Re: [Audyssey] Reviewing space in audio

2011-03-19 Thread dark

Hi tom.

One idea which has occurred to me, is rather than changing the pitch of the 
monster, you might have a sound which is played at the same time the as the 
monsters' original sound and indicates it's position.


this wouldn't break up the game the way aa "nearest monster2 speech key 
would, and would leave things immediate to the play, but would also mean you 
can position monsters where you like, rather than being limited to what is 
audible.


for instance, have a scope locator which is always active, but only sounds 
for monsters on an alternate horizontal plane to yourself, so that you will 
here both the harpy's flying wings and the sksleton's footsteps, and a low 
or high beep dependenting upon whether it is above or below you.
You might also considder as ken suggested altering the sounds in another way 
besides pitche,  for instance having the sound of enemies above you echo 
more, while enemies below sound far more basy.


These are just a couple of ideas, but certainly I think it would be possible 
to have an indicater that you can here while walking along.


this will for instance let you have situations which are comon in games like 
marrio but totally unknown thus far in audio,  such as you needing to 
jump up onto a lege with an enemy patrolling it, and having to wait until 
the enemy has retreated from the edge of the ledge before jumping up.


Beware the Grue!

Dark. 



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Re: [Audyssey] realism was, Reviewing space in audio

2011-03-19 Thread dark

hi Tom.

I'm afraid you seem to be putting together too issues here, god mode and 
unrealism.


take a game series like mega man, which has imho some of the best balanced 
and best designed weapons of an imaginary game series.


In the Mega man x games, hidden in each stage was a heart tank which 
extended x's life bar, and allowed him to carry more life, to the point that 
if you got all 8, you'd have twice as much energy.


You could also find subtanks, which you could keep and which could hold more 
energy so that when you activated them they restored you to full 
health,  though you could only have four.


then, you got the 8 boss weapons. then, you get x's armour power ups which 
let you do things like temporarily hover in mid air, charge up your weapons 
to produce more powerful shots, or help you find items with a radar system.


Yet, inspite of all these items, even if you have all of them, the game is 
stil! hard, due to the speed, clever placement, and difficulty of enemy 
attacks.


This is a game which gives you man unique itmes which in another series 
would be like a godmode, yet which aren't due to the general difficulty of 
the game.


for instance, you might have double health with all heart tanks, and four 
bonus health restores waiting with the subt tanks, but one hit of sigma's 
beam sabre and you can kiss good bye to a third of your health.


And bare in mind you don't just have to fight sigma alone, first he sticks 
his robotic wolf velgwader on you, then you fight him, then his head 
attaches to a large wolf battle body which you then have to destroy as well.


so in this case, the instantly acting restoring energy energy tanks are 
actually all part of the stratogy,  do you use one when fighting sigma's 
wolf? do you save them for later? If they functioned more realistically, 
releasing health over time, they simply would be of no use in that fight.


likewise, sinse Mega man x has no close range weapons, all weapons fire out 
of his arm cannon. Some may not fire too far, some indeed,  like the 
silk shot in mmx2 may be very close range, but all have a minimum range 
sinse they all come out of his gun.


One gun, firing all these weapons,  indeed the idea of the hole weapon 
copy system in the first place, is pretty ludicrous when considdered in the 
light of realistic weaponry.


but in the context of the mega man series, put against the physics and 
mechanics of each boss and the stage design, it works perfectly well and 
fits in with the general style of the game.


to take another example. the other day I was playing marrio 2 and fighting 
the boss birdo (and before any confusion results, I mean the traditional 
marrio 2 where you can sellect from marrio, tode princess or luiji and kill 
monsters by chucking stuff at them, not the direct sequal to marrio bross 
originally only released in japan).


Anyway, for those who don't know, birdo is a large pink creature who 
repeatedly spits eggs at you which fly along a vertical plane and go off 
screen.


to defeat her you need to jump on an egg, pick it up in midair and chuck it 
back at her.


later on in the game, this becomes harder sinse Birdo starts chucking 
fireballs, or fighting you over pits, or firing eggs extremely fast.


Realistic?  hell no! I can't think of one real world creature who has an 
infinite supply of it's own eggs to chuck at you, let alone firebreath.


However, in the context of marrio 2, with it's rockit ships that you can 
pull out of the ground, it's walking bombs and mad explosive mice,  it's 
a great addition.


I'd personally say rather than realism, games need to have a self-consistant 
world and structure independent to that game, and balanced within that 
games' world according to difficulty and consistant item rules.


for instance in marrio 2, some bombs walk around, while others you can pick 
up, but all will explode the same way and will damage either you or an enemy 
if your close.


Beware the grue!

Dark. 



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Re: [Audyssey] Compiling Help Files

2011-03-19 Thread Hayden Presley
Hi Thomas,
So...do you, by chance, know of anything accsssible to write said help
files?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, March 19, 2011 9:22 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Compiling Help Files

Hi Dark,

Well, Maybe. I know that in Jaws if you press insert+h for help while
in the Microsoft help viewer it tells you to select a topic and press
f6 to read the text. It appears that Window-Eyes 7.5 now has a similar
feature where you can press+shift+control+question and get some really
useful keyboard help on an application. I'm glad that screen readers
have this sortof built in help, because although Microsoft includes
them in the operating system they don't exactly advertise them. You
can read through manuals an books on Windows 7 and directions are
almost exclusively about pointing and clicking with little thought to
accessibility even though you and I know that there are hundreds of
built in keyboard shortcuts to do the same thing. However, this is a
general accessibility/tech support topic so we probably shouldn't go
there.

Smile.


On 3/18/11, dark  wrote:
> i'm a litle surprised that it's not  mentioned in the applications notes
for
> the chm help files maps in hal, --- sinse those usually list handy
shortcut
> keys, but maybe it's such a generic windows key dolphin assumed you'd
> already know by reading the windows basic section of Hal's own help, 
> which i must confess I've only ever dipped into slightly, rather than
> reading through end to end.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Compiling Help Files

2011-03-19 Thread dark

Hi Tom.

There probably is such a key in hal, it's most likely that I'm too used to 
using specific keys I forgot that one, sinse there are lots of keys some of 
which get used more than others I tend to find.


I'll have to ask dolphin next time I'm on the phone to them, which might 
actually be soon sinse I'm trading in this laptop for a new one, sinse my 
brother has an xp laptop which he bought six months ago (yes, one of the 
last xp machines made), but he rarely uses it and actually wants a netbook 
instead so I'm going to have it, which might mean ringing dolphin for a new 
install key for Hal, though i suspect I've stil got a spare one.


Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Saturday, March 19, 2011 2:22 PM
Subject: Re: [Audyssey] Compiling Help Files



Hi Dark,

Well, Maybe. I know that in Jaws if you press insert+h for help while
in the Microsoft help viewer it tells you to select a topic and press
f6 to read the text. It appears that Window-Eyes 7.5 now has a similar
feature where you can press+shift+control+question and get some really
useful keyboard help on an application. I'm glad that screen readers
have this sortof built in help, because although Microsoft includes
them in the operating system they don't exactly advertise them. You
can read through manuals an books on Windows 7 and directions are
almost exclusively about pointing and clicking with little thought to
accessibility even though you and I know that there are hundreds of
built in keyboard shortcuts to do the same thing. However, this is a
general accessibility/tech support topic so we probably shouldn't go
there.

Smile.


On 3/18/11, dark  wrote:
i'm a litle surprised that it's not  mentioned in the applications notes 
for
the chm help files maps in hal, --- sinse those usually list handy 
shortcut

keys, but maybe it's such a generic windows key dolphin assumed you'd
already know by reading the windows basic section of Hal's own help, 
which i must confess I've only ever dipped into slightly, rather than
reading through end to end.

Beware the Grue!

Dark.


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Re: [Audyssey] Reviewing space in audio

2011-03-19 Thread Hayden Presley
Hi Thomas,
Ok...so are you taking out the shooting up or down?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, March 19, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Reviewing space in audio

Hi Dark,

That's a good question and one I presently do not have an answer for.
As I said before I absolutely hate using pitch changes in some cases
because it totally changes the way the sound effect sounds ruining the
effect I'm aiming for. At the same time pressing m to speak the
location of the nearest enemy monster is equally not very good.
However, some things might just be common sense. A Skeleton walks on
the ground so if you are up on a ledge a little daductive reasoning
would mean he is below you on the ground. Harpies fly so they'd be a
little more difficult to figure out since they could be above, below,
or on the same level as you. As it happens G3D was designed for 3d
based games and I've been having troubles with the game mechanics in
MOTA. So I'm going to have to disable the look up/down feature etc in
beta 18 because I simply can't get it working without rewriting a crap
load of stuff in the engine since I didn't write the engine
necessarily to do this in 2d games, but only 3d games.

Cheers!

On 3/18/11, dark  wrote:
> hi Tom.
>
> that actually sounds a lot like the system i've been seeing recently in
> super metroid, where you can aime in all eight  directions,  and often
> need to.
>
> My one concern however in audio is how you will know that  that a given
> enemy is vertically above or below.
>
> for instance, if you here a harpy attacking, when your on the edge of a
> ledge, is the harpy emmediately right/left, above, or below. such
> information will be needed if your to avoid attacks correctly, but I'm
> wondering how you'll such positioning without the player directly using
the
> look key,  are you going to change enemies pitch or similar?
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] OT/quick question.

2011-03-19 Thread Thomas Ward
Hi Ryan,

Its beginning to look that way. I'm frankly out of ideas at the
moment. There are times when something breaks that there isn't any
alternative but to do a quick reinstall. However, if you know when you
began having this trouble you might be able to do a system restore
back to a date prior to the problem which may or may not fix the
problem. At the moment that's my last fresh idea.

On 3/18/11, Ryan Conroy  wrote:
> Hi Tom,
>
> I searched for that file, and the only one that came up was version 4.5. I
> tried installing that one, and it said it's not compatible with my computer.
> Any more ideas? lol I'm probably going to have reinstal windows again, huh
>
> -- Original Message --
> From: Thomas Ward 
> To: Gamers Discussion list 
> Subject: Re: [Audyssey] OT/quick question.
> Date: Fri, 18 Mar 2011 14:14:33 -0400
>
> Hi Ryan,
>
> Try going to the Microsoft website
> http://www.microsoft.com/downloads
> and look for Microsoft Setup Installer 3.1. Reinstall the MSI runtime
> and see if that fixes your problem. Your Microsoft Setup Installer
> runtime might be screwed up. Only problem is if it is messed up you
> might not be able to update/fix it with the update as it requires MSI
> to be installed to update. I don't envy you. I really don't.
>
> HTH
>
>
> On 3/18/11, Ryan Conroy  wrote:
>> Hi everyone,
>>
>> This could be a topic of gaming, but it's more of a tec question..
>> Anyways, I'm trying to install Entombed, and even with other files it does
>> this too. I get this error:
>>  The Windows Installer Service could not be accessed. graphic 603  This
>> can
>> occur if you are running Windows in safe mode,
>> or if the Windows Installer is not correctly installed.
>> Contact your support personnel for assistance.
>> OK
>> Now I'm not running Windows in safe mode, so that knocks that out. Does
>> anyone know or have any idea this is happening? I can't install anything,
>> I
>> keep getting that message.
>> Any help would be appreciated. I hope I do not have to reformat, I just
>> got
>> a new harddrive, and reformatted the old one so I could start fresh. I
>> don't
>> understand why this is happening.
>>
>> Ryan
>>
>> 
>> $67/Hr Job - 25 Openings
>> Part-Time job ($20-$65/hr). Requirements: Home Internet Access
>> http://thirdpartyoffers.juno.com/TGL3131/4d834faecd6ad20e344st02vuc
>>
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Re: [Audyssey] Adrift

2011-03-19 Thread Thomas Ward
Hi,

Hmmm...that's odd. I just downloaded the generator zip file from the
Adrift website, and it opened with no problem. Try downloading it
again, and if possible try a different zip utility. If that doesn't
work I'll try sendspacing it to you, but the main download should work
fine.

On 3/18/11, Milos Przic  wrote:
>Hi all,
>Tom wrote about Adrift programming language some time ago. I tried
> downloading it from the ifarchive but the zip archive is corrupted. So if
> Tom, or anyone else who has the interpreter and the programming interface,
> can you send it to me or tell me where to download it from?
>Thanks, and best regards!
>   Milos Przic
> msn: milos.pr...@gmail.com
> skype: Milosh-hs
>
>
> __ Information from ESET NOD32 Antivirus, version of virus signature
> database 5966 (20110318) __
>
> The message was checked by ESET NOD32 Antivirus.
>
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Re: [Audyssey] Reviewing space in audio

2011-03-19 Thread Thomas Ward
Hi Ken,

Have you looked at FMOD EX by any chanse? The reason I ask is because
FMOD Ex works with Visual Basic .Net and has an extremely good 3d
audio engine. It is regarded my many game developers to be the best
comercial sound engine/API on the market. For free games FMOD is free,
and comercial licenses can be as low as $150 for a shareware type
license. I think if you want really good audio for your games FMOD Ex
is your best bet.

Another alternative you might not be aware of is SlimDX. SlimDX is a
free and open source wrapper for Microsoft DirectX and it supports
both DirectSound and XAudio2. So if DirectSound isn't your cup of tea
you can use their Managed XAudio2 library to access the advanced 5.1
and 7.1 3d audio it supports.

HTH


On 3/18/11, Ken the Crazy  wrote:
> Ah,
> Too bad it won't work with vb.net.  I've thought about porting Heli over but
> there's no point unless I can get a better 3d engine than DX.  I tried
> experimenting with Openal, but I can't even install the thing--and if it is
> installed, it doesn't like my hardware, and the software aspect doesn't seem
> to be there either, which is why I think it's not even installed at all.
> I've been trying to get in touch with the developer of the Blind Eye, to see
> about using the AM3d engine, but no luck, so for now I'm just concentrating
> solely on Phrase Madness.  Meantime, Louis is still working on the server
> code so people can upload and download comments to and from their game.
> He's had other stuff going on too, so it's taking him a while.
>
>
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Re: [Audyssey] Reviewing space in audio

2011-03-19 Thread Thomas Ward
Hi Dark,

That's a good question and one I presently do not have an answer for.
As I said before I absolutely hate using pitch changes in some cases
because it totally changes the way the sound effect sounds ruining the
effect I'm aiming for. At the same time pressing m to speak the
location of the nearest enemy monster is equally not very good.
However, some things might just be common sense. A Skeleton walks on
the ground so if you are up on a ledge a little daductive reasoning
would mean he is below you on the ground. Harpies fly so they'd be a
little more difficult to figure out since they could be above, below,
or on the same level as you. As it happens G3D was designed for 3d
based games and I've been having troubles with the game mechanics in
MOTA. So I'm going to have to disable the look up/down feature etc in
beta 18 because I simply can't get it working without rewriting a crap
load of stuff in the engine since I didn't write the engine
necessarily to do this in 2d games, but only 3d games.

Cheers!

On 3/18/11, dark  wrote:
> hi Tom.
>
> that actually sounds a lot like the system i've been seeing recently in
> super metroid, where you can aime in all eight  directions,  and often
> need to.
>
> My one concern however in audio is how you will know that  that a given
> enemy is vertically above or below.
>
> for instance, if you here a harpy attacking, when your on the edge of a
> ledge, is the harpy emmediately right/left, above, or below. such
> information will be needed if your to avoid attacks correctly, but I'm
> wondering how you'll such positioning without the player directly using the
> look key,  are you going to change enemies pitch or similar?
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Reviewing space in audio

2011-03-19 Thread Thomas Ward
Hi Damien,

Oh, I see. That makes sense. It does help to know the technical
language being used. Otherwise whatever you are reading about doesn't
make any sense at all.

However, there are mailing lists etc for creative writers I've found
helpful over the years. There are some people on those forums/lists
that are good researchers, can look up information like this, and then
explain it in down to earth fassion that a newby might be able to
understand. Although, I haven't used those lists in a long time I
remember having a discussion on one of those lists about the
possibility of FTL, AKA  faster than light, drive systems for
starships. Although, I've had some college level physics I'm no expert
on quantom mechanics and lack the necessary mathematical skills to
even consider talking about this stuff compitently. However, we got
into some basic ideas like some sort of tachion drive system that
would be FTL, but not something as fast as warp speed. Since tachions
are the only thing we know that can move faster than light it makes
for a good interesting discussion for a science fiction game that uses
 a faster than light drive system, but at least has some basis in
known physics. Make sense?

So maybe the answer for you is if you aren't sure about a topic go to
Yahoo Groups, Google Groups, and hunt around for a creative writing
mailing list where ou can post questions of a technical nature and
have people either help research or explain things so you can use them
more effectively in a game. It really helps to bounce ideas off
another person anyway as they'll often see problems and  other things
you missed in drafting your game idea. All authors do this to a
certain point, and most authors locate technical advisers to read over
what they have written and see if it jives with what they know.

HTH

On 3/18/11, Damien Pendleton  wrote:
> Hi Thomas,
> In actual fact I did try to do a bit of research on different weaponry, but
> it tends to use a lot of jargon, especially for beginners, on subjects. It
> seems to all be written from an expert's point of view without considering
> the experience or knowledge of other less experienced researchers who are
> researching something without any prior knowledge whatsoever on the subject.
> I find that I can only really carry out research on things I do know a bit
> about before I can even begin to understand it properly.
> Regards,
> Damien.

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Re: [Audyssey] realism was, Reviewing space in audio

2011-03-19 Thread Thomas Ward
Hi Dark,

Oh, I think you slightly misunderstood what I was saying. Obviously,
there have to be acceptions based on game play, plot, etc but by and
large what I am getting at is that even completely imaginary
characters, weapons, and other items have to act somewhat realistic in
a game world. I.E. in a way that is plausible.

For instance, in Mysteries of the Ancients there are healing potions
all over the place made from Phoenix tears. Well, we all know that
these are completely imaginary items since the Phoenix is a mythical
bird. However, I don't believe even a magic potion like that should
restore you to full health instantly. It would take at least a couple
of minutes to restore your health and strength to normal. Even in
Harry Potter in the Chamber of Secrets when Harry is injured it took
Harry a few minutes to heal when Forks healed him with his tears. So
basically even though Phoenix tears are magical, completely imaginary,
I'd say that most people realise that any cure magical or not
shouldn't  be instantanious.

As for weapons imaginary or not they should have some restrictions.
Using your example of Iceman's ice weapon you pick up regardless of
how imaginary it may be things like min and max range still apply. If
the ice weapon is two feet long then obviously you have to have a very
minimum of two feet between you and the enemy in order to aim the
weapon at the enemy. You shouldn't aim towards the floor and hit the
enemy square in the face. You still need room to actually point it at
the enemies face, and if you hit the enemy square in the face that is
believable. You see what I mean?

Its interesting this topic has come up, because I have been discussing
this very issue in a gaming article I'm writing on creating games,
developing memorable characters, etc. It seams all too often when
people creat characters for a game like Dungeons and Dragons most
players try to take the god-moding strategy by inventing the most
invincible, most powerful, and absolutely perfect character
imaginable. What I think people overlook is that some of the best
heroic characters in fiction have weaknesses and make mistakes just
like everyone else. That's what makes them memorable characters,
because they aren't all knowing, perfect, and display human
characteristics all of us have to deal with.

For example, let's take Professor Dumbledore. He shares many of the
characteristics we would expect in a heroic wizard such as being
kindly, wise, a powerful wizard, and has a list of achievements as
long as your right arm to prove it. To Harry, Hermione, and Ron
Dumbledore is larger than life. However, by the time the seventh book
is released we find out Dumbledore is not all he seams. He has made
mistakes, a hidden past few know about, and has made poor
choices/decisions that he shouldn't have. Even in Chamber of Secrets
one wonders why someone as wise and smart as Dumbledore would hire a
complete frod like Lockheart to take up the job of Defence Against the
Dark Arts teacher. It could be as simple as no one else for the job as
was stated, or Dumbledore wasn't aware of exactly how much of a frod
Lockheart was when he hired him. Either way it turned out to be a poor
decision, because when push came to shove Lockheart was a liability
rather than a help to Harry and Ron when they go to rescue Ginny from
the Chamber of Secrets.

The point I'm aiming for is that characters are more believable when
they aren't so perfect and wonderful after all. They must face
challenges that even there own strength, character, and abilities may
not be able to overcome. They must be sorely tested. Not even super
heroes like Superman and Supergirl are totally perfect. Whip out some
criptonite, and you'll reduce them to weak mortals hardly able to
stand. In Superman Returns when Lex Luther stabs Superman with a
criptonite knife Superman nearly dies and probably might have if Lois
Lain hadn't showed up in time to rescue him and pull the criptonite
knife out of his back. Its a reminder of Superman's own mortality we
rarely see when fighting normal villains, and a reminder no matter how
big and powerful you are there are always weaknesses that can be
exploited. There is an old joke that proves this point.

Q: If Batman and Superman were having a fight and Batman didn't have
any criptonite who would win?

A: Batman, of course. He always has criptonite hidden in his utility
belt, and always comes to a fight prepared.


What this joke really means is that if you are prepared even the
mightiest hero or mightiest super vilain can be defeated. Everybody
has a weakness. Batman who his undoubtedly a light wait compared to
Superman could in theory beat Superman in a fight if he knew
Superman's weakness and could use it to good advantage. In fact,in
some of the DC Comics Batman has defeated a number of super vilains
simply by being prepared.

For instance, Dark Seid is undoubtedly one of the most evil and
powerful enemies in the DC Comics universe. He is a god-l

Re: [Audyssey] Compiling Help Files

2011-03-19 Thread Thomas Ward
Hi Dark,

Well, Maybe. I know that in Jaws if you press insert+h for help while
in the Microsoft help viewer it tells you to select a topic and press
f6 to read the text. It appears that Window-Eyes 7.5 now has a similar
feature where you can press+shift+control+question and get some really
useful keyboard help on an application. I'm glad that screen readers
have this sortof built in help, because although Microsoft includes
them in the operating system they don't exactly advertise them. You
can read through manuals an books on Windows 7 and directions are
almost exclusively about pointing and clicking with little thought to
accessibility even though you and I know that there are hundreds of
built in keyboard shortcuts to do the same thing. However, this is a
general accessibility/tech support topic so we probably shouldn't go
there.

Smile.


On 3/18/11, dark  wrote:
> i'm a litle surprised that it's not  mentioned in the applications notes for
> the chm help files maps in hal, --- sinse those usually list handy shortcut
> keys, but maybe it's such a generic windows key dolphin assumed you'd
> already know by reading the windows basic section of Hal's own help, 
> which i must confess I've only ever dipped into slightly, rather than
> reading through end to end.
>
> Beware the Grue!
>
> Dark.

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Re: [Audyssey] Compiling Help Files

2011-03-19 Thread Jacob Kruger
Will just say jaws tells you to hit F6 after choosing a topic , but 
the other one I use in things like audacity, for example, is Ctrl + F6 which 
sort of jumps between different parts of some interfaces.


Stay well

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

- Original Message - 
From: "dark" 

To: "Gamers Discussion list" 
Sent: Saturday, March 19, 2011 12:21 AM
Subject: Re: [Audyssey] Compiling Help Files


i'm a litle surprised that it's not  mentioned in the applications notes for
the chm help files maps in hal, --- sinse those usually list handy shortcut
keys, but maybe it's such a generic windows key dolphin assumed you'd
already know by reading the windows basic section of Hal's own help, 
which i must confess I've only ever dipped into slightly, rather than
reading through end to end.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, March 18, 2011 6:09 PM
Subject: Re: [Audyssey] Compiling Help Files


Hi Jim,

Glad I could helpyou out with that. I really wasn’t aware that so many
people didn’t know about the f6 command. The f6 keyboard command seams
to be a fairly common Windows hot key for switching frames and window
pains in a number of Windows applications. I know in Firefox, for
example, f6 jumps between the frames in the application the same way
it switches from tree view to edit view in chm files. It is so common
I pretty much assumed everyone knew about it. So I’m glad I could
share that with you guys. It will make accessing Microsoft help files
much easier from now on.

Smile.



On 3/18/11, Jim Kitchen  wrote:

Hi Thomas,

Thank You! the f6 key thing sure makes a world of difference with the chm
files.  I don't know why it never dawned on me to do that.  I mean I have
used the f6 key in the VB6 help system, but never thought to do it in 
other

windows helps.

Thanks!

TGIF and BFN

 Jim

Computer experts are working feverishly to develop artificial 
intelligence.

Some of the people in my office have perfected it without the help of a
computer.

j...@kitchensinc.net
http://www.kitchensinc.net
(440) 286-6920
Chardon Ohio USA
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