


This is to inform you that there has been a minor upgrade due to a 
bug fix. The particular bug only causes a problem if you make a 
castling move and at the same time check the opposing King. This 
does not happen very often and maybe explains why nobody, including 
my beta test team, has discovered the error until now.


If you would like a copy of the new version, please let me know by 
return email. Don't forget to mention your full name so that I can 
locate you in my records.


If you would rather not be informed of upgrades and/or new releases, 
just let me know by return email and I will remove you from my address list.


Regards
Ian Humphreys
Spoonbill Software
Albany, Western Australia




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Shiny protector
I don't think the  registration  system should be changed just because you 
have to do system reboots. How ever, cheats, I'd say know. First of all, the 
game is hard as it is, and secondly, if Munawar were to do that, he'd have 
to make the easy difficulty level kind of easy and that would take the 
challenge away in my opinion.
- Original Message - 
From: "Alfredo" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:59 PM
Subject: Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity



Hello,
I think the next version of tdv should have difficulty levels and cheats, 
so you can get to play the game, if you cannot beat the final battles. I 
think there should be a change in the registration system. I was recently 
forced to do more than one system restore on my computer, but i think this 
is changing the hardware ID.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Shiny protector

Hi Thomas,
I'd say which one is the best one for you. We will wait, but choice is yours 
to be honest.
- Original Message - 
From: "Thomas Ward" 

To: 
Sent: Sunday, December 05, 2010 11:42 PM
Subject: [Audyssey] Creating game levels to scale?



Hello everyone,

I was wondering if some gamers and especially other game developers
could give me their input on this matter. Tonight I am sitting here
doing a bit of work on the Genesis 3D engine when it ocurred to me I
might be doing things the wrong way, or at least I don't have to do
things the way I'm currently doing it.

You see, when I draw a map of a game level I draw everything in it
completely to scale. Like if I draw a chasm or lava pit, and let's say
it is 10 feet in length, it ends up using at least 10 elements of the
array to hold it in memory. Now, obviously the larger the level the
more memory the game is going to use because everything is drawn
completely to actual scale. This would be fine for games where the
levels are small, where the levels are restricted to a 2d world, but
tonight while working on the engine and creating a test level for Star
Wars Mysteries of the Sith I soon realized that in order to draw 3d
levels according to actual scale would be huge. Oh, the computers of
today can certainly handle it as memory is no object its just the
principle of the thing why create a (100, 100, 100) 3d array to store
the game level when I could acomplish the same thing with a (10, 10,
10) array that has everything scaled down by a factor of 10.

So to use my earlier example the chasm that is 10 feet in length would
be reduced to 1, and therefore would only use up 1 element in the
array. Therefore instead of the player taking a step of 1 he or she
would move only 0.1 units per step. Things like that basically means
that I could make the level 10 times smaller, saving memory, and still
draw large objects and rooms.

However, scaling things down isn't without its problems either. For
example, since you can't store anything in an array that is smaller
than 1 unit in size a door that would normally only be two or three
feet wide would now be 10 feet wide because that is the smallest I
could make it and store it in the array. Same would go for chasms,
fire pits, and anything else. Basically, I'd have to make the jumps
longer in order to clear a trap that was only three or four feet
accross, but thanks to the weird skaling and technical issues with the
array would be no smaller than 10 feet. Any thoughts on this?

Cheers!

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Color idenfitying confusion?

2010-12-06 Thread Shiny protector

Hi dude,
While off topic posts arn't usually considered for this list, you can 
actually post an off topic message, but you'll have to ask the moderators 
before you could post an off topic message. Also, this program is 
interesting because it helps you with colours.
- Original Message - 
From: "Bob Montowski" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:14 AM
Subject: Re: [Audyssey] Color idenfitying confusion?


I do not wish to start some sort of flame attack on myself..but I have got 
to ask

what does this color identifying program have to do with a gaming thread?
Did I miss a full explanation of this in the beginning of the thread or is 
tthis whole subject totally off topic for this gaming thread?



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Papa Sangre audio game

2010-12-06 Thread peter Mahach

Hi laury,
I wouldn't necessarly worry about controls. there are many fps games for the 
sighted on iOS. papa will probably either use some kind of tilt control or 
we'll just be tapping certain parts of the screen, or both. we'll just find 
out.
- Original Message - 
From: "Lori Duncan" 

To: "Gamers Discussion list" 
Sent: Sunday, December 05, 2010 6:55 PM
Subject: [Audyssey] Papa Sangre audio game



Hi I think this Papa Sangre

game is for the Iphone or Ipod Touch, it's based totally on sound but I'm 
wondering how a blind person is meant to play it if you don't have your 
normal keyboard layoug like turning using control and arrow keys, up arrow 
to move forward, down to move back etc, does anyone know how this one will 
work?  You're not meant to see what's going on so I imagine blind people 
can play it, but the question is how.  

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.

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


The message was checked by ESET Smart Security.

http://www.eset.com






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

The message was checked by ESET Smart Security.

http://www.eset.com




---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


[Audyssey] (no subject)

2010-12-06 Thread Chastity MORSE
http://haritzalde.org/index0005.php
  
---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-06 Thread Alfredo

On 12/5/2010 9:31 PM, Mike Maslo wrote:

Hi all:



Below is a error I got when I installed and tried to run tdv as a demo. I
was unable to launch the game at all. Any suggestions or help would be
appreciated.



Error log, created with build version 1.1.3991.34017:

Error base exception: System.BadImageFormatException: Could not load file or
assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module was
expected to contain an assembly manifest.

File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9'

at BPCSharedComponent.ExtendedAudio.DSound..cctor()



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind
failure logging.

To turn this feature off, remove the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog].



Error Description: The type initializer for
'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.

Stack trace:at BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr
handle, Boolean m)

at TDV.GUI..ctor()

at TDV.Common.Main(String[] args)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Hello,
Have you downloaded the slimDX files? That is what is missing. You may 
need to make sure you are running microsoft.net framework 3.5.

HTH

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] FW: [BPC Discussion] New Update For Three-D Velocity

2010-12-06 Thread Alfredo

Hello,
I think the next version of tdv should have difficulty levels and 
cheats, so you can get to play the game, if you cannot beat the final 
battles. I think there should be a change in the registration system. I 
was recently forced to do more than one system restore on my computer, 
but i think this is changing the hardware ID.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] HELP WITH TDV PLEASE

2010-12-06 Thread Alfredo

On 12/5/2010 9:31 PM, Mike Maslo wrote:

Hi all:



Below is a error I got when I installed and tried to run tdv as a demo. I
was unable to launch the game at all. Any suggestions or help would be
appreciated.



Error log, created with build version 1.1.3991.34017:

Error base exception: System.BadImageFormatException: Could not load file or
assembly 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9' or one of its dependencies. The module was
expected to contain an assembly manifest.

File name: 'SlimDX, Version=2.0.9.42, Culture=neutral,
PublicKeyToken=b1b0c32fd1ffe4f9'

at BPCSharedComponent.ExtendedAudio.DSound..cctor()



WRN: Assembly binding logging is turned OFF.

To enable assembly bind failure logging, set the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog] (DWORD) to 1.

Note: There is some performance penalty associated with assembly bind
failure logging.

To turn this feature off, remove the registry value
[HKLM\Software\Microsoft\Fusion!EnableLog].



Error Description: The type initializer for
'BPCSharedComponent.ExtendedAudio.DSound' threw an exception.

Stack trace:at BPCSharedComponent.ExtendedAudio.DSound.initialize(IntPtr
handle, Boolean m)

at TDV.GUI..ctor()

at TDV.Common.Main(String[] args)

---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Hello,
Have you downloaded the slimDX files? That is what is missing. You may 
need to make sure you are running microsoft.net framework 3.5.

HTH

--
Alfredo C.
Skype: Casta947
Twitter: Casta94
Facebok: http://www.facebook.com/TheAudioGamer


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Phil Vlasak

Hi Thomas,
I think the GMA engine keeps sounds inside a room quiet until you open a 
door between the two regions.

Then even if you close the door, the sounds in the room are audible.
So the sounds are triggered by opening doors if there is one instead of 
walking into a region.
If no door, then the distance fades sounds, but in a 2d you never hear 
sounds from rooms above.
You could put a variable on each door to identify that it was between region 
1 and 2 and if opened, then that would trigger the visited flag and turn on 
the sounds to region 2.


- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 1:57 AM
Subject: Re: [Audyssey] Creating game levels to scale?



Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you asign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] Creating game levels to scale?

2010-12-06 Thread Philip Bennefall

Hi Thomas,

This exact problem struck me also when I started developing my current 2d 
game. The way I'm solving it is to have the distance calculations that stop 
sounds, but also to divide things into regions as you say. Then, I use 
pathfinding to see if there is an audible path between the player's current 
region and region x. If there is, play the sound based off of that source 
such as a doorway, or all over the stereo image if you find that there are 
plenty of open space between the two such as a large coridor leading into 
another. Pathfinding is obviously quite expensive so you will need to buffer 
and reuse rather than recalculate except when absolutely necessary, but I 
think you get the idea. I do not know whether you consider this to be too 
much of a time investment, but that's the approach that I'm going with in 
order to get both nice overlapping and efficient CPU usage.


Kind regards,

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

To: "Gamers Discussion list" 
Sent: Monday, December 06, 2010 7:57 AM
Subject: Re: [Audyssey] Creating game levels to scale?


Hi Phil,

Hmmm...I see. Well, you are right it is definitely too late for
something like that. We are talking a massive rewrite of the engine to
make the rooms and the sound regions separate objects. The way it
works now if you asign an item or enemy to room x sounds are not
triggered until the player enters that room. The code to randomly
place items and monsters, create the rooms, and the sounds all use the
same region objects for various purposes. One is tied to the other so
that it would take a massive rewrite of everything to undo all that.

The easiest solution would be to rewrite the UpdateBackgroundAudio()
function to stop sounds based on distance rather than sound region.
Problem is that there are times when this could be and would be
undesirable. If you happen to be walking under a room with stuff in it
you will here levers, torches, etc from the room above the one you are
in. Not cool at all seeing as you would want that stuff to be silent
until you entered the room. So perhaps a compromise would be to have
a boolean flag that says in effect if sound region is not visited keep
sounds silence, and if it is visited play the sounds. That way even
though you entered a new room the fire pit whatever still could be
heard from the previous room where sounds in the new room wouldn't be
triggered until you entered it.

On 12/5/10, Phil Vlasak  wrote:

Hi Thomas,
It is definitely too late to do this for MOTA, but I would have the door
designated as a sound region itself.
It could be about 4 foot thick, and the door between room 1 and 2 would 
play

the sounds of both room 1 and 2 but at 40 percent volume.

Phil


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to
gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org. 



---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.