Re: [Audyssey] BGT future development

2011-01-11 Thread burakyuksek

and a stearingweal for raceing games.
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, January 10, 2011 11:11 PM
Subject: Re: [Audyssey] BGT future development



Hi Philip,

Well, mouse support is nice, but I'd definitely recommend joystick and
game pad support as well. Game's like Q9 are fine with the keyboard,
but if you added joystick support I think they would be not only more
fun with a joystick it also saves ware and tare on your keyboard.
Bottom line, a good joystick is pretty rugged, designed for heavy
button smashing, is more comfortable to hold, and moving a stick
left/right is more natural feeling than holding an arrow key down for
any length of time. I often get cramps in my hands and fingers playing
on a keyboard, but don't get cramps using a joystick in the same game.
Plus there are things you can do with a joystick that can't
necessarily be done with a keyboard.

For example, as you know when you press a key down it has two states
either pressed or released. That means if you want to go from a walk
to a run you must press two or more keys in tandem to alter the type
of movement. With a joystick there is the option to be more advanced
with the input. With a joystick the stick has a range from -5000 to
5000 along the x and y axis. That means you can actually adjust the
speed of the player's movement depending on how far the stick is moved
in that direction. If the stick is moved only slightly forward the
player might start off in a slow walk. If the stick is pushed forward
a little more the player speeds up to a fast walk. If the stick is all
the way forward the player speeds up to an all out run. This is imho
much more natural and the gamer can adjust the character's speed
simply by miner changes in the sticks position rather than having to
press multiple keys down or even press a button in tandem with the
stick. Make sense?

The last advantage I see with joysticks is force feedback technology.
Some people like it, and some don't. However, with force feedback you
can offer the gamer some extra sensory information that otherwise
wouldn't be given. Here are some practical examples of ff in use.

1. You can use the motor in the device to set the tention on the
stick. This is useful in several instances. If a gamer steps into
water you can tighten the tention on the stick to simulate the player
struggling against the current. Another case is in a racing simulation
you can tighten the stick or wheel to simulate actually driving a car
under those conditions.

2. Constant vibration. You can make the device vibrate to add the feel
of a car engine, helicopter, or something like a light saber. While
not necessary it is a bit of extra cool sensory feedback all the same.

3. Hit and recoil effects. I've seen game devices that really try to
give the end gamer a virtual reality effect by using realistic hit and
recoil effects using force feedback technology.
For example, quite some time back I saw a set of boxing gloves, that
looked like gloves, you slipped on to your hands. They had little tiny
motors in side and every time you scored a punch, a hit, on the other
player the gloves simulated the feel of punching the other player.
I've also seen joysticks that look like guns. Naturally, if your
player character is carrying a big shotgun or something like that
every time he/she fires the shotgun the game device, in this case a
gun with force feedback effect, should recoil simulating the feel of
firing a weapon like that.

Bottom line, you and I are in the virtual reality business. There are
plenty of advanced game devices in various forms, shapes, and sizes.
Regardless if that game device is a generic joystick or is in some
specialized form like a boxing glove, hunting rifle, or racing wheel
many of them offer force feedback technology that just can't be
replicated with a keyboard. Certainly a game engine as advanced as BGT
should offer not only basic joystick support, but in the future should
add more advanced support for force feedback devices.  Only in this
way we, as VI gamers, can even hope to catch up with mainstream
technology and games.

Cheers!


On 1/10/11, Philip Bennefall phi...@blastbay.com wrote:

Hi all!

I am happy to say that the BGT engine is selling well, and so I am 
working

on a 1.1 release. I was wondering what you would most like to see
implemented in the next version? About a week ago I added full mouse
support, but the majority of the changes in this release are still 
bugfixes.
I'd like to have one more interesting new feature before I release 1.1. 
Any

suggestions?

Kind regards,

Philip Bennefall
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Re: [Audyssey] number games

2011-01-11 Thread burakyuksek

hi,
I am not running horse raceing game, I am running it, but any sound playing.
saygilar sevgiler.
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 7:58 AM
Subject: Re: [Audyssey] number games



the horse racing game from the guys and lighttech.
that site may still be up forgot the address.
big cahuna is a fishing game using mouse support its real cool its old its 
in the exp games in audiogames playcentre.

thats about it though.
Ok, some of the levels on hunter have fishing in them and a horse mod 
exists as a vehicle in topspeed.

Soundrts has horses in it, grizly gulch by bavisoft has some horses in it.
no other direct horse games exist.
At 06:42 p.m. 11/01/2011, you wrote:

Hey, does anyone know of any accessible number games for the iphone?
I know this ain't part of the subject but does anyone know of any fishing 
games that are accessible aswell?  One last thing does anyone know of any 
horse racing and horse riding game that is accessible?

Thanks

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[Audyssey] Logitech F310/510/710 Socket

2011-01-11 Thread Kai

Greetings list.

Recently I was discussing the fact that I really disliked how the Logitech 
Rumblepad II used square sockets to mount its analog control sticks, and 
furthermore that I was hoping the newer line of controllers would have 
changed this.


I'm happy to note that, according to a blog from Logitech, such is the case. 
The square design's been replaced with a circular one, as it should've been 
in the first place; I really have no clue why they thought a square design 
was acceptable.


Below is the link to the blog article (the relevant statement to this effect 
is in one of the comments):

http://bit.ly/fMhDxV

Kai


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Re: [Audyssey] BGT future development

2011-01-11 Thread Damien Pendleton

Hi Liam,
I don't believe there were any plans to implement graphical interfaces in 
BGT due to the tricky nature of figuring out control sizes, icons and the 
like. It is for this reason that I wrote an extensive class on what I have 
called an audio form, which basically simulates the functionality of a 
graphical interface without having to worry about such issues. It simply 
uses a so-called control type flag which tells the form whether the given 
control is a button, a text box, a checkbox, a status bar, a progress bar 
etc and acts depending on that flag, if that makes sense. It does use Sapi 
for the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the 
is_pressed method checks whether a button is pressed so you can act 
accordingly. You also have get_text, is_checked etc to figure out the 
contents of various controls.

Regards,
Damien.


- Original Message - 
From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes 
and

the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



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Re: [Audyssey] BGT future development

2011-01-11 Thread shaun everiss
damien, if you have some stuff worth while  to share, you should ask 
keywasfull on klango to get invited to the bgt folder.

Just use the handle crashmaster.
This goes to anyone that has something usefull, game, code, etc.
There are no actuall rules, but I don't think we would accept any 
crappy things though I am not sure what these are.
I don't run the box but if you have something you think people would 
like then fine.

Note, no cracked things please.
Oh also note, people will happily hack your stuff, make suggestions 
and look at your games.
I in fact often test latest betas of stuff on the fly and ask 
questions, report bugs and hack a bit at code.
If you don't want to or are not ready but don't want to share to 
much, you can send files etc.

Each user has their directory in the folder that programs.
several are on this list.
I don't know what you would need to be invited but mentioning what 
you have will help.

At 10:23 p.m. 11/01/2011, you wrote:

Hi Liam,
I don't believe there were any plans to implement graphical 
interfaces in BGT due to the tricky nature of figuring out control 
sizes, icons and the like. It is for this reason that I wrote an 
extensive class on what I have called an audio form, which basically 
simulates the functionality of a graphical interface without having 
to worry about such issues. It simply uses a so-called control type 
flag which tells the form whether the given control is a button, a 
text box, a checkbox, a status bar, a progress bar etc and acts 
depending on that flag, if that makes sense. It does use Sapi for 
the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example 
the is_pressed method checks whether a button is pressed so you can 
act accordingly. You also have get_text, is_checked etc to figure 
out the contents of various controls.

Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion 
list' gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development



I would like to see eventually a physical game UI such as buttons, boxes and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



---
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Re: [Audyssey] BGT future development

2011-01-11 Thread Damien Pendleton

Hi Shaun,
This is not exactly shared code, but rather something that has already been 
released with BGT 1.0 in the include libraries.
However I have already asked to be invited to the BGT dropbox folder, with 
no reply.

Regards,
Damien.


- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 9:36 AM
Subject: Re: [Audyssey] BGT future development


damien, if you have some stuff worth while  to share, you should ask 
keywasfull on klango to get invited to the bgt folder.

Just use the handle crashmaster.
This goes to anyone that has something usefull, game, code, etc.
There are no actuall rules, but I don't think we would accept any crappy 
things though I am not sure what these are.
I don't run the box but if you have something you think people would like 
then fine.

Note, no cracked things please.
Oh also note, people will happily hack your stuff, make suggestions and 
look at your games.
I in fact often test latest betas of stuff on the fly and ask questions, 
report bugs and hack a bit at code.
If you don't want to or are not ready but don't want to share to much, you 
can send files etc.

Each user has their directory in the folder that programs.
several are on this list.
I don't know what you would need to be invited but mentioning what you 
have will help.

At 10:23 p.m. 11/01/2011, you wrote:

Hi Liam,
I don't believe there were any plans to implement graphical interfaces in 
BGT due to the tricky nature of figuring out control sizes, icons and the 
like. It is for this reason that I wrote an extensive class on what I have 
called an audio form, which basically simulates the functionality of a 
graphical interface without having to worry about such issues. It simply 
uses a so-called control type flag which tells the form whether the given 
control is a button, a text box, a checkbox, a status bar, a progress bar 
etc and acts depending on that flag, if that makes sense. It does use Sapi 
for the audio output, but that's only to be expected when you don't know 
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the 
is_pressed method checks whether a button is pressed so you can act 
accordingly. You also have get_text, is_checked etc to figure out the 
contents of various controls.

Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list' 
gamers@audyssey.org

Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes 
and

the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.



---
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Re: [Audyssey] BGT future development

2011-01-11 Thread Oriol Gómez
What about having vibrato in the tone synth object? It'd be nice for
horror tonal sounds and stuff.
And multiple pitch bends would be nice, too.

On 1/11/11, Damien Pendleton dam...@x-sight-interactive.net wrote:
 Hi Shaun,
 This is not exactly shared code, but rather something that has already been
 released with BGT 1.0 in the include libraries.
 However I have already asked to be invited to the BGT dropbox folder, with
 no reply.
 Regards,
 Damien.


 - Original Message -
 From: shaun everiss sm.ever...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 11, 2011 9:36 AM
 Subject: Re: [Audyssey] BGT future development


 damien, if you have some stuff worth while  to share, you should ask
 keywasfull on klango to get invited to the bgt folder.
 Just use the handle crashmaster.
 This goes to anyone that has something usefull, game, code, etc.
 There are no actuall rules, but I don't think we would accept any crappy
 things though I am not sure what these are.
 I don't run the box but if you have something you think people would like
 then fine.
 Note, no cracked things please.
 Oh also note, people will happily hack your stuff, make suggestions and
 look at your games.
 I in fact often test latest betas of stuff on the fly and ask questions,
 report bugs and hack a bit at code.
 If you don't want to or are not ready but don't want to share to much, you

 can send files etc.
 Each user has their directory in the folder that programs.
 several are on this list.
 I don't know what you would need to be invited but mentioning what you
 have will help.
 At 10:23 p.m. 11/01/2011, you wrote:
Hi Liam,
I don't believe there were any plans to implement graphical interfaces in
BGT due to the tricky nature of figuring out control sizes, icons and the
like. It is for this reason that I wrote an extensive class on what I have

called an audio form, which basically simulates the functionality of a
graphical interface without having to worry about such issues. It simply
uses a so-called control type flag which tells the form whether the given
control is a button, a text box, a checkbox, a status bar, a progress bar
etc and acts depending on that flag, if that makes sense. It does use Sapi

for the audio output, but that's only to be expected when you don't know
what text will appear on the controls.
Naturally, you can also check the status of controls, for example the
is_pressed method checks whether a button is pressed so you can act
accordingly. You also have get_text, is_checked etc to figure out the
contents of various controls.
Regards,
Damien.


- Original Message - From: Liam Erven liamer...@gmail.com
To: 'Philip Bennefall' phi...@blastbay.com; 'Gamers Discussion list'

gamers@audyssey.org
Sent: Monday, January 10, 2011 10:06 PM
Subject: Re: [Audyssey] BGT future development


I would like to see eventually a physical game UI such as buttons, boxes
and
the like.  It would be useful for us who want to create configuration
dialogues, or possible some secondary kind of apps.


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Re: [Audyssey] Logitech F310/510/710 Socket

2011-01-11 Thread Phil Vlasak

Hi Kai,
I suspect the square holes make it easier to walk in  a straight line in 
games such as Shades of Doom, Tank Commander and Sarah.

I noticed that too. Moving in a slight angle does take more effort.
The controller produces more resistance other than moving in the four 
directions of forward, back, left and right.

And you know from Star Trek, Resistance is futile!
Phil

- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 3:56 AM
Subject: [Audyssey] Logitech F310/510/710 Socket



Greetings list.

Recently I was discussing the fact that I really disliked how the Logitech 
Rumblepad II used square sockets to mount its analog control sticks, and 
furthermore that I was hoping the newer line of controllers would have 
changed this.


I'm happy to note that, according to a blog from Logitech, such is the 
case. The square design's been replaced with a circular one, as it 
should've been in the first place; I really have no clue why they thought 
a square design was acceptable.


Below is the link to the blog article (the relevant statement to this 
effect is in one of the comments):

http://bit.ly/fMhDxV

Kai


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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3371 - Release Date: 01/10/11




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Re: [Audyssey] Logitech F310/510/710 Socket

2011-01-11 Thread Phil Vlasak

Hi Kai,
I checked out the Logitech Rumble Gamepad F510 with Dual Vibration Motors
$30.99 USD at Amazon.
http://www.amazon.com/Logitech-Rumble-Gamepad-Vibration-Motors/dp/B003VAM392
and the comment,
The three new gamepads support Microsoft's XInput or Common Controller 
technology, which is a completely different way of communicating with the PC 
than our older pads. This makes them more compatible with newer games, which 
generally do not support the older DirectInput communication standard if 
they
support gamepads at all. The F310, F510, and F710 are still compatible with 
DirectInput, however, so older games that support gamepads will still work 
correctly. Additionally, the minijoystick apertures have been changed from 
squares to circles, and the Cordless F710 has been given rubber grips (where 
the Cordless RumblePad 2 had none).


The only real differences between the F510 and F710 are wirelessness of the 
F710 (and the associated batteries and receiver that come with that feature) 
and color.




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Re: [Audyssey] Mouse Support in Games

2011-01-11 Thread Charles Rivard
HTH?  Yes, it does, and you're right about those misconceptions I have, or 
had.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 6:24 PM
Subject: Re: [Audyssey] Mouse Support in Games



Hi Charles,

Well, first, some mouse basics. To begin with I think you are under
the false assumption you have to have a lot of space to move the mouse
around. In actuality your arm/wrist should remain stationary while you
use your wrist to move the mouse left, right, up, or down on the mouse
pad or desktop. It is true you can move your wrist some for larger
distances, but in principle you only need a few inches on either side
of your hand to move around in. The size of a mouse pad is all you
need. The reason is because a mouse user frequently picks up the mouse
off the desktop a few inches, and sets it back down somewhere else to
continue in that direction. So if you are walking/running and reach
the end of the pad you simply pick up the mouse and set it back down
on the other side and continue dragging it left/right.

As for how the mouse reacts when picking it up/moving it really
depends on the type of mouse being used. An optical mouse like I use
has a little optical sensor in it that only works when it is near a
solid surface like a desktop. When it is picked up a couple of inches
the optical sensor doesn't pick up the surface and ddoesn't move the
mouse when it is too far away from the surface of the desk. With an
older analog mouse, like you have, it has a little trackball inside
that moves the mouse when it is rolling around on the surface of the
desk. As long as you keep your hand fairly steady when picking up the
mouse it shouldn't move when picking it up and setting it down again.
If your hand is shaky or something the ball inside might wiggle around
and move your character a little, but like I said if you keep your
hand reasonably steady when picking up and setting down the mouse it
really shouldn't do anything. They are designed to be rolled on a
surface and really ignore any miner wiggles in the ball etc.


As far as walking/running in a game like MOTA you'd be surprised how
fast you can pick up and set down the mouse. It doesn't take that long
to pick it up, move it a few inches to the left or right, set it back
down, and continue moving in the direction you want to go. There might
be a slight pause in footsteps while picking up and setting it back
down, but most of the time I can do it before the footsteps finish
playing. Again, I think this comes back to the misconception that you
have to move the mouse all over the place when in reality you are only
talking a few inches left or right at a time. In short, practice makes
perfect.


As far as escaping monsters etc it depends on how good a mouse user
you are. You can run pretty much continuously if you are quick about
picking up, moving, and setting the mouse down. If you want to save
some time try doing a couple of big jumps. That is as fast if not
faster than running away.

HTH



On 1/10/11, Charles Rivard woofer...@sbcglobal.net wrote:

Might be some weird questions, and the answers may be so logical that I'm
not thinking of them, but here goes:  If you have to move the mouse in 
the

direction you want to go, what happens when you run out of mouse pad or
desktop space but want to continue moving in the same direction?  How 
does

picking the mouse up and placing it back on a surface affect movement and
game play?  If you are being attacked, and are running away, mightn't you
get caught by the pursuer if you stop movement by picking up the mouse at
that time?

---
Laughter is the best medicine, so look around, find a dose and take it to
heart.


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Re: [Audyssey] BGT problem!

2011-01-11 Thread Tj Squires
See section four, printing to the screeen in the BGT manual.  You can 
learn how to do it from there.


Tj

On 1/10/2011 11:47 PM, Shiny protector wrote:

Hi,
Could someone please send me the correct code so I learn my mistake?
- Original Message - From: Hayden Presley 
hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 11, 2011 2:59 AM
Subject: Re: [Audyssey] BGT problem!



Hi TJ,
Hmmm...interesting habbit. Myself I've gotten into the habbit of using
semicolons, except in rare cases. But you're right; that manual will 
be your
friend iwhen working with BGT; you will never, never, never, never, 
find a
programming language you will be able to use right out of the box 
without

reading up on it or learning it beforehand.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org 
[mailto:gamers-boun...@audyssey.org] On

Behalf Of Tj Squires
Sent: Monday, January 10, 2011 8:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT problem!

Hi Hayden,

You are partially correct.  I did not use a semicolon at the end of my
include statements and they work just fine.  I believe, after just
testing it rather quickly, that it will work either way.

As a habbit, though, I would suggest putting semicolons at the end of
said statements simply to get into the habbit of using them when you
want your program to do something, in this case, include a file.  If one
does not get in this habbit, you will have the exact same issue 
Muhamid did.


Also, Muhamid, don't get discouraged.  This doesn't come easy to some,
me included, so, keep at it.  One thing I can stress above all others is
*Read the manual*.  This is going to be your friend, lover, ally, family
member, whatever close aquaintence word you want to use in terms of
BGT.  That manual is the, pardon all the religious types out there,
bible of BGT.  One cannot program a game without understanding the
consepts tought within.  Later on tonight, I will post a forum post I
made reguarding learnign BGT that I had posted to the blastbay forum.

Tj



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Re: [Audyssey] BGT problem!

2011-01-11 Thread Shiny protector

Ok. I'm going to see whether it is turned off.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 10, 2011 10:11 PM
Subject: Re: [Audyssey] BGT problem!



Hi,

Do you have word wrap on or off in Notepad? When programming I always
turn word wrap off so it doesn't break a line of code in the middle of
a line where it shouldn't.


On 1/10/11, Shiny protector muhamme...@googlemail.com wrote:
Well, Thomas, you said don't start out with something big when your 
trying
to program for the first time. I have a very big problem. Any help would 
be

appreciated. Thanks. Here is my code. I think it is crap.
alert(Hi, Welcome! This is Muhammed Deniz, please press space bar to
exit!)
If_key_press_Space_Bar;
Allow exit.
void exit
In notepad, where it says Muhammed Deniz, it has Muhammed, then a blank
line, then Deniz. I think the issue is that with notepad, it thinks the
spacebar is also tab. I need to sort this out too.


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[Audyssey] BGT problem!

2011-01-11 Thread Shiny protector
Hi Thomas,
Um, after I turned off the word rap, it doesn't read things properly on the 
screen. 
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Re: [Audyssey] Logitech F310/510/710 Socket

2011-01-11 Thread Johnny Tai
Actually the last two joysticks I bought for my gf were both with square 
sockets- and it's rather annoying cause they don't tell you that on the 
description/box.
The first one was the King of Fighters anniversary joystick, and the second 
is the universal ps/pc mayflash fightingstick.



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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Ron Kolesar
Ok, Tom I did the following.
I plugged in the sgc 2909.
Then while the unit is plugged into the pc tower I went and installed the 
drivers for it.
I then went and fired up TDV which does have force feedback in it.
I'm still getting the message on the lines that this does support force 
feedback, but force feedback can not be initialized.
Where in the control panel do I go to try and turn force feedback back on?
I thought it would be somewhere down in the device manager. But no luck 
there.
Any advice will be appreciated.
Many Thanks.
Ron who wonders if the SGC 2909 will work in a 64 bit world?
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, January 10, 2011 7:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

 Hi Ron,

 Hmmm...I don't know but the issue might be the fact you are running
 Windows 7 64. There is a lot of hardware that bugs out on Windows 7 64
 just because the drivers aren't there or well supported. All the same
 I'd say plug in your unit, install the software, and then go into the
 Windows control panel and make sure force feedback is enabled on the
 device. If you don't configure it through the control panel chances
 are things like ff will be turned off by default. If that doesn't work
 look for updated drivers/software that are Windows 7 64 compatible.
 Remember that device was released before Windows 7 came out.

 On 1/10/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Here's to answering your question Tom.
 I am running win 7 with a 64 bit processor.
 I had the program that comes with the 2909 installed.
 But every time I would fire up tdv I would get the message, something on 
 the
 lines that the force feedback is turned off.
 So I uninstalled the cd.
 I don't know what I did wrong when I installed the drivers because I
 installed the drivers just like I did when I originally purchased the 
 unit
 when I was running vista 32 bit.
 Any advice for reinstalling the program drivers?
 Should I first plug in the 2909 then run the cd to install the drivers?
 Please advise.
 Ron

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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread shaun everiss

no you will have to go to the game controlers.
on that note you may have to config for each game so you will need to 
launch the software.

At 08:53 a.m. 12/01/2011, you wrote:

Ok, Tom I did the following.
I plugged in the sgc 2909.
Then while the unit is plugged into the pc tower I went and installed the
drivers for it.
I then went and fired up TDV which does have force feedback in it.
I'm still getting the message on the lines that this does support force
feedback, but force feedback can not be initialized.
Where in the control panel do I go to try and turn force feedback back on?
I thought it would be somewhere down in the device manager. But no luck
there.
Any advice will be appreciated.
Many Thanks.
Ron who wonders if the SGC 2909 will work in a 64 bit world?
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, January 10, 2011 7:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

 Hi Ron,

 Hmmm...I don't know but the issue might be the fact you are running
 Windows 7 64. There is a lot of hardware that bugs out on Windows 7 64
 just because the drivers aren't there or well supported. All the same
 I'd say plug in your unit, install the software, and then go into the
 Windows control panel and make sure force feedback is enabled on the
 device. If you don't configure it through the control panel chances
 are things like ff will be turned off by default. If that doesn't work
 look for updated drivers/software that are Windows 7 64 compatible.
 Remember that device was released before Windows 7 came out.

 On 1/10/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Here's to answering your question Tom.
 I am running win 7 with a 64 bit processor.
 I had the program that comes with the 2909 installed.
 But every time I would fire up tdv I would get the message, something on
 the
 lines that the force feedback is turned off.
 So I uninstalled the cd.
 I don't know what I did wrong when I installed the drivers because I
 installed the drivers just like I did when I originally purchased the
 unit
 when I was running vista 32 bit.
 Any advice for reinstalling the program drivers?
 Should I first plug in the 2909 then run the cd to install the drivers?
 Please advise.
 Ron

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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Ron Kolesar
How do I do that? For starters, I would like it to work with TDV.
The reason why I was thinking that it wouldn't work in a 64 bit processor is 
because the unit worked with TDV in Vista 32.
Plus the driver is 32 bit.
So that's why I was thinking it wouldn't work with a 64 bit processor.
Thanks.
Ron
Ron Kolesar
kolesar16...@roadrunner.com

--
From: shaun everiss sm.ever...@gmail.com
Sent: Tuesday, January 11, 2011 3:26 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

 no you will have to go to the game controlers.
 on that note you may have to config for each game so you will need to 
 launch the software.
 At 08:53 a.m. 12/01/2011, you wrote:
Ok, Tom I did the following.
I plugged in the sgc 2909.
Then while the unit is plugged into the pc tower I went and installed the
drivers for it.
I then went and fired up TDV which does have force feedback in it.
I'm still getting the message on the lines that this does support force
feedback, but force feedback can not be initialized.
Where in the control panel do I go to try and turn force feedback back on?
I thought it would be somewhere down in the device manager. But no luck
there.
Any advice will be appreciated.
Many Thanks.
Ron who wonders if the SGC 2909 will work in a 64 bit world?
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Monday, January 10, 2011 7:37 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

  Hi Ron,
 
  Hmmm...I don't know but the issue might be the fact you are running
  Windows 7 64. There is a lot of hardware that bugs out on Windows 7 64
  just because the drivers aren't there or well supported. All the same
  I'd say plug in your unit, install the software, and then go into the
  Windows control panel and make sure force feedback is enabled on the
  device. If you don't configure it through the control panel chances
  are things like ff will be turned off by default. If that doesn't work
  look for updated drivers/software that are Windows 7 64 compatible.
  Remember that device was released before Windows 7 came out.
 
  On 1/10/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
  Here's to answering your question Tom.
  I am running win 7 with a 64 bit processor.
  I had the program that comes with the 2909 installed.
  But every time I would fire up tdv I would get the message, something 
  on
  the
  lines that the force feedback is turned off.
  So I uninstalled the cd.
  I don't know what I did wrong when I installed the drivers because I
  installed the drivers just like I did when I originally purchased the
  unit
  when I was running vista 32 bit.
  Any advice for reinstalling the program drivers?
  Should I first plug in the 2909 then run the cd to install the 
  drivers?
  Please advise.
  Ron
 
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[Audyssey] Top Speed 3 now available

2011-01-11 Thread Orin
Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 3 is 
now available. get it at:

http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] BGT problem!

2011-01-11 Thread Hayden Presley
Hi,
That really depends on what you're trying to do; what are you trying to do?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Tuesday, January 11, 2011 12:47 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] BGT problem!

Hi,
Could someone please send me the correct code so I learn my mistake?
- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 11, 2011 2:59 AM
Subject: Re: [Audyssey] BGT problem!


 Hi TJ,
 Hmmm...interesting habbit. Myself I've gotten into the habbit of using
 semicolons, except in rare cases. But you're right; that manual will be 
 your
 friend iwhen working with BGT; you will never, never, never, never, find a
 programming language you will be able to use right out of the box without
 reading up on it or learning it beforehand.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Tj Squires
 Sent: Monday, January 10, 2011 8:56 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] BGT problem!

 Hi Hayden,

 You are partially correct.  I did not use a semicolon at the end of my
 include statements and they work just fine.  I believe, after just
 testing it rather quickly, that it will work either way.

 As a habbit, though, I would suggest putting semicolons at the end of
 said statements simply to get into the habbit of using them when you
 want your program to do something, in this case, include a file.  If one
 does not get in this habbit, you will have the exact same issue Muhamid 
 did.

 Also, Muhamid, don't get discouraged.  This doesn't come easy to some,
 me included, so, keep at it.  One thing I can stress above all others is
 *Read the manual*.  This is going to be your friend, lover, ally, family
 member, whatever close aquaintence word you want to use in terms of
 BGT.  That manual is the, pardon all the religious types out there,
 bible of BGT.  One cannot program a game without understanding the
 consepts tought within.  Later on tonight, I will post a forum post I
 made reguarding learnign BGT that I had posted to the blastbay forum.

 Tj



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Re: [Audyssey] Aurifi

2011-01-11 Thread Hayden Presley
Hi,
Without giving too much away, is tis thing beatable?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Ian McNamara
Sent: Monday, January 10, 2011 7:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Aurifi

i love the game it's really good and although i get stuck on certain
challenges i still think it's a lot of fun, have not quite masterd the tilt
controles but am getting better as i try. love popa sangrey also.

Ian McNamara
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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Hayden Presley
Hi,
Wow...I don't know how long it's been since I've played those games; we'll
have to see how horribleIam these days.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: Tuesday, January 11, 2011 5:09 PM
To: Gamers Discussion list
Subject: [Audyssey] Top Speed 3 now available

Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 3
is now available. get it at:

http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Hayden Presley
Hi,
Just a slight, ahem...issue. The link is broken.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: Tuesday, January 11, 2011 5:09 PM
To: Gamers Discussion list
Subject: [Audyssey] Top Speed 3 now available

Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 3
is now available. get it at:

http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Phil Vlasak

Hi Hayden,
It was broken when I tried it first, then it worked later.
Could be the server was overwhelmed.
So try it again.
Phil

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, January 11, 2011 6:27 PM
Subject: Re: [Audyssey] Top Speed 3 now available



Hi,
Just a slight, ahem...issue. The link is broken.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Orin
Sent: Tuesday, January 11, 2011 5:09 PM
To: Gamers Discussion list
Subject: [Audyssey] Top Speed 3 now available

Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 
3

is now available. get it at:

http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Ian McNamara
interestingwonder what extra fetures this one has that the others don't. 

Ian McNamara

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Re: [Audyssey] BGT problem!

2011-01-11 Thread Thomas Ward
Hi Muhammed,

You mind explaining that? I think I should make a few notes regarding
programming anything in Notepad. If you have word wrap turned off the
first thing you should do is maximize the window so the entire window
is visible. If you are writing code in Notepad it is a good idea to
make a manual line break after 80 characters as the text will simply
scroll off the screen. Most of the time when programming my lines of
code aren't that long so I make a manual line break after the
statement anyway. Obviously, for other text documents you will want
word wrap on to read them.

On 1/11/11, Shiny protector muhamme...@googlemail.com wrote:
 Hi Thomas,
 Um, after I turned off the word rap, it doesn't read things properly on the
 screen.
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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Thomas Ward
Hi Ron,

Its been a while since I tried to configure the force feedback stuff
under Windows 7, but I can tell you it has nothing to do with the
device manager. There is a link in the control panel for joysticks I
think it is called game controllers or something like that. You
click on that and it brings up a Windows dialog with joysticks and
other game controllers connected to your PC. You select the device you
want to customize, click on Properties, and under there is a check box
to enable/disable force feedback support for that device. If this
isn't enough help let me know and I'll try and squeeze in some time to
write up a walkthrough on the process.

HTH


On 1/11/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Ok, Tom I did the following.
 I plugged in the sgc 2909.
 Then while the unit is plugged into the pc tower I went and installed the
 drivers for it.
 I then went and fired up TDV which does have force feedback in it.
 I'm still getting the message on the lines that this does support force
 feedback, but force feedback can not be initialized.
 Where in the control panel do I go to try and turn force feedback back on?
 I thought it would be somewhere down in the device manager. But no luck
 there.
 Any advice will be appreciated.
 Many Thanks.
 Ron who wonders if the SGC 2909 will work in a 64 bit world?
 Ron Kolesar
 kolesar16...@roadrunner.com


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Re: [Audyssey] Logitech F310/510/710 Socket

2011-01-11 Thread Thomas Ward
Hi Kai,

Oh, that's a relief. My birthday is coming up in a few days. Maybe I
can talk my wife into purchasing one of the updated Logitech joysticks
as a birthday gift. I really hate the square sockets on the Rumble Pad
II.

On 1/11/11, Kai kaixi...@sbcglobal.net wrote:
 Greetings list.

 Recently I was discussing the fact that I really disliked how the Logitech
 Rumblepad II used square sockets to mount its analog control sticks, and
 furthermore that I was hoping the newer line of controllers would have
 changed this.

 I'm happy to note that, according to a blog from Logitech, such is the case.
 The square design's been replaced with a circular one, as it should've been
 in the first place; I really have no clue why they thought a square design
 was acceptable.

 Below is the link to the blog article (the relevant statement to this effect
 is in one of the comments):
 http://bit.ly/fMhDxV

 Kai


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Re: [Audyssey] Yet another iOS audio game under development: Captain Dynamite and the Fallen Hero

2011-01-11 Thread william lomas
well the IOS version will not be out at the same time as the xbox one 

On Jan 10, 2011, at 8:03 AM, Ian McNamara wrote:

 woo this sounds brilliant, i hope it comes out soon i want this game.
 
 probly get it for xbox as well as itos. 
 
 Ian McNamara
 
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[Audyssey] BGT future development - My replies

2011-01-11 Thread Philip Bennefall
Hi all,

Thank you for the large number of suggestions! I'll respond to you all below in 
one big message, as to avoid cluttering up the list.

Thomas. If I added force feedback I think it would actually be advantageous for 
me to do everything through code, as the goal of BGT is to wrap everything for 
the end users without requiring use of the underlying facilities. I'll 
definitely look into it.

Kai. I have looked into XInput, but it does not support neither keyboards nor 
mouse devices which makes it rather unatractive for me. The only reason then to 
use it would be for extended joystick and game pad support which is certainly 
an option, but not something I'm sure about just yet. As for Midi support, I 
don't think this will happen. In order to provide a soundtrack that sounds the 
same for everyone, one would need to use some sort of instrument bank such as a 
soundfont or similar to play the music, which would require me to write an 
entire sound font player. This is not something that I'm very keen on doing at 
the moment. And as regards to reverse engineering, I'm doing as much as I can 
to avoid it (e.g. applying layers of encryption, not encrypting the actual 
script but rather the AngelScript byte code, including verification checks etc) 
but as with any software, it is not impossible. You can reverse engineer any 
program if you are determined enough, and BGT is no exception. Having said 
that, however, it certainly isn't easy. Lastly, Anti cheating is certainly 
possible in BGT. Right now there are only hash functions, but I can add a crc32 
function as well if there's an interest in that.

Allen. Multithreading would indeed be nice, but let's take a look at some of 
the practicalities there. Let us assume that you have two loops running in two 
separate threads, and they both modify the same global variable. You have no 
way of knowing what value the variable may or may not have, at any given time. 
To prevent this, we would need something similar to a critical section or a 
mutex to lock access to some resource during a short amount of time while a 
thread accesses or modifies it. Here we are getting into quite advanced 
concepts of programming (e.g. thread synchronization), which is way beyond the 
simplisity goals of BGT. Co-routines is one option that I am considering, 
however.

Hayden. The idea with the helper layer is that it is meant to be open source, 
so that users can go in and modify the includes to their liking. Something like 
the sound pool or the dynamic menu class are perfect examples where the 
functionality is necessary, but not really as part of the engine's foundation. 
This way, you are able to choose which of these components that you wish to 
include in your game rather than having them forced upon you. The engine 
implements all the low level control such as the sound and timer classes, and 
then it is up to the script writer to make use of these as I have done in these 
wrapper modules. In other words, the helper layer is meant to let you pick and 
choose which bits and pieces you do and do not want, which you can't do with 
the core functionality.

Ryan. Loading dll's would indeed be very useful, but the main issue is that 
AngelScript currently does not support variable parameter function calls or 
optional parameters to functions. I could do something in the preprocessor 
stage like VB 6 does, where you specify the name of the function that you want 
to import as well as the dll filename but this still leaves me with the problem 
of turning the AngelScript classes into structs when these are passed as 
parameters, for instance. In short, this is probably possible somehow but would 
require a huge amount of time. I'll keep it in mind though, and if a lot of 
people want it it will make its way into the engine eventually, as will COM 
support.

Bryan. I have an idea about what might be happening regarding your Sapi issues. 
In the dynamic menu class, if you do not specify a specific tts_voice object 
that you wish to use, a temporary one will be created for you behind the scenes 
if you are using tts options. The problem as I see it, is that NeoSpeech may 
not allow multiple instances of its engine to be run simultaneously and so the 
menu does not work. The solution is to always call the set_tts_object method in 
the class before calling any of the run methods, so that it uses your existing 
tts_voice object instance for its output.

Kind regards,

Philip Bennefall
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[Audyssey] accessible super mario game?

2011-01-11 Thread Troy Sullivan
Hi all,
I know there's an accessible version of super mario the audio game but the 
website on the links to accessible games page doesn't seem to work anymore, 
anyone know where I can find this game?
Thanks,
Troy
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[Audyssey] accessible imulaters

2011-01-11 Thread Troy Sullivan
Hi all,
does anyone know if an imulator is accessible?
Thanks,
Troy
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Re: [Audyssey] accessible super mario game?

2011-01-11 Thread Thomas Ward
Hi Troy,

Not really. To be honest you aren't missing much. The people who
created it did a pretty poor job of it.  I don't like to put other
game developers down, but to be honest it isn't worth your time
looking for it.

Cheers!

On 1/11/11, Troy Sullivan troysulliva...@gmail.com wrote:
 Hi all,
 I know there's an accessible version of super mario the audio game but the
 website on the links to accessible games page doesn't seem to work anymore,
 anyone know where I can find this game?
 Thanks,
 Troy
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Re: [Audyssey] BGT problem!

2011-01-11 Thread Kai

Greetings list.

I actually prefer a small little text editor called Metapad for 
coding/scripting. It isn't one of the most powerful editors around (no 
regular expression support for search and replace, for example), but it is 
very quick and comfortable. Among its various features is the ability to 
open the current file in an external viewer, which means you can directly 
run the BGT script you're editing without having to browse to it and hit 
enter. Other editors of course have such functionality, I'm just comfortable 
with Metapad. It also supports favourites, so you can set the file you're 
working on as a favourite, making returning to work on the file very quick 
and easy.


Another tip for coding, especially for those of us who don't look at the 
screen, is to set the editor's font to as small as possible. This lets more 
text fit on the screen, thereby reducing the need to scroll/word wrap.


Kai

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 5:12 PM
Subject: Re: [Audyssey] BGT problem!



Hi Muhammed,

You mind explaining that? I think I should make a few notes regarding
programming anything in Notepad. If you have word wrap turned off the
first thing you should do is maximize the window so the entire window
is visible. If you are writing code in Notepad it is a good idea to
make a manual line break after 80 characters as the text will simply
scroll off the screen. Most of the time when programming my lines of
code aren't that long so I make a manual line break after the
statement anyway. Obviously, for other text documents you will want
word wrap on to read them.

On 1/11/11, Shiny protector muhamme...@googlemail.com wrote:

Hi Thomas,
Um, after I turned off the word rap, it doesn't read things properly on 
the

screen.
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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Ron Kolesar

Ok Tom.
Here's what's in the control panel.
action center, back up and restore, date and time, device manager, eas of 
access, getting started, enternet network, notification icons, performance 
and tools, power options, recovery, sound, system users, accounts and 
windows defender.
Don't see anything about sticks.
Thanks.
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, January 11, 2011 8:22 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

 Hi Ron,

 Its been a while since I tried to configure the force feedback stuff
 under Windows 7, but I can tell you it has nothing to do with the
 device manager. There is a link in the control panel for joysticks I
 think it is called game controllers or something like that. You
 click on that and it brings up a Windows dialog with joysticks and
 other game controllers connected to your PC. You select the device you
 want to customize, click on Properties, and under there is a check box
 to enable/disable force feedback support for that device. If this
 isn't enough help let me know and I'll try and squeeze in some time to
 write up a walkthrough on the process.

 HTH


 On 1/11/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Ok, Tom I did the following.
 I plugged in the sgc 2909.
 Then while the unit is plugged into the pc tower I went and installed the
 drivers for it.
 I then went and fired up TDV which does have force feedback in it.
 I'm still getting the message on the lines that this does support force
 feedback, but force feedback can not be initialized.
 Where in the control panel do I go to try and turn force feedback back 
 on?
 I thought it would be somewhere down in the device manager. But no luck
 there.
 Any advice will be appreciated.
 Many Thanks.
 Ron who wonders if the SGC 2909 will work in a 64 bit world?
 Ron Kolesar
 kolesar16...@roadrunner.com


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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Kai

Greetings List.

I don't know if it's just me, but Top Speed 3 seems to have issues with game 
pads that have a lot of buttons, which is frustrating since it has plenty of 
assignable functions, and there's currently no way to bypass a particular 
assignment. This means you get stuck during controller configuration, and 
have to escape out without being able to commit the changes.


My Logitech Rumblepad II, for example, will only allow me to assign 
functions to buttons 1 through 4, the POV hat, and the right analog axis. I 
can understand the analog axis issue, but not the inability for the program 
to assign functions to buttons 5 through 12.


I was told this is a DirectX issue, but seeing as Windows itself recognizes 
all the buttons and axis's in the test applet, and seeing as I can 
successfully use all buttons and axis's in EPSXE and other emulators, I 
sincerely wonder if such is the case.


Anyone able to enlighten me on this issue?

Kai

- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 3:08 PM
Subject: [Audyssey] Top Speed 3 now available



Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 
3 is now available. get it at:


http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] accessible imulaters

2011-01-11 Thread Kai

Greetings Troy.

What are you seeking to emulate? This would help us point you in the right 
direction.


Also, note that while an emulator might be accessible, the game itself won't 
necessarily be.


Kai

- Original Message - 
From: Troy Sullivan troysulliva...@gmail.com

To: Gamers@audyssey.org
Sent: Tuesday, January 11, 2011 3:47 PM
Subject: [Audyssey] accessible imulaters



Hi all,
does anyone know if an imulator is accessible?
Thanks,
Troy
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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Thomas Ward
Hi,

Philip wrote:

I have looked into XInput, but it does not support neither keyboards
nor mouse devices which makes it rather unatractive for me. The only
reason then
to use it would be for extended joystick and game pad support which is
certainly an option, but not something I'm sure about just yet.


my comments:

Agreed. For the record when we decided to go ahead and rewrite the G3D
engine in C++ we also looked at XInput rather than DirectInput, and
discovered the same exact problems and issues. XInput is primarily
designed as a cross-platform API for handling XInput compatible
joysticks and game controllers such as those for the Microsoft XBox
360 and/or third-party PC game controllers like the Logitech f510
specifically designed for XInput. As a result if we use XInput for
joysticks we still have to use something else for mice and keyboard
like the Win32 API for polling mouse and keyboard events from the OS.
Since polling the OS for keyboard and mouse events is less desirable
than using DirectInput going with XInput has very little value for us.
Especially, since our surveys seam to show most VI gamers prefer the
keyboard over mice and joysticks in a large amount of cases.


Philip wrote:

Multithreading would indeed be nice, but let's take a look at some of
the practicalities there. Let us assume that you have two loops
running in
two separate threads, and they both modify the same global variable.
You have no way of knowing what value the variable may or may not
have, at any given
time. To prevent this, we would need something similar to a critical
section or a mutex to lock access to some resource during a short
amount of time while
a thread accesses or modifies it. Here we are getting into quite
advanced concepts of programming (e.g. thread synchronization), which
is way beyond the
simplisity goals of BGT.


my comments:

Again, I have to agree. Multithreading is a very advanced area of
programming, and if people are having problems with BGT now throwing
multithreading in the mix would make things a lot more complex and
confusing for the average user of the product. Anyone who isn't an
expert at multithreading can create some extremely nasty bugs,
problems, and if they don't know what they are doing end up crashing
the end user's entire system because of a stupid mistake.  I have done
it myself quite on accident.

For example, in the G3D engine I use multithreading in order to
process input in one thread, process/update the enemy AI in another
thread, and so on. That is fine, but you really have to be careful
what thread a certain process was started on in order to shut it down
properly. Several months back when testers were exiting MOTA they got
a nasty blue screen on exit. It took me a good long while to find/fix
that bug. The problem turned out to be the fact I called the
WindowDestroy() function from the input thread, when the window was
created on the main thread. Since the window was actually created on
the main thread that meant that the WindowDestroy() function has to
also be called from the main thread. It is exactly this kind of
mistake new and experienced BGT developers could make if they aren't
careful of properly starting, stopping, updating, and locking threads.
I don't think some of these new developers are aware of how easy it is
to hang or lock up a computer using an improper  thread safe design.

Cheers!

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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Phil Vlasak

Hi Ron,
My vista windows has,
Game Controllers
Try hitting g
or alt v and l for list view.

- Original Message - 
From: Ron Kolesar kolesar16...@roadrunner.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 9:22 PM
Subject: Re: [Audyssey] Sticks version game pads.




Ok Tom.
Here's what's in the control panel.
action center, back up and restore, date and time, device manager, eas of 
access, getting started, enternet network, notification icons, performance 
and tools, power options, recovery, sound, system users, accounts and 
windows defender.

Don't see anything about sticks.
Thanks.
Ron Kolesar
kolesar16...@roadrunner.com

--
From: Thomas Ward thomasward1...@gmail.com
Sent: Tuesday, January 11, 2011 8:22 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.


Hi Ron,

Its been a while since I tried to configure the force feedback stuff
under Windows 7, but I can tell you it has nothing to do with the
device manager. There is a link in the control panel for joysticks I
think it is called game controllers or something like that. You
click on that and it brings up a Windows dialog with joysticks and
other game controllers connected to your PC. You select the device you
want to customize, click on Properties, and under there is a check box
to enable/disable force feedback support for that device. If this
isn't enough help let me know and I'll try and squeeze in some time to
write up a walkthrough on the process.

HTH


On 1/11/11, Ron Kolesar kolesar16...@roadrunner.com wrote:

Ok, Tom I did the following.
I plugged in the sgc 2909.
Then while the unit is plugged into the pc tower I went and installed 
the

drivers for it.
I then went and fired up TDV which does have force feedback in it.
I'm still getting the message on the lines that this does support force
feedback, but force feedback can not be initialized.
Where in the control panel do I go to try and turn force feedback back 
on?

I thought it would be somewhere down in the device manager. But no luck
there.
Any advice will be appreciated.
Many Thanks.
Ron who wonders if the SGC 2909 will work in a 64 bit world?
Ron Kolesar
kolesar16...@roadrunner.com



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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1191 / Virus Database: 1435/3373 - Release Date: 01/11/11




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Re: [Audyssey] accessible imulaters

2011-01-11 Thread Troy Sullivan

nintendo and atari imulaters.
- Original Message - 
From: Kai kaixi...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 9:27 PM
Subject: Re: [Audyssey] accessible imulaters



Greetings Troy.

What are you seeking to emulate? This would help us point you in the right 
direction.


Also, note that while an emulator might be accessible, the game itself 
won't necessarily be.


Kai

- Original Message - 
From: Troy Sullivan troysulliva...@gmail.com

To: Gamers@audyssey.org
Sent: Tuesday, January 11, 2011 3:47 PM
Subject: [Audyssey] accessible imulaters



Hi all,
does anyone know if an imulator is accessible?
Thanks,
Troy
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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Ron Kolesar


No luck there either.
I already thought of that myself.
But looking for all advie.
Thanks Phil.
I guess I don't have force feedback in a 64 bit worldRon Kolesar
kolesar16...@roadrunner.com

--
From: Phil Vlasak p...@pcsgames.net
Sent: Tuesday, January 11, 2011 9:34 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Sticks version game pads.

 Hi Ron,
 My vista windows has,
 Game Controllers
 Try hitting g
 or alt v and l for list view.

 - Original Message - 
 From: Ron Kolesar kolesar16...@roadrunner.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Tuesday, January 11, 2011 9:22 PM
 Subject: Re: [Audyssey] Sticks version game pads.



 Ok Tom.
 Here's what's in the control panel.
 action center, back up and restore, date and time, device manager, eas of 
 access, getting started, enternet network, notification icons, 
 performance and tools, power options, recovery, sound, system users, 
 accounts and windows defender.
 Don't see anything about sticks.
 Thanks.
 Ron Kolesar
 kolesar16...@roadrunner.com

 --
 From: Thomas Ward thomasward1...@gmail.com
 Sent: Tuesday, January 11, 2011 8:22 PM
 To: Gamers Discussion list gamers@audyssey.org
 Subject: Re: [Audyssey] Sticks version game pads.

 Hi Ron,

 Its been a while since I tried to configure the force feedback stuff
 under Windows 7, but I can tell you it has nothing to do with the
 device manager. There is a link in the control panel for joysticks I
 think it is called game controllers or something like that. You
 click on that and it brings up a Windows dialog with joysticks and
 other game controllers connected to your PC. You select the device you
 want to customize, click on Properties, and under there is a check box
 to enable/disable force feedback support for that device. If this
 isn't enough help let me know and I'll try and squeeze in some time to
 write up a walkthrough on the process.

 HTH


 On 1/11/11, Ron Kolesar kolesar16...@roadrunner.com wrote:
 Ok, Tom I did the following.
 I plugged in the sgc 2909.
 Then while the unit is plugged into the pc tower I went and installed 
 the
 drivers for it.
 I then went and fired up TDV which does have force feedback in it.
 I'm still getting the message on the lines that this does support force
 feedback, but force feedback can not be initialized.
 Where in the control panel do I go to try and turn force feedback back 
 on?
 I thought it would be somewhere down in the device manager. But no luck
 there.
 Any advice will be appreciated.
 Many Thanks.
 Ron who wonders if the SGC 2909 will work in a 64 bit world?
 Ron Kolesar
 kolesar16...@roadrunner.com


 ---
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Re: [Audyssey] accessible imulaters

2011-01-11 Thread Thomas Ward
Hi Troy,

You'll have to get a little more specific. There are all kinds of game
emulators out there. Two that are right off the top of my head is
Stella for Atari 2600 games and SNES 9x for Super NES games they are
completely different emulators for different types of games. Add to
that I really need to know your definition of accessible in this
case.

For example, with an emulator like Stella I can open a command prompt and type
stella spcinvad.bin
which would load Space Invaders in Stella for Windows/Linux. Although,
I can use Stella that doesn't make the games accessible just because
they were never designed to be played by the blind. Playing Space
Invaders on a PC with Stella is little different than playing it on a
console accessibility wise. So if your definition is can we use
emulators like Stella the answer is yes. If you mean can we play the
games in an accessible format the answer is no.


On 1/11/11, Troy Sullivan troysulliva...@gmail.com wrote:
 Hi all,
 does anyone know if an imulator is accessible?
 Thanks,
 Troy
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Re: [Audyssey] BGT future development

2011-01-11 Thread Thomas Ward
Hi,

FYI. Racing wheels are supported through the same API as joysticks,
game pads, boxing gloves, etc.  The DirectInput joystick API is fairly
universal in supporting a variety of game devices through the joystick
device code.  So in general if BGT supported joysticks generically
through DirectInput it would support just about everything from a
flight stick to a racing wheel. It would be up to the end BGT game
developer to specialize the code for the target device such as
creating custom device profiles.

On 1/11/11, burakyuksek burakyuksek...@gmail.com wrote:
 and a stearingweal for raceing games.
 saygilar sevgiler.

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[Audyssey] problem with top speed 3

2011-01-11 Thread michael barnes

Hey, when I'm racing the woman voice keeps calling out numbers.
How do I turn that off?
And I also notice when I go to set up my steering wheel with the game 
it won't let me configure all the buttons aswell.


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Re: [Audyssey] Sticks version game pads.

2011-01-11 Thread Thomas Ward
Hi Ron,

Ok, it may actually help if I know how your control panel is
configured. Do you have it set to the Windows 7 default  web view, or
do you have it setup as a pull down menu, or what?

What I just did is I went into the control panel menu on the start
menu, mine is setup as a menu rather than a web view, and selected the
Devices and Printers icon. It then brought up a dialog box with a
number of devices like keyboard, mouse, joystick, printer, etc. I used
the Window-Eyes mouse cursor to locate the Philips 2909, right clicked
on it, and a context menu popped up. I selected Game Controller
Settings from the pull down menu. From there I clicked on Properties
and under there I found the options for the Philips 2909 including the
ability to test force feedback etc.

HTH



On 1/11/11, Ron Kolesar kolesar16...@roadrunner.com wrote:

 Ok Tom.
 Here's what's in the control panel.
 action center, back up and restore, date and time, device manager, eas of
 access, getting started, enternet network, notification icons, performance
 and tools, power options, recovery, sound, system users, accounts and
 windows defender.
 Don't see anything about sticks.
 Thanks.
 Ron Kolesar
 kolesar16...@roadrunner.com


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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread shaun everiss
on the subject of sapi, bgt should always use the system default 
unless you choose.



Hi all,

Thank you for the large number of suggestions! I'll respond to you 
all below in one big message, as to avoid cluttering up the list.


Thomas. If I added force feedback I think it would actually be 
advantageous for me to do everything through code, as the goal of 
BGT is to wrap everything for the end users without requiring use of 
the underlying facilities. I'll definitely look into it.


Kai. I have looked into XInput, but it does not support neither 
keyboards nor mouse devices which makes it rather unatractive for 
me. The only reason then to use it would be for extended joystick 
and game pad support which is certainly an option, but not something 
I'm sure about just yet. As for Midi support, I don't think this 
will happen. In order to provide a soundtrack that sounds the same 
for everyone, one would need to use some sort of instrument bank 
such as a soundfont or similar to play the music, which would 
require me to write an entire sound font player. This is not 
something that I'm very keen on doing at the moment. And as regards 
to reverse engineering, I'm doing as much as I can to avoid it (e.g. 
applying layers of encryption, not encrypting the actual script but 
rather the AngelScript byte code, including verification checks etc) 
but as with any software, it is not impossible. You can reverse 
engineer any program if you are determined enough, and BGT is no 
exception. Having said that, however, it certainly isn't easy. 
Lastly, Anti cheating is certainly possible in BGT. Right now there 
are only hash functions, but I can add a crc32 function as well if 
there's an interest in that.


Allen. Multithreading would indeed be nice, but let's take a look at 
some of the practicalities there. Let us assume that you have two 
loops running in two separate threads, and they both modify the same 
global variable. You have no way of knowing what value the variable 
may or may not have, at any given time. To prevent this, we would 
need something similar to a critical section or a mutex to lock 
access to some resource during a short amount of time while a thread 
accesses or modifies it. Here we are getting into quite advanced 
concepts of programming (e.g. thread synchronization), which is way 
beyond the simplisity goals of BGT. Co-routines is one option that I 
am considering, however.


Hayden. The idea with the helper layer is that it is meant to be 
open source, so that users can go in and modify the includes to 
their liking. Something like the sound pool or the dynamic menu 
class are perfect examples where the functionality is necessary, but 
not really as part of the engine's foundation. This way, you are 
able to choose which of these components that you wish to include in 
your game rather than having them forced upon you. The engine 
implements all the low level control such as the sound and timer 
classes, and then it is up to the script writer to make use of these 
as I have done in these wrapper modules. In other words, the helper 
layer is meant to let you pick and choose which bits and pieces you 
do and do not want, which you can't do with the core functionality.


Ryan. Loading dll's would indeed be very useful, but the main issue 
is that AngelScript currently does not support variable parameter 
function calls or optional parameters to functions. I could do 
something in the preprocessor stage like VB 6 does, where you 
specify the name of the function that you want to import as well as 
the dll filename but this still leaves me with the problem of 
turning the AngelScript classes into structs when these are passed 
as parameters, for instance. In short, this is probably possible 
somehow but would require a huge amount of time. I'll keep it in 
mind though, and if a lot of people want it it will make its way 
into the engine eventually, as will COM support.


Bryan. I have an idea about what might be happening regarding your 
Sapi issues. In the dynamic menu class, if you do not specify a 
specific tts_voice object that you wish to use, a temporary one will 
be created for you behind the scenes if you are using tts options. 
The problem as I see it, is that NeoSpeech may not allow multiple 
instances of its engine to be run simultaneously and so the menu 
does not work. The solution is to always call the set_tts_object 
method in the class before calling any of the run methods, so that 
it uses your existing tts_voice object instance for its output.


Kind regards,

Philip Bennefall
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[Audyssey] Some good news and some bad news.

2011-01-11 Thread Ron Kolesar
First of all, I thank those who've been trying to help me out with my 
problems configuring my Philips 2909 so that the force feedback feature will 
work.
I finally found where the joy stick is at.
Man does Bill Gates have it hidden well. SMILES.
I ended up doing a search for set up joy stick configuration and finally 
found it.
When I did a search for just joy and or joystick, it would take me to the 
bsc game joy stick configuration, and that's not what I wanted.
Well, I even went back to defaults and ok everything and tested out tdv with 
the controller and still after going through everything and even going 
through everything with vision I still couldn't get the force feedback to 
kick in and  I still ended up with the same message when I attempted to fire 
up tdv.
So it is a weird mystery to attempt to figure out for now.
Thanks,
Ron who's a frustrated game player.
Ron Kolesar
kolesar16...@roadrunner.com 



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[Audyssey] Alter Aeon

2011-01-11 Thread lindsay
Hi all, 

I play alter aeon as marina, a warrior thief mage. My highest level is level 20 
warrior, how can I find places to go for xp, i find the where command confusing 
as it shows the minimum recommended level for places, and I've tried them and 
got absolutely slaughtered. Thanks in anticipation. 

Lindsay Cowell.  




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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Bryan Peterson
That's the point. I had the Neospeach voices set as defaults whenever this 
happened. So I'm using ATT Mike at te moment despite that not being one of 
my favorite voices.

We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com
To: Philip Bennefall phi...@blastbay.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Tuesday, January 11, 2011 8:24 PM
Subject: Re: [Audyssey] BGT future development - My replies


on the subject of sapi, bgt should always use the system default unless 
you choose.



Hi all,

Thank you for the large number of suggestions! I'll respond to you all 
below in one big message, as to avoid cluttering up the list.


Thomas. If I added force feedback I think it would actually be 
advantageous for me to do everything through code, as the goal of BGT is 
to wrap everything for the end users without requiring use of the 
underlying facilities. I'll definitely look into it.


Kai. I have looked into XInput, but it does not support neither keyboards 
nor mouse devices which makes it rather unatractive for me. The only 
reason then to use it would be for extended joystick and game pad support 
which is certainly an option, but not something I'm sure about just yet. 
As for Midi support, I don't think this will happen. In order to provide a 
soundtrack that sounds the same for everyone, one would need to use some 
sort of instrument bank such as a soundfont or similar to play the music, 
which would require me to write an entire sound font player. This is not 
something that I'm very keen on doing at the moment. And as regards to 
reverse engineering, I'm doing as much as I can to avoid it (e.g. applying 
layers of encryption, not encrypting the actual script but rather the 
AngelScript byte code, including verification checks etc) but as with any 
software, it is not impossible. You can reverse engineer any program if 
you are determined enough, and BGT is no exception. Having said that, 
however, it certainly isn't easy. Lastly, Anti cheating is certainly 
possible in BGT. Right now there are only hash functions, but I can add a 
crc32 function as well if there's an interest in that.


Allen. Multithreading would indeed be nice, but let's take a look at some 
of the practicalities there. Let us assume that you have two loops running 
in two separate threads, and they both modify the same global variable. 
You have no way of knowing what value the variable may or may not have, at 
any given time. To prevent this, we would need something similar to a 
critical section or a mutex to lock access to some resource during a short 
amount of time while a thread accesses or modifies it. Here we are getting 
into quite advanced concepts of programming (e.g. thread synchronization), 
which is way beyond the simplisity goals of BGT. Co-routines is one option 
that I am considering, however.


Hayden. The idea with the helper layer is that it is meant to be open 
source, so that users can go in and modify the includes to their liking. 
Something like the sound pool or the dynamic menu class are perfect 
examples where the functionality is necessary, but not really as part of 
the engine's foundation. This way, you are able to choose which of these 
components that you wish to include in your game rather than having them 
forced upon you. The engine implements all the low level control such as 
the sound and timer classes, and then it is up to the script writer to 
make use of these as I have done in these wrapper modules. In other words, 
the helper layer is meant to let you pick and choose which bits and pieces 
you do and do not want, which you can't do with the core functionality.


Ryan. Loading dll's would indeed be very useful, but the main issue is 
that AngelScript currently does not support variable parameter function 
calls or optional parameters to functions. I could do something in the 
preprocessor stage like VB 6 does, where you specify the name of the 
function that you want to import as well as the dll filename but this 
still leaves me with the problem of turning the AngelScript classes into 
structs when these are passed as parameters, for instance. In short, this 
is probably possible somehow but would require a huge amount of time. I'll 
keep it in mind though, and if a lot of people want it it will make its 
way into the engine eventually, as will COM support.


Bryan. I have an idea about what might be happening regarding your Sapi 
issues. In the dynamic menu class, if you do not specify a specific 
tts_voice object that you wish to use, a temporary one will be created for 
you behind the scenes if you are using tts options. The problem as I see 
it, is that NeoSpeech may not allow multiple instances of its engine to be 
run simultaneously and so the menu does not work. The solution is to 
always call the set_tts_object method in the class before calling any of 
the run methods, so that it uses your existing tts_voice 

Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Dallas O'Brien

i to have this problem. rather anoying.


--
From: Kai kaixi...@sbcglobal.net
Sent: Wednesday, January 12, 2011 12:25 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] Top Speed 3 now available


Greetings List.

I don't know if it's just me, but Top Speed 3 seems to have issues with 
game pads that have a lot of buttons, which is frustrating since it has 
plenty of assignable functions, and there's currently no way to bypass a 
particular assignment. This means you get stuck during controller 
configuration, and have to escape out without being able to commit the 
changes.


My Logitech Rumblepad II, for example, will only allow me to assign 
functions to buttons 1 through 4, the POV hat, and the right analog axis. 
I can understand the analog axis issue, but not the inability for the 
program to assign functions to buttons 5 through 12.


I was told this is a DirectX issue, but seeing as Windows itself 
recognizes all the buttons and axis's in the test applet, and seeing as I 
can successfully use all buttons and axis's in EPSXE and other emulators, 
I sincerely wonder if such is the case.


Anyone able to enlighten me on this issue?

Kai

- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 3:08 PM
Subject: [Audyssey] Top Speed 3 now available



Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 
3 is now available. get it at:


http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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Re: [Audyssey] BGT future development - My replies

2011-01-11 Thread Thomas Ward
Hi Bryan,

Well, if it makes you feel any better I've had my own troubles with
the Neospeech voices in games. For example, in an older release of the
G3D engine when I was toying around with Sapi 5 voices I noticed if I
used a different default voice such as ATT Mike and then switched to
Neospeech Kate the Neospeech voices would be very distorted and fuzzy
sounding. If I set Neospeech Kate as the system default voice and it
came up on start up it was crystal clear.I don't know why but those
voices, Neospeech Kate and Paul, also tend to cause programs like Text
Aloud to crash on me where no other Sapi 5 voice does that to me.
Personally, regardless of how good they may sound I think they are
buggy and the problems you are having may have nothing to do with BGT
but everything to do with those particular voices. This isn't the
first time I've seen problems like this with those voices.

On 1/11/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 That's the point. I had the Neospeach voices set as defaults whenever this
 happened. So I'm using ATT Mike at te moment despite that not being one of
 my favorite voices.
 We are the Knights who say...Ni!

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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread michael barnes
Does anyone else have this problem where when you are racing the female 
voice keep on saying different numbers.  How do you get her to stop?  
It is a big problem when you can't hear over her voice doing the 
racing.  I also having this problem about the controller.


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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread Dallas O'Brien
its precicely cause the controler isn't asigning right that causes the 
repeting of the numbers. once you solve the asigning of the devices buttons 
properly, that other probelm with disappear. but asigning the button on 
devices other then keyboards seems to be a bit buggy right now.

dallas


--
From: michael barnes c...@samobile.net
Sent: Wednesday, January 12, 2011 2:47 PM
To: gamers@audyssey.org
Subject: Re: [Audyssey] Top Speed 3 now available

Does anyone else have this problem where when you are racing the female 
voice keep on saying different numbers.  How do you get her to stop?  It 
is a big problem when you can't hear over her voice doing the racing.  I 
also having this problem about the controller.


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Re: [Audyssey] accessible super mario game?

2011-01-11 Thread ryan chou
hi troy,
if you look on audiogames.net, there is another attempt at an accessible smb
this one imo is a lot better, as you can actually go through pipes and
jump on bricks, etc
also the person who did it is trying to emulate the nes version as
closely as possible, which is why I like this one

On 1/11/11, Thomas Ward thomasward1...@gmail.com wrote:
 Hi Troy,

 Not really. To be honest you aren't missing much. The people who
 created it did a pretty poor job of it.  I don't like to put other
 game developers down, but to be honest it isn't worth your time
 looking for it.

 Cheers!

 On 1/11/11, Troy Sullivan troysulliva...@gmail.com wrote:
 Hi all,
 I know there's an accessible version of super mario the audio game but the
 website on the links to accessible games page doesn't seem to work
 anymore,
 anyone know where I can find this game?
 Thanks,
 Troy
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Re: [Audyssey] BGT problem!

2011-01-11 Thread Shiny protector

Hi Thomas,
When you mean braking a line, do you put 2 lines after every part of code?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 1:12 AM
Subject: Re: [Audyssey] BGT problem!



Hi Muhammed,

You mind explaining that? I think I should make a few notes regarding
programming anything in Notepad. If you have word wrap turned off the
first thing you should do is maximize the window so the entire window
is visible. If you are writing code in Notepad it is a good idea to
make a manual line break after 80 characters as the text will simply
scroll off the screen. Most of the time when programming my lines of
code aren't that long so I make a manual line break after the
statement anyway. Obviously, for other text documents you will want
word wrap on to read them.

On 1/11/11, Shiny protector muhamme...@googlemail.com wrote:

Hi Thomas,
Um, after I turned off the word rap, it doesn't read things properly on 
the

screen.
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Re: [Audyssey] BGT problem!

2011-01-11 Thread Shiny protector
I wish the interface was like auto it. In autoit, you opened the program, 
and you had this code line. Your at 1, then you could right your code and 
press enter. I wish BGT worked like that, but ah well, I'll just have to 
live with notepad. It never use to do the tab problem, I don't no what I did 
to start the problem.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 1:12 AM
Subject: Re: [Audyssey] BGT problem!



Hi Muhammed,

You mind explaining that? I think I should make a few notes regarding
programming anything in Notepad. If you have word wrap turned off the
first thing you should do is maximize the window so the entire window
is visible. If you are writing code in Notepad it is a good idea to
make a manual line break after 80 characters as the text will simply
scroll off the screen. Most of the time when programming my lines of
code aren't that long so I make a manual line break after the
statement anyway. Obviously, for other text documents you will want
word wrap on to read them.

On 1/11/11, Shiny protector muhamme...@googlemail.com wrote:

Hi Thomas,
Um, after I turned off the word rap, it doesn't read things properly on 
the

screen.
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Re: [Audyssey] BGT problem!

2011-01-11 Thread Kai

Greetings.

It does work like that; In your text editor, you write a line of code, write 
a semicolon if applicable, then hit enter to break a line (which means to 
start a new line).


Notepad is horrible. You should consider giving something like UltraEdit, 
TextPal, or (my personal favourite) Metapad a try.


BGT's actually a nice, straightforward scripting language. Things could be 
worse: you could be having to deal with Python which uses spacing as a code 
delimiter.


UltraEdit (RegExp capable):
http://www.ultraedit.com/

TextPal:
http://www.empowermentzone.com/palsetup.exe

NoteTab (RegExp capable):
http://www.notetab.com/

Metapad:
http://liquidninja.com/metapad/

Round-up of code-friendly text editors (not guaranteed to be accessible):
http://www.balkhis.com/web-designs-resources/15-outstanding-free-text-editors-for-designers-coders/

Kai

- Original Message - 
From: Shiny protector muhamme...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, January 11, 2011 10:48 PM
Subject: Re: [Audyssey] BGT problem!


I wish the interface was like auto it. In autoit, you opened the program, 
and you had this code line. Your at 1, then you could right your code and 
press enter. I wish BGT worked like that, but ah well, I'll just have to 
live with notepad. It never use to do the tab problem, I don't no what I 
did to start the problem.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 1:12 AM
Subject: Re: [Audyssey] BGT problem!



Hi Muhammed,

You mind explaining that? I think I should make a few notes regarding
programming anything in Notepad. If you have word wrap turned off the
first thing you should do is maximize the window so the entire window
is visible. If you are writing code in Notepad it is a good idea to
make a manual line break after 80 characters as the text will simply
scroll off the screen. Most of the time when programming my lines of
code aren't that long so I make a manual line break after the
statement anyway. Obviously, for other text documents you will want
word wrap on to read them.

On 1/11/11, Shiny protector muhamme...@googlemail.com wrote:

Hi Thomas,
Um, after I turned off the word rap, it doesn't read things properly on 
the

screen.
---
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[Audyssey] thinking of coding a game dtmf guess

2011-01-11 Thread Oriol Gómez
Hi,
I'm thinking of coding a simple game, called dtmf guess. Basically,
you have 60 seconds to guess as many dtmf tones as you can, and then
there will be score boards and stats.
I might possily include other modes, for example musical notes.
What do you guys think?

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Re: [Audyssey] Top Speed 3 now available

2011-01-11 Thread burakyuksek

thankyou playinginthedark! thankyou!
saygilar sevgiler.
- Original Message - 
From: Orin orin8...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 12, 2011 1:08 AM
Subject: [Audyssey] Top Speed 3 now available



Hey all,

For those of you who don't use Twitter and are out of the loop, Top Speed 
3 is now available. get it at:


http://www.playinginthedark.net

Enjoy.


Orin
orin8...@gmail.com
Twitter: http://www.twitter.com/orinks
Skype: orin1112




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