Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi,

No. Vibro Blades of any kind are metallic. The only other weapon in
Star Wars that comes close to a light saber is the light whip favored
by some Sith lords.

On 12/13/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Wasn't a Vibro Axe similar to a Lightsaber?
 We are the Knights who say...Ni!

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi Clement,

Hmmm..Sounds interesting. Anything is possible I suppose. What would
someone call this new weapon?

As to saber length if you look at some of the Star Wars books they
typically describe a light saber as being a meter in length. Some
special designs can double that, but I think the average is about one
meter or so.

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 As a fellow star wars purist, I have to agree that it doesn't fit.
 But for all the other star wars geeks out there, here's a
 hypothetical question. Would it be too far-fetched to have a weapon
 that is somewhere between the lightsaber and the lightwhip? The
 lightwhip has multiple strands and is a fusion of light leather and
 bescar. So by that theory, could one make say, something like that
 but only with one strand, more akin to some kind of flail, like a
 whipchain the Shaolin monks used? In short, a single long strand of
 material, but that had the same basic construction as a lightwhip,
 but a bit longer... say two or three metres, since that is from what
 I recall longer than your average saber?


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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Clement Chou
Well, we have a lightsaber and a lightwhip... could we call this a 
lightflail? lol. Because to my knowledge, there aren't any true 
weapons like that... two examples come to mind. The whip chain, which 
was used by shaolin monks way back, and the ara... which was a 
flexible sword developed by the rajputs.


Right. A metre seems to be the standard for lengths... as for 
doubling, the only one I've sceen able to do that is Coran Horn. Is 
there anyone else who can double thelength of their blade?


At 12:22 AM 14/12/2010, you wrote:

Hi Clement,

Hmmm..Sounds interesting. Anything is possible I suppose. What would
someone call this new weapon?

As to saber length if you look at some of the Star Wars books they
typically describe a light saber as being a meter in length. Some
special designs can double that, but I think the average is about one
meter or so.

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 As a fellow star wars purist, I have to agree that it doesn't fit.
 But for all the other star wars geeks out there, here's a
 hypothetical question. Would it be too far-fetched to have a weapon
 that is somewhere between the lightsaber and the lightwhip? The
 lightwhip has multiple strands and is a fusion of light leather and
 bescar. So by that theory, could one make say, something like that
 but only with one strand, more akin to some kind of flail, like a
 whipchain the Shaolin monks used? In short, a single long strand of
 material, but that had the same basic construction as a lightwhip,
 but a bit longer... say two or three metres, since that is from what
 I recall longer than your average saber?


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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Darren Duff
Oh you bet I'm interested! Go for it! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, December 13, 2010 9:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I would love that... it'd be good especially for seminars about certain
styles of games.. another Street Fighter seminar comes to mind. lol.

At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the 
very near future, I will be opening a teamtalk server for the blind 
that will serve as a place to, for lack of a better word, chill. There 
will be channels  for gamers to talk while playing spasific games(more 
channels for spasific games can be added),  as well as other channels 
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this 
server? I'm asking because I will have to go through our ISP to open 
the required ports, as well as the requirement for me to run a computer 
24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level 
of commitment on my part, so I am wondering if there's enough interest.
Also, let me know if you have any ideas regarding channels, and I can 
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Darren Duff
Hi.

Just thought of something.. Be sure to make a stereo room so that people
will be able to demo games in real time. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, December 13, 2010 9:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it might
be a bit repetative, and I'm not in to the idea of spamming all your
inboxes. But your messages will be read, and your ideas will be read and
acted upon. All those who are in to the idea, please try to respond within
one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 I would love that... it'd be good especially for seminars about 
 certain styles of games.. another Street Fighter seminar comes to mind.
lol.

 At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the 
very near future, I will be opening a teamtalk server for the blind 
that will serve as a place to, for lack of a better word, chill. There 
will be channels  for gamers to talk while playing spasific games(more 
channels for spasific games can be added),  as well as other channels 
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this 
server? I'm asking because I will have to go through our ISP to open 
the required ports, as well as the requirement for me to run a 
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level 
of commitment on my part, so I am wondering if there's enough 
interest.
Also, let me know if you have any ideas regarding channels, and I can 
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

---
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You can make changes or update your subscription via the web, at 
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All messages are archived and can be searched and read at 
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If you have any questions or concerns regarding the management of the 
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 If you have any questions or concerns regarding the management of the 
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--
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I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Clement Chou

I agree!

At 03:59 AM 14/12/2010, you wrote:

Hi.

Just thought of something.. Be sure to make a stereo room so that people
will be able to demo games in real time.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, December 13, 2010 9:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it might
be a bit repetative, and I'm not in to the idea of spamming all your
inboxes. But your messages will be read, and your ideas will be read and
acted upon. All those who are in to the idea, please try to respond within
one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 I would love that... it'd be good especially for seminars about
 certain styles of games.. another Street Fighter seminar comes to mind.
lol.

 At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I can
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

---
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list, send E-mail to  gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the
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 ---
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--
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I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Nick Helms
sounds good!

On 12/14/10, Clement Chou chou.clem...@gmail.com wrote:
 I agree!

 At 03:59 AM 14/12/2010, you wrote:
Hi.

Just thought of something.. Be sure to make a stereo room so that people
will be able to demo games in real time.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, December 13, 2010 9:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it might
be a bit repetative, and I'm not in to the idea of spamming all your
inboxes. But your messages will be read, and your ideas will be read and
acted upon. All those who are in to the idea, please try to respond within
one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
  I would love that... it'd be good especially for seminars about
  certain styles of games.. another Street Fighter seminar comes to mind.
lol.
 
  At 06:33 PM 13/12/2010, you wrote:
 Hello all,
 For those who didn't read my previous messages on this matter, in the
 very near future, I will be opening a teamtalk server for the blind
 that will serve as a place to, for lack of a better word, chill. There
 will be channels  for gamers to talk while playing spasific games(more
 channels for spasific games can be added),  as well as other channels
 for less spasific subject matter.
 The perpice of this thread is to find out the level of demand for this
 server? I'm asking because I will have to go through our ISP to open
 the required ports, as well as the requirement for me to run a
 computer 24/7 to keep the server available all the time.
 Understand, I have no problem doing this, but it will require a level
 of commitment on my part, so I am wondering if there's enough
 interest.
 Also, let me know if you have any ideas regarding channels, and I can
 add them.
 Anyway, Reply if you're in to the idea!
 thanks guys,
 Nick
 --
 Nick Helms
 I will not lie, cheat, or steal, or tolerate those who do.
 
 ---
 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/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list, please send E-mail to gamers-ow...@audyssey.org.
 
 
  ---
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  list, send E-mail to gamers-unsubscr...@audyssey.org.
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--
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I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Ben
Wish I could use it

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: 14 December 2010 12:03
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I agree!

At 03:59 AM 14/12/2010, you wrote:
Hi.

Just thought of something.. Be sure to make a stereo room so that people
will be able to demo games in real time.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: Monday, December 13, 2010 9:41 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it might
be a bit repetative, and I'm not in to the idea of spamming all your
inboxes. But your messages will be read, and your ideas will be read and
acted upon. All those who are in to the idea, please try to respond within
one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
  I would love that... it'd be good especially for seminars about
  certain styles of games.. another Street Fighter seminar comes to mind.
lol.
 
  At 06:33 PM 13/12/2010, you wrote:
 Hello all,
 For those who didn't read my previous messages on this matter, in the
 very near future, I will be opening a teamtalk server for the blind
 that will serve as a place to, for lack of a better word, chill. There
 will be channels  for gamers to talk while playing spasific games(more
 channels for spasific games can be added),  as well as other channels
 for less spasific subject matter.
 The perpice of this thread is to find out the level of demand for this
 server? I'm asking because I will have to go through our ISP to open
 the required ports, as well as the requirement for me to run a
 computer 24/7 to keep the server available all the time.
 Understand, I have no problem doing this, but it will require a level
 of commitment on my part, so I am wondering if there's enough
 interest.
 Also, let me know if you have any ideas regarding channels, and I can
 add them.
 Anyway, Reply if you're in to the idea!
 thanks guys,
 Nick
 --
 Nick Helms
 I will not lie, cheat, or steal, or tolerate those who do.
 
 ---
 Gamers mailing list __ Gamers@audyssey.org If you want to leave the
 list, send E-mail to  gamers-unsubscr...@audyssey.org.
 You can make changes or update your subscription via the web, at
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread Ben
I'll have a look around.  I'll have something I bet.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 December 2010 20:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Ben
How did horn double it... I forgot

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: 14 December 2010 10:24
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the sith

Well, we have a lightsaber and a lightwhip... could we call this a 
lightflail? lol. Because to my knowledge, there aren't any true 
weapons like that... two examples come to mind. The whip chain, which 
was used by shaolin monks way back, and the ara... which was a 
flexible sword developed by the rajputs.

Right. A metre seems to be the standard for lengths... as for 
doubling, the only one I've sceen able to do that is Coran Horn. Is 
there anyone else who can double thelength of their blade?

At 12:22 AM 14/12/2010, you wrote:
Hi Clement,

Hmmm..Sounds interesting. Anything is possible I suppose. What would
someone call this new weapon?

As to saber length if you look at some of the Star Wars books they
typically describe a light saber as being a meter in length. Some
special designs can double that, but I think the average is about one
meter or so.

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
  As a fellow star wars purist, I have to agree that it doesn't fit.
  But for all the other star wars geeks out there, here's a
  hypothetical question. Would it be too far-fetched to have a weapon
  that is somewhere between the lightsaber and the lightwhip? The
  lightwhip has multiple strands and is a fusion of light leather and
  bescar. So by that theory, could one make say, something like that
  but only with one strand, more akin to some kind of flail, like a
  whipchain the Shaolin monks used? In short, a single long strand of
  material, but that had the same basic construction as a lightwhip,
  but a bit longer... say two or three metres, since that is from what
  I recall longer than your average saber?
 
 
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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Ben
Good idea but need help getting teamtalk working - I have it but  can't get
it working

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: 14 December 2010 02:41
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it
might be a bit repetative, and I'm not in to the idea of spamming all
your inboxes. But your messages will be read, and your ideas will be
read and acted upon. All those who are in to the idea, please try to
respond within one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 I would love that... it'd be good especially for seminars about
 certain styles of games.. another Street Fighter seminar comes to mind.
lol.

 At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I
can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
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I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Ben
And interesting concept...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: 14 December 2010 01:56
To: gamers@audyssey.org
Subject: Re: [Audyssey] mysteries of the sith

As a fellow star wars purist, I have to agree that it doesn't fit. 
But for all the other star wars geeks out there, here's a 
hypothetical question. Would it be too far-fetched to have a weapon 
that is somewhere between the lightsaber and the lightwhip? The 
lightwhip has multiple strands and is a fusion of light leather and 
bescar. So by that theory, could one make say, something like that 
but only with one strand, more akin to some kind of flail, like a 
whipchain the Shaolin monks used? In short, a single long strand of 
material, but that had the same basic construction as a lightwhip, 
but a bit longer... say two or three metres, since that is from what 
I recall longer than your average saber?


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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Ben
And vibro weapons really came into mainstream knowledge - to most people -
in revenge of the sith

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 14 December 2010 08:16
To: Gamers Discussion list
Subject: Re: [Audyssey] mysteries of the sith

Hi,

No. Vibro Blades of any kind are metallic. The only other weapon in
Star Wars that comes close to a light saber is the light whip favored
by some Sith lords.

On 12/13/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Wasn't a Vibro Axe similar to a Lightsaber?
 We are the Knights who say...Ni!

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Orin
I'll be a part of it as well. I really hope that the TeamTalk servers all of 
them are Mac able, because with Ventrilo server admins have to install some 
codec to make it Mac Enabled.
- Original Message - 
From: Ben gamehead...@aol.co.uk

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 14, 2010 11:52 AM
Subject: Re: [Audyssey] My future TeamTalk server


Good idea but need help getting teamtalk working - I have it but  can't 
get

it working

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Nick Helms
Sent: 14 December 2010 02:41
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I'm up for that! Btw, I can't respond to everyone's replys because it
might be a bit repetative, and I'm not in to the idea of spamming all
your inboxes. But your messages will be read, and your ideas will be
read and acted upon. All those who are in to the idea, please try to
respond within one week.
thanks!
Nick

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:

I would love that... it'd be good especially for seminars about
certain styles of games.. another Street Fighter seminar comes to mind.

lol.


At 06:33 PM 13/12/2010, you wrote:

Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I
can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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list,

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Nick Helms
When you get the client installed(make sure it's the classic version
with added accessability), hit F2. A group of edit boxes will come up.
Fill in the ones that apply to the server you want to connect to, and
hit the ok button. After that, you'll land in a treeview of channels.
Press control+J to join the one you're focused on. When I open the
server, I'll send instructions explaining how to connect.
Hope that helped!
Nick

On 12/14/10, Orin orin8...@gmail.com wrote:
 I'll be a part of it as well. I really hope that the TeamTalk servers all of
 them are Mac able, because with Ventrilo server admins have to install some
 codec to make it Mac Enabled.
 - Original Message -
 From: Ben gamehead...@aol.co.uk
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Tuesday, December 14, 2010 11:52 AM
 Subject: Re: [Audyssey] My future TeamTalk server


 Good idea but need help getting teamtalk working - I have it but  can't
 get
 it working

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Nick Helms
 Sent: 14 December 2010 02:41
 To: Gamers Discussion list
 Subject: Re: [Audyssey] My future TeamTalk server

 I'm up for that! Btw, I can't respond to everyone's replys because it
 might be a bit repetative, and I'm not in to the idea of spamming all
 your inboxes. But your messages will be read, and your ideas will be
 read and acted upon. All those who are in to the idea, please try to
 respond within one week.
 thanks!
 Nick

 On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 I would love that... it'd be good especially for seminars about
 certain styles of games.. another Street Fighter seminar comes to mind.
 lol.

 At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a
computer 24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough
interest.
Also, let me know if you have any ideas regarding channels, and I
can add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Shiny protector

This will rock! Nick, go for it, we all support you!
- Original Message - 
From: Darren Duff duff...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 14, 2010 11:51 AM
Subject: Re: [Audyssey] My future TeamTalk server



Oh you bet I'm interested! Go for it!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, December 13, 2010 9:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I would love that... it'd be good especially for seminars about certain
styles of games.. another Street Fighter seminar comes to mind. lol.

At 06:33 PM 13/12/2010, you wrote:

Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a computer
24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough interest.
Also, let me know if you have any ideas regarding channels, and I can
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread shaun everiss

what sort of hum would you want.
I have sfx but I have no idea what a starwars door would sound like 
without irratating or just making things take over the game.

At 09:46 a.m. 11/12/2010, you wrote:

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Mauricio Almeida
feel free to connect
mauricioalmeida.net
default ports no account needed.
online  24/7.
I will add channels as demand arrises, and i will gladly join other team
talk servers also.
users may also create their own channels.

mauricio
-Mensagem original-
De: Darren Duff duff...@gmail.com
Para: 'Gamers Discussion list' gamers@audyssey.org
Data: Terça, 14 de Dezembro de 2010 06:51
Assunto: Re: [Audyssey] My future TeamTalk server

Oh you bet I'm interested! Go for it!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Clement Chou
Sent: Monday, December 13, 2010 9:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] My future TeamTalk server

I would love that... it'd be good especially for seminars about certain
styles of games.. another Street Fighter seminar comes to mind. lol.

At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a computer
24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough interest.
Also, let me know if you have any ideas regarding channels, and I can
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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[Audyssey] Judgement Day

2010-12-14 Thread Sky Mundell
Hello List, I have just emailed l-works about a replacement key for
Judgement day, but so far no response. I made sure to include the product ID
in the message. I got the game in 2006 for my xp laptop and now I am on a
windows 7 desktop. Liam, if you're reading this, the message I sent was sent
on Sunday, December the 12th.

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Re: [Audyssey] Judgement Day

2010-12-14 Thread Ben
Same!  actually, a day earlier!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sky Mundell
Sent: 14 December 2010 20:16
To: gamers@audyssey.org
Subject: [Audyssey] Judgement Day

Hello List, I have just emailed l-works about a replacement key for
Judgement day, but so far no response. I made sure to include the product ID
in the message. I got the game in 2006 for my xp laptop and now I am on a
windows 7 desktop. Liam, if you're reading this, the message I sent was sent
on Sunday, December the 12th.

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Re: [Audyssey] Judgement Day

2010-12-14 Thread Darren Duff
Guys? Just give it a little time... He has a life too ya know Smile. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Tuesday, December 14, 2010 3:20 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day

Same!  actually, a day earlier!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sky Mundell
Sent: 14 December 2010 20:16
To: gamers@audyssey.org
Subject: [Audyssey] Judgement Day

Hello List, I have just emailed l-works about a replacement key for
Judgement day, but so far no response. I made sure to include the product ID
in the message. I got the game in 2006 for my xp laptop and now I am on a
windows 7 desktop. Liam, if you're reading this, the message I sent was sent
on Sunday, December the 12th.

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Re: [Audyssey] Masters of Doom

2010-12-14 Thread Robert Montowski

Do you need to be a member of that site to download from there?
I seem to recall it asking me to login to download?


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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Ron Schamerhorn
Light lash?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 14, 2010 3:22 AM
Subject: Re: [Audyssey] mysteries of the sith


Hi Clement,

Hmmm..Sounds interesting. Anything is possible I suppose. What would
someone call this new weapon?

As to saber length if you look at some of the Star Wars books they
typically describe a light saber as being a meter in length. Some
special designs can double that, but I think the average is about one
meter or so.

On 12/13/10, Clement Chou chou.clem...@gmail.com wrote:
 As a fellow star wars purist, I have to agree that it doesn't fit.
 But for all the other star wars geeks out there, here's a
 hypothetical question. Would it be too far-fetched to have a weapon
 that is somewhere between the lightsaber and the lightwhip? The
 lightwhip has multiple strands and is a fusion of light leather and
 bescar. So by that theory, could one make say, something like that
 but only with one strand, more akin to some kind of flail, like a
 whipchain the Shaolin monks used? In short, a single long strand of
 material, but that had the same basic construction as a lightwhip,
 but a bit longer... say two or three metres, since that is from what
 I recall longer than your average saber?


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[Audyssey] Problems with Aurifi

2010-12-14 Thread Lori Duncan
Hi when I'm playing aurifi on my Ipod Touch I'm still having problems with both 
the tilt and the react.  When I tilt to move that wireless sound into the 
middle and keep it there the sound won't move for me no matter how much I tilt, 
and in react even though I touch the side of the screen from where the sound 
comes I sometimes just hear a sound telling me I messed up.  The strange thing 
is I use exactly the same ammount of presure on the other side of my screne and 
it works fine, not sure what's going on.  I find it very hard to hold my ipod 
and move it around as it tends to slip quite a bit, but on the other hand I can 
manage games like Moxi and Zaney fine with no trouble.  
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Re: [Audyssey] Problems with Aurifi

2010-12-14 Thread Karl Belanger
Are you holding the device in landscape mode with the home button to your
right? If not, that could explain the tilt problems. As for the react,
remember that on the left side the top edge of the phone is not part of the
screen. Try to touch about a half or one inch from the left edge.
HTH,
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Tuesday, December 14, 2010 5:15 PM
To: Gamers Discussion list
Subject: [Audyssey] Problems with Aurifi

Hi when I'm playing aurifi on my Ipod Touch I'm still having problems with
both the tilt and the react.  When I tilt to move that wireless sound into
the middle and keep it there the sound won't move for me no matter how much
I tilt, and in react even though I touch the side of the screen from where
the sound comes I sometimes just hear a sound telling me I messed up.  The
strange thing is I use exactly the same ammount of presure on the other side
of my screne and it works fine, not sure what's going on.  I find it very
hard to hold my ipod and move it around as it tends to slip quite a bit, but
on the other hand I can manage games like Moxi and Zaney fine with no
trouble.  
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Re: [Audyssey] Masters of Doom

2010-12-14 Thread shaun everiss

what is this thing?
At 10:13 a.m. 15/12/2010, you wrote:

Do you need to be a member of that site to download from there?
I seem to recall it asking me to login to download?


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Re: [Audyssey] more news about the papa

2010-12-14 Thread Mike Maslo
I can't wait for it to be released. Will think of everyone here who can't
play while I do.

Can we now drop this thread for complaining on list won't fix the problem.
Email the developer and see what happens.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Lori Duncan
Sent: Monday, December 06, 2010 1:13 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] more news about the papa

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 duff...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
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  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


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Re: [Audyssey] Masters of Doom

2010-12-14 Thread Hayden Presley
Hi Shaun,
This thing is bookshare, and unfortunately for you you aren't an U.S.
citizen and jthus can't access it.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Tuesday, December 14, 2010 5:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Masters of Doom

what is this thing?
At 10:13 a.m. 15/12/2010, you wrote:
Do you need to be a member of that site to download from there?
I seem to recall it asking me to login to download?


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Re: [Audyssey] Judgement Day

2010-12-14 Thread Hayden Presley
Hi,
Just what I was thinking...I don't know about Liam, but I'd be mad if
someone had been spreading rumors.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Tuesday, December 14, 2010 2:24 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day

Guys? Just give it a little time... He has a life too ya know Smile. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ben
Sent: Tuesday, December 14, 2010 3:20 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Judgement Day

Same!  actually, a day earlier!

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Sky Mundell
Sent: 14 December 2010 20:16
To: gamers@audyssey.org
Subject: [Audyssey] Judgement Day

Hello List, I have just emailed l-works about a replacement key for
Judgement day, but so far no response. I made sure to include the product ID
in the message. I got the game in 2006 for my xp laptop and now I am on a
windows 7 desktop. Liam, if you're reading this, the message I sent was sent
on Sunday, December the 12th.

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Re: [Audyssey] exciting pipe blast chamber gameplay

2010-12-14 Thread Hayden Presley
Hi Dark,
Highly...impractical. Like I said, just find the pipe before punching them
out.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, December 13, 2010 9:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] exciting pipe blast chamber gameplay

I personally only shoot thugs if I am seriously running short of time 
finding a pipe, ie, on the higher difficulty levels. what I usually do is 
just remember how many punches you need to knock out a thug and just press 
that many times to avoid my accuracy going down.

Beware the Grue!

Dark.
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, December 13, 2010 11:37 PM
Subject: Re: [Audyssey] exciting pipe blast chamber gameplay


 Hi Nicol,
 Well done! Onething that may help you is to find the correct pipe, then 
 slug
 him out.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of NIcol
 Sent: Monday, December 13, 2010 3:24 PM
 To: 'Gamers Discussion list'
 Subject: [Audyssey] exciting pipe blast chamber gameplay

 Hay all
 I just want to tell you something real exciting.
 It often happens that I run out of ammo and then I have to hit a thug with
 my fists. When a  thug is active, I often try to quickly find the correct
 pipe before killing him with my fists but that does not work always.
 So it often happens that if I hit a thug with fists, that my hammer 
 hitting
 accuracy is no longer 100 percent because by the time the thug died, I
 accidentally hit my control key once or twice.
 So I have tried something in the past a lot of times without success.
 Now, I am happy to tell you all  that today, for the first time I managed 
 to
 kill a thug with fists without the correct pipe without  my hammer hitting
 accuracy lowered at all!
 If a thug appears and I realize that I do not have the correct pipe, What 
 I
 do is: I press my control keys rapidly a few times and then I slow down,
 pressing the control keys more  slowly.
 And today for the first time I managed to kill a thug that way without
 lowering my hammer hitting accuracy.
 I really feel good about it.
 Its tricky to accomplish it, but I have managed it twice today.
 My stats follows:
 ***Statistics for Game Started on 2010/12/13 10:29:41 PM

 Final Score: 2824451; not high enough to reach your local top ten
 You beat the game! Congratulations!
 Difficulty: Normal
 Game Duration: 28 minutes 34 seconds
 Minutes remaining on game clock: 13
 Total hammer swings: 1212
 Hammer hitting accuracy: 99.6%
 You killed 12 thugs on the first bonus level, received 145500 points, and
 ten extra minutes
 You killed 12 thugs on the second bonus level, received 145500 points, and
 ten extra minutes
 Number of lives lost: 6
 You lost your first life on level 2, which was a sidescrolling steam
 level.(Killed by steam)
 You lost your second life on level 4, which was a sidescrolling steam
 level.(Killed by electricity)
 I die on purpose on side scroller levels so that I can redo the prior 
 level
 and get some more points.
 I've learned this tric from Raul.
 You lost your third life on level 7, which was a normal pipe level.(Killed
 by a spider)
 You lost your fourth life on level 9, which was an electricity pipe
 level.(Killed by a spider)
 You lost your fifth life on level 10, which was a sidescrolling steam
 level.(Killed by time running out)
 You lost your sixth life on level 14, which was a sidescrolling steam
 level.(Killed by steam)
 You killed 9 Spiders
 You killed 3 Rats
 You killed 20 Thugs
 You avoided 21 steams on sidescroller levels
 You avoided 15 electricities on sidescroller levels
 You avoided 17 sewer lids on sidescroller levels
 You avoided 23 barrels on sidescroller levels
 You searched a trashcan and found a bag of potato chips on level 2
 Yum yum!
 You searched a trashcan and found a construction hat on level 2
 You encountered stairs on level 3 but they dropped you down to level 2
 You searched a trashcan and found a time bonus on level 4
 You unlocked a toolbox and received a flashlight on level 5
 You unlocked a toolbox and received a flashlight on level 7
 You unlocked a toolbox and received a 6 point bonus on level 9
 You searched a trashcan and found a bag of potato chips on level 10
 You searched a trashcan and found a bag of potato chips on level 10
 You unlocked a toolbox and received a bug spray on level 11
 You unlocked a toolbox and received a 2 point bonus on level 13
 You searched a trashcan and found a time bonus on level 14
 Too bad plumber Joe did not get any cans of soda pop in this gameplay
 session .In my opinion, potato chips can make one thirsty.
 Happy gaming.




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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Clement Chou

Well, that name works too... but I just think that concept would be cool is all.


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Re: [Audyssey] My future TeamTalk server

2010-12-14 Thread Nick Helms
Ok. It's decided. I'm gonna do it.

On 12/14/10, Mauricio Almeida mauricio...@uol.com.br wrote:
 feel free to connect
 mauricioalmeida.net
 default ports no account needed.
 online  24/7.
 I will add channels as demand arrises, and i will gladly join other team
 talk servers also.
 users may also create their own channels.

 mauricio
 -Mensagem original-
 De: Darren Duff duff...@gmail.com
 Para: 'Gamers Discussion list' gamers@audyssey.org
 Data: Terça, 14 de Dezembro de 2010 06:51
 Assunto: Re: [Audyssey] My future TeamTalk server

 Oh you bet I'm interested! Go for it!

 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Clement Chou
 Sent: Monday, December 13, 2010 9:37 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] My future TeamTalk server

 I would love that... it'd be good especially for seminars about certain
 styles of games.. another Street Fighter seminar comes to mind. lol.

 At 06:33 PM 13/12/2010, you wrote:
Hello all,
For those who didn't read my previous messages on this matter, in the
very near future, I will be opening a teamtalk server for the blind
that will serve as a place to, for lack of a better word, chill. There
will be channels  for gamers to talk while playing spasific games(more
channels for spasific games can be added),  as well as other channels
for less spasific subject matter.
The perpice of this thread is to find out the level of demand for this
server? I'm asking because I will have to go through our ISP to open
the required ports, as well as the requirement for me to run a computer
24/7 to keep the server available all the time.
Understand, I have no problem doing this, but it will require a level
of commitment on my part, so I am wondering if there's enough interest.
Also, let me know if you have any ideas regarding channels, and I can
add them.
Anyway, Reply if you're in to the idea!
thanks guys,
Nick
--
Nick Helms
I will not lie, cheat, or steal, or tolerate those who do.

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-- 
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I will not lie, cheat, or steal, or tolerate those who do.

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi,

I'd have to do more research, but I can think of another instance
where a Jedi student created a light saber that could double his blade
length. Do you remember in the Jedi Academy series the guy who Exar
Kune attempted to convert to the dark side before Kip?

At any rate he built a light saber that could double and I think
tripple his light sabers length, and gave Luke Skywalker a real
surprise in the bargon. Up until that point I don't believe the Star
Wars books really had discussed alternative designs for light sabers.

Of course, now that we have the Clone Wars era out in cartoon and
books we've had a chanse to observe several different light saber
designs using different lengths, colors, and handles themselves seamed
to be customized for an individual Jedi. This same thing seams to be
happening in the Knights of the Old Republic series too. So I'm sure
this trick with doubling blade length is bound to turn up again
somewhere.

Cheers!


On 12/14/10, Clement Chou chou.clem...@gmail.com wrote:
 Well, we have a lightsaber and a lightwhip... could we call this a
 lightflail? lol. Because to my knowledge, there aren't any true
 weapons like that... two examples come to mind. The whip chain, which
 was used by shaolin monks way back, and the ara... which was a
 flexible sword developed by the rajputs.

 Right. A metre seems to be the standard for lengths... as for
 doubling, the only one I've sceen able to do that is Coran Horn. Is
 there anyone else who can double thelength of their blade?

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[Audyssey] Fwd: Release of BG Scrabble 2.0

2010-12-14 Thread shaun everiss

hi.
this just in for this month from spoonbil.


Delivered-To: sm.ever...@gmail.com
Authentication-Results: mx.google.com; spf=neutral (google.com: 
123.200.191.51 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 Scrabble 2.0
Date: Wed, 15 Dec 2010 10:15:50 +0800
X-Library: Indy 9.00.10
To: undisclosed-recipients:;

This is Ian Humphreys from Spoonbill Software. You are

receiving this email because you have previously ordered a

copy of Blind Gamers Scrabble version 1.

This is to announce a major upgrade to version 2. Whereas

version 1 only allowed human players to play, version 2 also

allows you to designate any of the four players as a

computer player. Each computer player can be assigned a

skill level.

If you would like a copy of this upgrade, please reply to this email 
stating your full name (so that I can find you in my records) and 
request BG Scrabble 2.0. Remember that it is absolutely free.


If you do not wish to be notified of upgrades and new

releases, just reply to this email requesting to be removed from my 
mailing list.


Regards
Ian Humphreys
Spoonbill Software
Albany, Western Australia




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Re: [Audyssey] Masters of Doom

2010-12-14 Thread Thomas Ward
Hi Robert,

Yes. You have to be a member of Bookshare to download most of their
books. The only exception to that is if a book is in the public domain
like Dracula, Alice in Wonderland, or some other book in which the
copyrights have expired in the U.S.A.

On 12/14/10, Robert Montowski r_montow...@yahoo.com wrote:
 Do you need to be a member of that site to download from there?
 I seem to recall it asking me to login to download?


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[Audyssey] full version of x hour, problems

2010-12-14 Thread Matheus r.c. souza
hey everyone. today  a friend of mine just gave me a copy of x hour
for my birtday. i wanted this game for ages and couldn't buy it, now i'm
really happy. however
i have some issues. i don't know if these are bugs with the game or
what's the problem.
in episode 2, when i fall to the land and try to use rockets against the
tanks, sometimes it
works, sometimes it won't. i mean, even if i have rockets available,
when i ear the target
sound and i press the left control several times it won't fire, and
sometimes pressing only 1
time works. are you guys also having this problem? and if it isn't a
bug, what am i doing wrong
i can show to you in audio if you want, i can make a walkthrough and
say.
anyway, this episode 2 is real fast, many times the elicopter shoots me.
also the guns in episode 1, i still can't understand how passing then
works.
i managed to do it, but i don't understand this line. i guess it was by
luck.
if any of you have the full version, can you show to me in audio? i
think that even the demo
will do.
thanks very much, and i'll keep playing!

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread Thomas Ward
Hi,

I honestly don't know. I looked through my own sound library. I have
hums, but nothing that really strikes me as appropriate. This seams to
be a classic case of where people are willing to offer a suggestion,
but have no idea how it should be implemented in reality.

Smile.


On 12/14/10, shaun everiss sm.ever...@gmail.com wrote:
 what sort of hum would you want.
 I have sfx but I have no idea what a starwars door would sound like
 without irratating or just making things take over the game.

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi Ben,


As I recall Coran Horn's light saber had two power settings as well as
two different crystals. In standard mode it was silver, and when he
switched to the other power setting it used a purple crystal which is
the same color as Mace Windu's blade. At any rate obviously it is a
far more advanced design than the usual one we normally see as the
different power settings allows Horn to be able to lengthen or
shortten the blade on his saber at will.

On 12/14/10, Ben gamehead...@aol.co.uk wrote:
 How did horn double it... I forgot

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Re: [Audyssey] Writing with Inform

2010-12-14 Thread Ken the Crazy
What I'd like to find is something called inform.t, which translates inform 
games to TADS.  The reason for this is that there are no accessible programs 
that run Inform games that work well on the PM.


Ken DowneyBy the way, my two kids have discovered World of Darkness--I'm 
guiding them through it, reading it on the Pac Mate.  Man, what a convoluted 
game!  Oh well--not bad for my first, not to mention only, text adventure.


President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 08, 2010 5:04 PM
Subject: Re: [Audyssey] Writing with Inform


I've certainly been able to play inform 7 games with win frotz,  in 
fact both with win frotz tts and the standard version.


As I understand it, they updated the coding and creation process, but not 
the playing of Zcode files from a users' perspective.


Beware the Grue!

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 08, 2010 9:44 PM
Subject: Re: [Audyssey] Writing with Inform



Hi Jacob,
I don't recall seeing a notice in iInform 7 that mentioned dropping 
support

for several platforms; also that should rely on theinterpreter, not the
program itself.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jacob Kruger
Sent: Wednesday, December 08, 2010 3:08 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Writing with Inform

Will check it out, but part of sticking to an older version if 
more/multiple


platform support - as in wouldn't want any client/interpreter to be 
unable

to process the rendered file.

Stay well

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

- Original Message - 
From: Anouk Radix anou...@home.nl

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 08, 2010 10:44 AM
Subject: Re: [Audyssey] Writing with Inform



Hi Jacob
I think you might look into inform 7 which is the newest version of
inform. I think they have made programming with inform a lot easier with
inform 7.
Greetings, Anouk,
- Original Message - 
From: Jacob Kruger jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 07, 2010 6:28 AM
Subject: Re: [Audyssey] Writing with Inform



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 joselomel...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
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 jac...@mailzone.co.za

To: Gamers Discussion list gamers@audyssey.org
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 orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
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.

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Re: [Audyssey] problems running towers of war strategy game.

2010-12-14 Thread Ken the Crazy
Hey, speaking of this game, I'm running apocalypse mode, map 1.  I'm on 
level 34, with about $1 in the bank.
I wish the game had a way to speed it up further, because I've got so many 
frost towers that it takes about fifteen minutes to complete a level--and 
yes, that's on blazing mode.


Anyway, think I'll play a bit again--it's been a while.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 13, 2010 8:50 AM
Subject: Re: [Audyssey] problems running towers of war strategy game.



Hello,
Where can one obtain this game?
Thanks.
Dave.


On 12/12/10, Mike Maslo mmaslo1...@swbell.net wrote:
I installed Jim Kitchen's game but it did not help. Where do I install 
them

to or how do I do it?

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of reinhard stebner
Sent: Sunday, December 12, 2010 4:05 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] problems running towers of war strategy game.

Do not forget that you will need to install the correct vb6 dlls for
win7x64.  If you need adatiaonl help on this, I can help.  I had the same
issues when first trying to run this game.  Oh, Jeremy, how is the other
game of yours coming?


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 12, 2010 11:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] problems running towers of war strategy game.

Are you sure it isn't running but being pushed to the background for some
reason?  Also, if your computer lags when starting up the game you might 
not
hear the initial welcome message so try pressing Tab since that will 
begin

cycling through menus if the game actually is running.

I'm on a 64 bit Windows 7 machine at the moment and it started up fine 
for

me after I told it to run as admin (didn't even need jim kitchen's files,
nice).

--- On Sun, 12/12/10, alex wallis alexwallis...@googlemail.com wrote:


From: alex wallis alexwallis...@googlemail.com
Subject: [Audyssey] problems running towers of war strategy game.
To: gamers@audyssey.org
Date: Sunday, December 12, 2010, 8:23 AM
Hi list.
I am wondering if I could please get some help running the
towers of war strategy game?
I am running windows 7 64 bit, and basically can't get it
to run.
When I press enter on the executable, or right click and
select run as administrator, nothing at all happens, I don't
get any gui, or even any error messages.

I tried installing jim kitchens winkit as the author says
that will install the required vb 6 runtime libraries, but
it still won't run.
Any help would be very much appreciated.

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Re: [Audyssey] full version of x hour, problems

2010-12-14 Thread Hayden Presley
Hi,
No need for that; i had the same problem. You have to reload with the enter
key after you fire a rocket; I don't think I read that anywhere, which is
annoying.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus r.c. souza
Sent: Tuesday, December 14, 2010 10:29 PM
To: gamers@audyssey.org
Subject: [Audyssey] full version of x hour, problems

hey everyone. today  a friend of mine just gave me a copy of x hour
for my birtday. i wanted this game for ages and couldn't buy it, now i'm
really happy. however
i have some issues. i don't know if these are bugs with the game or
what's the problem.
in episode 2, when i fall to the land and try to use rockets against the
tanks, sometimes it
works, sometimes it won't. i mean, even if i have rockets available,
when i ear the target
sound and i press the left control several times it won't fire, and
sometimes pressing only 1
time works. are you guys also having this problem? and if it isn't a
bug, what am i doing wrong
i can show to you in audio if you want, i can make a walkthrough and
say.
anyway, this episode 2 is real fast, many times the elicopter shoots me.
also the guns in episode 1, i still can't understand how passing then
works.
i managed to do it, but i don't understand this line. i guess it was by
luck.
if any of you have the full version, can you show to me in audio? i
think that even the demo
will do.
thanks very much, and i'll keep playing!

---
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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Bryan Peterson
I do seem to recall that. He became quite a thorn in the Yuuzhan Vongg's 
side as I recall and only made it worse when he and Ganner I believe stole 
the mummified bones of a Yuuzhan Vong warmaster. Then he ended up killing 
said Warmaster's grandson, Shedao Shai if I recall, by pressing the disk of 
his Lightsaber against his armor and then igniting the blade. Of course it'd 
need several fairly lengthy games to tell the entire New Jedi Order story I 
rather suspect, and it'd have to be like the Super Star Wars games at least 
in the respect tat you'd have to be able to play as different characters on 
different levels.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 14, 2010 8:05 PM
Subject: Re: [Audyssey] mysteries of the sith



Hi Ben,


As I recall Coran Horn's light saber had two power settings as well as
two different crystals. In standard mode it was silver, and when he
switched to the other power setting it used a purple crystal which is
the same color as Mace Windu's blade. At any rate obviously it is a
far more advanced design than the usual one we normally see as the
different power settings allows Horn to be able to lengthen or
shortten the blade on his saber at will.

On 12/14/10, Ben gamehead...@aol.co.uk wrote:

How did horn double it... I forgot


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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Bryan Peterson
Ah yes, that was Gantoris. He was indeed the first one Exar-Kun went after. 
Of course he ended up killing Gantoris rather than corrupting him. Kun 
showed Gantoris Admiral D'aala destroying the rest of his people on Dantuine 
and Gantoris attacked him. And if I'm not mistaken Kyp ended up carrying 
Gantoris' Lightsaber, a gift from Luke if I recall, after he turned from the 
Dark Side.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 14, 2010 8:18 PM
Subject: Re: [Audyssey] mysteries of the sith



Hi,

I'd have to do more research, but I can think of another instance
where a Jedi student created a light saber that could double his blade
length. Do you remember in the Jedi Academy series the guy who Exar
Kune attempted to convert to the dark side before Kip?

At any rate he built a light saber that could double and I think
tripple his light sabers length, and gave Luke Skywalker a real
surprise in the bargon. Up until that point I don't believe the Star
Wars books really had discussed alternative designs for light sabers.

Of course, now that we have the Clone Wars era out in cartoon and
books we've had a chanse to observe several different light saber
designs using different lengths, colors, and handles themselves seamed
to be customized for an individual Jedi. This same thing seams to be
happening in the Knights of the Old Republic series too. So I'm sure
this trick with doubling blade length is bound to turn up again
somewhere.

Cheers!


On 12/14/10, Clement Chou chou.clem...@gmail.com wrote:

Well, we have a lightsaber and a lightwhip... could we call this a
lightflail? lol. Because to my knowledge, there aren't any true
weapons like that... two examples come to mind. The whip chain, which
was used by shaolin monks way back, and the ara... which was a
flexible sword developed by the rajputs.

Right. A metre seems to be the standard for lengths... as for
doubling, the only one I've sceen able to do that is Coran Horn. Is
there anyone else who can double thelength of their blade?


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Re: [Audyssey] full version of x hour, problems

2010-12-14 Thread Matheus r.c. souza
hi. thanks, i just noticed while playing the game i've pressed the enter
key by accident and eard a reload sound, and now it's working
flawlessly. if you press f1 during the game, it will tell that enter key
reloads the launcher, but yes, i think that the manual should mention
it, it should be more detailed.
this level 2 is still very hard, it's 2 am here and i'm still playing, i
guess i'm addicted now.. i just love these action games, and x hour is
unic in it's category that offers the player to do multiple things in
different episodes, i guess it will keep me busy for lots of days,
considering that there are many difficulties and the game is always
randomised.
i have a question: i have a laptop as well, can i register the game more
than onse, or only 1 time? i hope so, cause i'd love to play the game
using it.
thanks very much
-Mensagem original-
De: Hayden Presley hdpres...@hotmail.com
Para: 'Gamers Discussion list' gamers@audyssey.org
Data: Terça, 14 de Dezembro de 2010 21:42
Assunto: Re: [Audyssey] full version of x hour, problems

Hi,
No need for that; i had the same problem. You have to reload with the enter
key after you fire a rocket; I don't think I read that anywhere, which is
annoying.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus r.c. souza
Sent: Tuesday, December 14, 2010 10:29 PM
To: gamers@audyssey.org
Subject: [Audyssey] full version of x hour, problems

hey everyone. today  a friend of mine just gave me a copy of x hour
for my birtday. i wanted this game for ages and couldn't buy it, now i'm
really happy. however
i have some issues. i don't know if these are bugs with the game or
what's the problem.
in episode 2, when i fall to the land and try to use rockets against the
tanks, sometimes it
works, sometimes it won't. i mean, even if i have rockets available,
when i ear the target
sound and i press the left control several times it won't fire, and
sometimes pressing only 1
time works. are you guys also having this problem? and if it isn't a
bug, what am i doing wrong
i can show to you in audio if you want, i can make a walkthrough and
say.
anyway, this episode 2 is real fast, many times the elicopter shoots me.
also the guns in episode 1, i still can't understand how passing then
works.
i managed to do it, but i don't understand this line. i guess it was by
luck.
if any of you have the full version, can you show to me in audio? i
think that even the demo
will do.
thanks very much, and i'll keep playing!

---
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread shaun everiss

what about a different beep tom.
right now I think its an item to grab
At 04:29 p.m. 15/12/2010, you wrote:

Hi,

I honestly don't know. I looked through my own sound library. I have
hums, but nothing that really strikes me as appropriate. This seams to
be a classic case of where people are willing to offer a suggestion,
but have no idea how it should be implemented in reality.

Smile.


On 12/14/10, shaun everiss sm.ever...@gmail.com wrote:
 what sort of hum would you want.
 I have sfx but I have no idea what a starwars door would sound like
 without irratating or just making things take over the game.

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Clement Chou
I don't actually remember what his name was... but now that you 
mention it, I do remember. And even in legacy of the force, to combat 
Lumiya's lightwhip, luke builds a shorter lightsaber called a shoto. 
Incidentally... the pairing of a long blade with a short and the way 
he used them reminded me very much of the Japanese samurai warriors.. 
who on occasion used a katana with a wakazashi, a shortsword, in the 
other hand.


At 07:18 PM 14/12/2010, you wrote:

Hi,

I'd have to do more research, but I can think of another instance
where a Jedi student created a light saber that could double his blade
length. Do you remember in the Jedi Academy series the guy who Exar
Kune attempted to convert to the dark side before Kip?

At any rate he built a light saber that could double and I think
tripple his light sabers length, and gave Luke Skywalker a real
surprise in the bargon. Up until that point I don't believe the Star
Wars books really had discussed alternative designs for light sabers.

Of course, now that we have the Clone Wars era out in cartoon and
books we've had a chanse to observe several different light saber
designs using different lengths, colors, and handles themselves seamed
to be customized for an individual Jedi. This same thing seams to be
happening in the Knights of the Old Republic series too. So I'm sure
this trick with doubling blade length is bound to turn up again
somewhere.

Cheers!


On 12/14/10, Clement Chou chou.clem...@gmail.com wrote:
 Well, we have a lightsaber and a lightwhip... could we call this a
 lightflail? lol. Because to my knowledge, there aren't any true
 weapons like that... two examples come to mind. The whip chain, which
 was used by shaolin monks way back, and the ara... which was a
 flexible sword developed by the rajputs.

 Right. A metre seems to be the standard for lengths... as for
 doubling, the only one I've sceen able to do that is Coran Horn. Is
 there anyone else who can double thelength of their blade?

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Clement Chou
That is true. In fact, a new jedi order series of games would be 
amazing... I would totally go for it. My only wish being for an 
online deathmatch mode... where you could have different classes EG: 
jedi, regular trooper, or a yuuzhan vong warrior.


At 07:55 PM 14/12/2010, you wrote:
I do seem to recall that. He became quite a thorn in the Yuuzhan 
Vongg's side as I recall and only made it worse when he and Ganner I 
believe stole the mummified bones of a Yuuzhan Vong warmaster. Then 
he ended up killing said Warmaster's grandson, Shedao Shai if I 
recall, by pressing the disk of his Lightsaber against his armor and 
then igniting the blade. Of course it'd need several fairly lengthy 
games to tell the entire New Jedi Order story I rather suspect, and 
it'd have to be like the Super Star Wars games at least in the 
respect tat you'd have to be able to play as different characters on 
different levels.

We are the Knights who say...Ni!
- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 14, 2010 8:05 PM
Subject: Re: [Audyssey] mysteries of the sith



Hi Ben,


As I recall Coran Horn's light saber had two power settings as well as
two different crystals. In standard mode it was silver, and when he
switched to the other power setting it used a purple crystal which is
the same color as Mace Windu's blade. At any rate obviously it is a
far more advanced design than the usual one we normally see as the
different power settings allows Horn to be able to lengthen or
shortten the blade on his saber at will.

On 12/14/10, Ben gamehead...@aol.co.uk wrote:

How did horn double it... I forgot


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[Audyssey] Mysteries of the Ancients News

2010-12-14 Thread Thomas Ward
Hello gamers,

Over the last week or so I've really become aware of the fact how far
out of the loop most of you are regarding the development of Mysteries
of the Ancients beta 17. I've been noticing small things like, why
don't you put back in the 44100 KHZ sounds, or, why is it taking so
long for this release, etc. Those are certainly reasonable questions
to be asking seeing as beta 16 seams to be a stable and nearly
complete release from your point of view, but as I have said I've not
been keeping you as up to date as perhaps I should. The answer, in
short, is that I've been doing a lot of low-level work on the engine
itself that is going to take some time to complete.

If we take a step backwards and look at beta 14 that was the first
release where we attempted a fully cross-platform release. That
endever failed for a couple of reasons.

Initially I had wanted to convert the engine to SDL which is a
cross-platform API similar to something like DirectX, but is an open
source API designed for Mac, Linux, and Windows. There have been a
number of third-party implementations such as PyGame, SDL .NET, and
JSDL which have extended the API to languages like C# .NET, Python,
and Java. SDL has also been used in several high profile
cross-platform games such as Quake, Civilization, Frets on Fire,
Flight Gear, just to name some of the more well known games where SDL
has been used. So obviously I felt at the time it would be a perfect
cross-platform solution.

Unfortunately, some well meaning fellow developers suggested that I
try SFML instead of SDL. Initially I agreed that SFML was better given
that it supported things like OpenGL, OpenAL, and the libraries were
all aimed at a C++ developer rather than C. So based on that advice I
spent nearly a month rewriting all the G3D engine's subsystem's like
the window manager, input, audio, etc to use SFML and released beta 14
to the public. Immediately after release we got the blue screen of
death problem.

After nearly a month of research we managed to figure out that the
blue screen issue wasn't caused by the Genesis 3D engine, but the
problem resides within SFML itself. When we contacted the SFML
developers to inquire about this problem they said they know about the
problem, and naturally it only effects Windows users. The problem
happened to be connected to certain Windows display drivers, and to
tell my customers to try to upgrade their display drivers. This
solution, however, may or may not fix the issue introducing a certain
degree of instability into the G3D engine and all of my games based
upon it.  Since this was quite obviously a no-go I quickly rolled back
to beta 13, made a few changes, and released Mysteries of the Ancients
as beta 16. That, unfortunately, hadn't resolved the bigger problem of
what to do with the Genesis 3D engine long term.

After releasing beta 16 I once again returned to working on the
Genesis 3D engine trying to fix problems such as the issue with the
display drivers as well as get rid of the context menu that always
pops up when pressing the alt key. Both issues could be resolved, but
would require a massive rewrite of certain subsystems, (modules,) in
the G3D engine. Since I had already tried SFML and it failed, since
DirectX is a Windows only technology, I decided therefore to go back
to my original design and use SDL instead of SFML or DirectX.
Unfortunately, doing so means it will take me some time rewriting and
testing the new SDL code for the engine. So far, though, we are making
good progress.

As of today we have completely rewritten the window module/subsystem
which essentially draws the main application window and binds the
audio, input, etc together. We have mostly rewritten the input
subsystem with fairly decent keyboard support, joystick support, and
we are currently working on rewriting the mouse support. All of this
with one important change over the previous cross-platform engine.

As I might have explained earlier on the mailing list there are two
different ways of handling input. The first is an event driven input
system and the second is a direct input system. Microsoft's
DirectInput API is a fairly specialized piece of software that
bypasses the normal Windows events and acquires direct access/control
of the keyboard, joystick, and mouse providing for lightning fast
input. Unfortunately, other operating systems like Mac OS and Linux
will not allow any API to get away with what DirectInput does so an
API like SFML or SDL has to resort to an event driven system. In most
cases this is fine, but in some extremely high end games some gamers
will notice the input is a bit slower, perhaps a tad bit sluggish, etc
compared to something like DirectX. Well, I think I may have found a
way to resolve part of the problem.

One of the things DirectX does is when there is a key pressed it
stores it in a buffer, basically an array of keyboard presses, and
then acts upon those key presses as quickly as possible in the order
they 

Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi Bryan,

Yah, sounds about right. It has been like 10 years since I  read the
Jedi Academy series it would do me well to reread it.  Especially,
since Mysteries of the Sith takes place during that basic timeline It
wasn't long after the Jedi Academy series came out that Luke has Kyle
train Mara as a Jedi since for reasons of her own Mara didn't want
Luke to train her himself according to the Mysteries of the Sith
storyline, and apparently has ben adopted as cannon as Kyle actually
makes an apperance in the New Jedi Order books, and they briefly
mentioned he had trained Mara as a Jedi Knight in passing. All the
more reason to take what I know now and perhaps integrate it into my
version of the game such as Mara's force bubble ability she uses in
Balance Point, Bloodlines,  and a couple of other books. I  figure
that particular force power wasn't in the original Mysteries of the
Sith game was simply because her character wasn't that well defined
yet. At the time Mysteries of the ?Sith was released Mara had only
been in the Thrawn triligy, made a camio apperance in the Jedi Academy
series, and the Corellian triligy which had just ben written when the
game was released. So there wasn't much coverage of Mara to really get
a clear idea of what kind of Jedi she would become until the New Jedi
Order series came out around 2000 or so.

On 12/14/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 Ah yes, that was Gantoris. He was indeed the first one Exar-Kun went after.
 Of course he ended up killing Gantoris rather than corrupting him. Kun
 showed Gantoris Admiral D'aala destroying the rest of his people on Dantuine
 and Gantoris attacked him. And if I'm not mistaken Kyp ended up carrying
 Gantoris' Lightsaber, a gift from Luke if I recall, after he turned from the
 Dark Side.
 We are the Knights who say...Ni!

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Re: [Audyssey] Mysteries of the Ancients News

2010-12-14 Thread Jacob Kruger
All sounds good as far as I'm concerned, and, agree that it's more important 
to make sure you're satisfied with the output than to rush towards producing 
it.


Stay well

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

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

To: gamers@audyssey.org
Sent: Wednesday, December 15, 2010 7:29 AM
Subject: [Audyssey] Mysteries of the Ancients News



Hello gamers,

Over the last week or so I've really become aware of the fact how far
out of the loop most of you are regarding the development of Mysteries
of the Ancients beta 17. I've been noticing small things like, why
don't you put back in the 44100 KHZ sounds, or, why is it taking so
long for this release, etc. Those are certainly reasonable questions
to be asking seeing as beta 16 seams to be a stable and nearly
complete release from your point of view, but as I have said I've not
been keeping you as up to date as perhaps I should. The answer, in
short, is that I've been doing a lot of low-level work on the engine
itself that is going to take some time to complete.

If we take a step backwards and look at beta 14 that was the first
release where we attempted a fully cross-platform release. That
endever failed for a couple of reasons.

Initially I had wanted to convert the engine to SDL which is a
cross-platform API similar to something like DirectX, but is an open
source API designed for Mac, Linux, and Windows. There have been a
number of third-party implementations such as PyGame, SDL .NET, and
JSDL which have extended the API to languages like C# .NET, Python,
and Java. SDL has also been used in several high profile
cross-platform games such as Quake, Civilization, Frets on Fire,
Flight Gear, just to name some of the more well known games where SDL
has been used. So obviously I felt at the time it would be a perfect
cross-platform solution.

Unfortunately, some well meaning fellow developers suggested that I
try SFML instead of SDL. Initially I agreed that SFML was better given
that it supported things like OpenGL, OpenAL, and the libraries were
all aimed at a C++ developer rather than C. So based on that advice I
spent nearly a month rewriting all the G3D engine's subsystem's like
the window manager, input, audio, etc to use SFML and released beta 14
to the public. Immediately after release we got the blue screen of
death problem.

After nearly a month of research we managed to figure out that the
blue screen issue wasn't caused by the Genesis 3D engine, but the
problem resides within SFML itself. When we contacted the SFML
developers to inquire about this problem they said they know about the
problem, and naturally it only effects Windows users. The problem
happened to be connected to certain Windows display drivers, and to
tell my customers to try to upgrade their display drivers. This
solution, however, may or may not fix the issue introducing a certain
degree of instability into the G3D engine and all of my games based
upon it.  Since this was quite obviously a no-go I quickly rolled back
to beta 13, made a few changes, and released Mysteries of the Ancients
as beta 16. That, unfortunately, hadn't resolved the bigger problem of
what to do with the Genesis 3D engine long term.

After releasing beta 16 I once again returned to working on the
Genesis 3D engine trying to fix problems such as the issue with the
display drivers as well as get rid of the context menu that always
pops up when pressing the alt key. Both issues could be resolved, but
would require a massive rewrite of certain subsystems, (modules,) in
the G3D engine. Since I had already tried SFML and it failed, since
DirectX is a Windows only technology, I decided therefore to go back
to my original design and use SDL instead of SFML or DirectX.
Unfortunately, doing so means it will take me some time rewriting and
testing the new SDL code for the engine. So far, though, we are making
good progress.

As of today we have completely rewritten the window module/subsystem
which essentially draws the main application window and binds the
audio, input, etc together. We have mostly rewritten the input
subsystem with fairly decent keyboard support, joystick support, and
we are currently working on rewriting the mouse support. All of this
with one important change over the previous cross-platform engine.

As I might have explained earlier on the mailing list there are two
different ways of handling input. The first is an event driven input
system and the second is a direct input system. Microsoft's
DirectInput API is a fairly specialized piece of software that
bypasses the normal Windows events and acquires direct access/control
of the keyboard, joystick, and mouse providing for lightning fast
input. Unfortunately, other operating systems like Mac OS and Linux
will not allow any API to get away with what DirectInput does so an
API like SFML or SDL has to resort to an event driven system. 

Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi,

Yeah, that would be pretty interesting. An online deathmach mode would
be pretty brutal considering he Yuuzhan Vong troops are extremely
skilled warriors and their living armour is pretty darn difficult to
pearce even with a light saber. That is balanced by even a non-skilled
Jedi can often use his/her force powrs to ogment their combat ability
evening up the odds. Talk about a real fight. Lol!

On 12/15/10, Clement Chou chou.clem...@gmail.com wrote:
 That is true. In fact, a new jedi order series of games would be
 amazing... I would totally go for it. My only wish being for an
 online deathmatch mode... where you could have different classes EG:
 jedi, regular trooper, or a yuuzhan vong warrior.

---
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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Clement Chou
I have to say it. Could this be something to put on the backburner? 
Because I for one would enjoy slicing someone open with a yuuzhan 
vong amfistaff... while voice-chatting with them. But first things 
first... I can't wait for mysteries of the sith.


At 10:07 PM 14/12/2010, you wrote:

Hi,

Yeah, that would be pretty interesting. An online deathmach mode would
be pretty brutal considering he Yuuzhan Vong troops are extremely
skilled warriors and their living armour is pretty darn difficult to
pearce even with a light saber. That is balanced by even a non-skilled
Jedi can often use his/her force powrs to ogment their combat ability
evening up the odds. Talk about a real fight. Lol!

On 12/15/10, Clement Chou chou.clem...@gmail.com wrote:
 That is true. In fact, a new jedi order series of games would be
 amazing... I would totally go for it. My only wish being for an
 online deathmatch mode... where you could have different classes EG:
 jedi, regular trooper, or a yuuzhan vong warrior.

---
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Re: [Audyssey] full version of x hour, problems

2010-12-14 Thread dark

Hi Matheus.

firstly as regards the guns, they are in lines across the board running 
north to south. You start on 1 1 and the base is somewhere at the east end, 
say on 93 28, so you will be travelling to the east a lot.


Obviously, if the lines of guns are running north to south across the board, 
your likely to hit one, and if you attempt to cross them, you end up 
crashing and burning.


The lines of guns do however have gaps in, so once you run into one going 
east, you need to turn either north or south along the line, then fly up, 
trying to go east occasionally to see if you can find the gap in the row to 
pass through.


As to the rockits, are they loaded? It's been quite a while sinse I played 
~X hour, but if I remember rightly, you can have only two rockits loaded at 
a time, though can have many more in your inventory. I personally always try 
and load a new rockit as soon as I've ducked before shooting at a tank.


I believe it is space to load the rockits, though i could well be wrong (try 
the manual).


If you fire sometimes and get rockits and other times not, this may be the 
cause.


Hth.

Beware the Grue!

Dark.
- Original Message - 
From: Matheus r.c. souza an...@bol.com.br

To: gamers@audyssey.org
Sent: Wednesday, December 15, 2010 4:28 AM
Subject: [Audyssey] full version of x hour, problems



hey everyone. today  a friend of mine just gave me a copy of x hour
for my birtday. i wanted this game for ages and couldn't buy it, now i'm
really happy. however
i have some issues. i don't know if these are bugs with the game or
what's the problem.
in episode 2, when i fall to the land and try to use rockets against the
tanks, sometimes it
works, sometimes it won't. i mean, even if i have rockets available,
when i ear the target
sound and i press the left control several times it won't fire, and
sometimes pressing only 1
time works. are you guys also having this problem? and if it isn't a
bug, what am i doing wrong
i can show to you in audio if you want, i can make a walkthrough and
say.
anyway, this episode 2 is real fast, many times the elicopter shoots me.
also the guns in episode 1, i still can't understand how passing then
works.
i managed to do it, but i don't understand this line. i guess it was by
luck.
if any of you have the full version, can you show to me in audio? i
think that even the demo
will do.
thanks very much, and i'll keep playing!

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Re: [Audyssey] full version of x hour, problems

2010-12-14 Thread dark

Indeed Haiden, it's enter not space to reload.

As I said, it's been quite a while sinse I played X hour.

Beware the Grue!

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 15, 2010 3:42 AM
Subject: Re: [Audyssey] full version of x hour, problems



Hi,
No need for that; i had the same problem. You have to reload with the 
enter

key after you fire a rocket; I don't think I read that anywhere, which is
annoying.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Matheus r.c. souza
Sent: Tuesday, December 14, 2010 10:29 PM
To: gamers@audyssey.org
Subject: [Audyssey] full version of x hour, problems

hey everyone. today  a friend of mine just gave me a copy of x hour
for my birtday. i wanted this game for ages and couldn't buy it, now i'm
really happy. however
i have some issues. i don't know if these are bugs with the game or
what's the problem.
in episode 2, when i fall to the land and try to use rockets against the
tanks, sometimes it
works, sometimes it won't. i mean, even if i have rockets available,
when i ear the target
sound and i press the left control several times it won't fire, and
sometimes pressing only 1
time works. are you guys also having this problem? and if it isn't a
bug, what am i doing wrong
i can show to you in audio if you want, i can make a walkthrough and
say.
anyway, this episode 2 is real fast, many times the elicopter shoots me.
also the guns in episode 1, i still can't understand how passing then
works.
i managed to do it, but i don't understand this line. i guess it was by
luck.
if any of you have the full version, can you show to me in audio? i
think that even the demo
will do.
thanks very much, and i'll keep playing!

---
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list,
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[Audyssey] too much time on my hands--apparently

2010-12-14 Thread Ken the Crazy
Okay, I've been playing towers again.  I was way off when I said I was on level 
34--I was on something like 73, with over 100 thousand gold.  Now I'm on level 
150 with 16 million or so.  I just keep hitting space bar and watching the gold 
roll in!  The monsters can't get past h2 on map 1.
I've also taken first place in Specialist mode, defeating the map with only 
three poison towers and over 73000 gold to show for it.

Ken Downey
President
DreamTechInteractive!
And,
Blind Comfort!
The pleasant way to experience massage!
It's the Caring
without the Staring!
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Re: [Audyssey] Mysteries of the Ancients News

2010-12-14 Thread Philip Bennefall

Hi Thomas,

Just some quick suggestions. If I were you I would either load the speech 
files into memory at the start of the level, or stream them. This will allow 
you to keep the audio quality high and get responsive feedback as well. Even 
with speech, 22050 hZ versus 44100 hZ still makes a great difference in my 
opinion. Streemway implements streaming sounds on top of DirectSound by 
using timers and re-filling a looping buffer in real-time, since as you know 
DirectSound doesn't support streaming natively.


Kind regards,

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

To: gamers@audyssey.org
Sent: Wednesday, December 15, 2010 6:29 AM
Subject: [Audyssey] Mysteries of the Ancients News


Hello gamers,

Over the last week or so I've really become aware of the fact how far
out of the loop most of you are regarding the development of Mysteries
of the Ancients beta 17. I've been noticing small things like, why
don't you put back in the 44100 KHZ sounds, or, why is it taking so
long for this release, etc. Those are certainly reasonable questions
to be asking seeing as beta 16 seams to be a stable and nearly
complete release from your point of view, but as I have said I've not
been keeping you as up to date as perhaps I should. The answer, in
short, is that I've been doing a lot of low-level work on the engine
itself that is going to take some time to complete.

If we take a step backwards and look at beta 14 that was the first
release where we attempted a fully cross-platform release. That
endever failed for a couple of reasons.

Initially I had wanted to convert the engine to SDL which is a
cross-platform API similar to something like DirectX, but is an open
source API designed for Mac, Linux, and Windows. There have been a
number of third-party implementations such as PyGame, SDL .NET, and
JSDL which have extended the API to languages like C# .NET, Python,
and Java. SDL has also been used in several high profile
cross-platform games such as Quake, Civilization, Frets on Fire,
Flight Gear, just to name some of the more well known games where SDL
has been used. So obviously I felt at the time it would be a perfect
cross-platform solution.

Unfortunately, some well meaning fellow developers suggested that I
try SFML instead of SDL. Initially I agreed that SFML was better given
that it supported things like OpenGL, OpenAL, and the libraries were
all aimed at a C++ developer rather than C. So based on that advice I
spent nearly a month rewriting all the G3D engine's subsystem's like
the window manager, input, audio, etc to use SFML and released beta 14
to the public. Immediately after release we got the blue screen of
death problem.

After nearly a month of research we managed to figure out that the
blue screen issue wasn't caused by the Genesis 3D engine, but the
problem resides within SFML itself. When we contacted the SFML
developers to inquire about this problem they said they know about the
problem, and naturally it only effects Windows users. The problem
happened to be connected to certain Windows display drivers, and to
tell my customers to try to upgrade their display drivers. This
solution, however, may or may not fix the issue introducing a certain
degree of instability into the G3D engine and all of my games based
upon it.  Since this was quite obviously a no-go I quickly rolled back
to beta 13, made a few changes, and released Mysteries of the Ancients
as beta 16. That, unfortunately, hadn't resolved the bigger problem of
what to do with the Genesis 3D engine long term.

After releasing beta 16 I once again returned to working on the
Genesis 3D engine trying to fix problems such as the issue with the
display drivers as well as get rid of the context menu that always
pops up when pressing the alt key. Both issues could be resolved, but
would require a massive rewrite of certain subsystems, (modules,) in
the G3D engine. Since I had already tried SFML and it failed, since
DirectX is a Windows only technology, I decided therefore to go back
to my original design and use SDL instead of SFML or DirectX.
Unfortunately, doing so means it will take me some time rewriting and
testing the new SDL code for the engine. So far, though, we are making
good progress.

As of today we have completely rewritten the window module/subsystem
which essentially draws the main application window and binds the
audio, input, etc together. We have mostly rewritten the input
subsystem with fairly decent keyboard support, joystick support, and
we are currently working on rewriting the mouse support. All of this
with one important change over the previous cross-platform engine.

As I might have explained earlier on the mailing list there are two
different ways of handling input. The first is an event driven input
system and the second is a direct input system. Microsoft's
DirectInput API is a fairly specialized piece of software that
bypasses the normal Windows events and acquires 

Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi Bryan,

Yeah. That's the principle problem with any long series like the New
Jedi Order. There is way too much that happens with too many different
characters to realistically put into a single game.

For example, let's take luke Skywalker. He is obviously the lead
iconic figure of the Star Wars saga, but when it comes to the NJO
series he is almost of secondary importants.  In the NJO series Luke
Skywalker is more cast in the roll of teacher, leader, and so on
rather than out on the front lines like the old days. Sure there are
battles, engagements, he is in, but it seams all the rreal battles
involves someone else like Jaina, Jacen, Kip, Ganner, or someone else
from the expanded universe.

For that reason you pretty much have to pick different characters for
certain game levels, and sort through all the major battles and select
who or which character will be cast in the lead roll. The only
exception to that is if you make a game around something like the
final battle in Star by Star were Jacen, Jaina, Anican, etc invade the
Yuuzhan Vong worldship. In a case like that you can make a single game
because you have a limited number of characters to choose from, and a
fixed setting and objective to use for a stand alone game.

In another case, when the Star Wars Legacy of the Force series came
out I wanted to write a game based on that series. It was pretty clear
from the beginning of the series the disagreements between Jacen and
Jaina Solo were getting worse, and I figured it would end up coming to
a fight sooner or later. Especially, after Jacen had gone over to the
dark side, not surprising since Jacen always struck me as a bit weird
anyway, and Jaina takes after her mother as driven by duty and honor.
 As I expected the final battle at the  end of the series between
Jacen and Jaina was everything i tthought it would be. Quite simply a
battle to the death.

However, like the NJO series the Legacy of the Force series isn't a
straight line from point A to point B. Before Jacen actually battles
his sister he fights and kills a number of Jedi Knights including
Mara.  All of which plays into Jaina's reasons for fighting and
killing Jacen at the end. Without the various little threads of the
story reading the final book makes no sense, and can't b converted
into a game from Jaina's point of view as I had originally planned on
doing. At least not without cutscenes and/or blurbs to advance the
storyline.


On 12/14/10, Bryan Peterson bpeterson2...@cableone.net wrote:
 I do seem to recall that. He became quite a thorn in the Yuuzhan Vongg's
 side as I recall and only made it worse when he and Ganner I believe stole
 the mummified bones of a Yuuzhan Vong warmaster. Then he ended up killing
 said Warmaster's grandson, Shedao Shai if I recall, by pressing the disk of
 his Lightsaber against his armor and then igniting the blade. Of course it'd
 need several fairly lengthy games to tell the entire New Jedi Order story I
 rather suspect, and it'd have to be like the Super Star Wars games at least
 in the respect tat you'd have to be able to play as different characters on
 different levels.
 We are the Knights who say...Ni!

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Re: [Audyssey] mysteries of the sith

2010-12-14 Thread Thomas Ward
Hi,

Perhaps. I don't know yet. For one thing coming up with sounds for the
Yuuzhan Vong weapon, ships,  etc is going to take some original
thinking. To my knoledge there aren't any games with the Yuuzhan Vong
in them so no one has a clear idea what this stuff should sound like.
This leaves the door open to some original thinking, but also requires
more time and expense creating an entire new library of sounds.

On 12/15/10, Clement Chou chou.clem...@gmail.com wrote:
 I have to say it. Could this be something to put on the backburner?
 Because I for one would enjoy slicing someone open with a yuuzhan
 vong amfistaff... while voice-chatting with them. But first things
 first... I can't wait for mysteries of the sith.

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Re: [Audyssey] Mysteries of the Ancients News

2010-12-14 Thread Thomas Ward
Hi Philip,

Yeah, I've been thinking about that possibility. I've been considering
converting the SpeakMessage function over to stream speech files
instead of outright loading them into memory everytime something needs
to be spoken/read aloud.  In my opinion loading everything that needs
to be spoken numbers, status messages, etc probably adds too much
overhead to load it all into memory. Streaming them appose to loading
them would allow them to be decompressed and played on the fly without
the time required to fully load them into memory at once. I'm curious
to know which way you handle it in Q9 and your other games.

Smile.


On 12/15/10, Philip Bennefall phi...@blastbay.com wrote:
 Hi Thomas,

 Just some quick suggestions. If I were you I would either load the speech
 files into memory at the start of the level, or stream them. This will allow
 you to keep the audio quality high and get responsive feedback as well. Even
 with speech, 22050 hZ versus 44100 hZ still makes a great difference in my
 opinion. Streemway implements streaming sounds on top of DirectSound by
 using timers and re-filling a looping buffer in real-time, since as you know
 DirectSound doesn't support streaming natively.

 Kind regards,

 Philip Bennefall

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Re: [Audyssey] Mysteries of the Ancients News

2010-12-14 Thread Thomas Ward
Hi Jacob,

Definitely. If it weren't for the display driver issue I probably
could have made SFML work, but it isn't the one and only
cross-platform solution. Sooner or later I'll hit upon something that
works. Given SDL's long history  with game developers I think this
time, cross my fingers, this might turn out to be the right solution
for the job. Yeah, it lacks a few things like force feedback support
and things like that, but over all it might produce a stable and
reliable cross-platform engine which is the goal. I'm happpy with it
so far.

Smile.


On 12/15/10, Jacob Kruger jac...@mailzone.co.za wrote:
 All sounds good as far as I'm concerned, and, agree that it's more important
 to make sure you're satisfied with the output than to rush towards producing
 it.

 Stay well

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

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