Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Jeremy Kaldobsky
The game is called Swamp and it can be downloaded here.
www.kaldobsky.com/audiogames/

 What game are you folks playing and
 where can i get it?


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
yup agree with steady there.
- Original Message - 
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 13, 2011 1:29 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't quite like the idea of being able to give stuffs to people. I have
more than 2 rep points and can easily use that to make 10 people strong,
but it will spoil their gaming experience. and without going through the
initial difficult stage of getting themselves up and master the skills, no
matter how much they have, they will be killed and back to square1.
锦发/Steady Goh
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better, although
 perhaps overstated, solution to the friends trouble is to just enable
 giving stuff to people. That way if you're like my friend who has over
 1200 7.62 and over 2000 other ammo, he could share his wealth rather
 than only getting himself rep points he'll never really need because
 he hasn't bought anything at all from the safe zone for his entire
 playthrough of the game.
 Plus, giving stuff makes the game more cooperative.

 Signed:
 Dakotah Rickard

 On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.

 just move towards it and take whatever is in there. the sound
 will stop and
 you have more ammo or other items. if it is something you don't
 need, donate
 them and get reputation points. If you move away from the sound,
 i will
 thank you and happily go in there and help myself. but don't
 complain that
 there isn't enough ammo or health kit anymore.
 锦发/Steady Goh
 - Original Message -
 From: john jpcarnemo...@comcast.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Monday, December 12, 2011 10:23 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


  That's a second from me, just move away from them if they're to
 noisy for
  you.

  - Original Message -
  From: Christopher Bartlett themusicalbre...@gmail.com
  To: 'Gamers Discussion list' gamers@audyssey.org
  Date sent: Sun, 11 Dec 2011 16:30:30 -0500
  Subject: Re: [Audyssey] Swamp: spawning and loot questions


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
yes. or another alternative is just simply use another weapon! isn't it?
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 1:40 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Also, I've heard many complaints of shortage of this ammo or that ammo. Say
that you can't find any ammo for that machinegun you love to use- all you
find is .45s, and now, I don't use a machinegun, I prefer my silenced
pistol, so I keep running out on .45s yet I'm loaded down on machinegun
ammo. Instead of trading it all selfishly for reps, I can trade my
machinegun ammo for your .45s- everyone's happier that way.


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Checked by AVG - www.avg.com
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18:48:00


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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Kelvin Tan
but how much would be enough?
- Original Message - 
From: john jpcarnemo...@comcast.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 12:50 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Then don't give it to people, my thought was that the giving
system would be to give some ammo to that guy with the sniper who
just ran out, or to give the guy with a hunting rifle and no 5.56
ammo enough to get back to the safe zone, not to just give them
1000 shots of everything.

 - Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 13:29:27 +0800
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I don't quite like the idea of being able to give stuffs to
people. I have
more than 2 rep points and can easily use that to make 10
people strong,
but it will spoil their gaming experience. and without going
through the
initial difficult stage of getting themselves up and master the
skills, no
matter how much they have, they will be killed and back to
square1.
??룕/Steady Goh
- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 12, 2011 11:56 PM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


I don't think we should know what's in there. A much better,
although
 perhaps overstated, solution to the friends trouble is to just
enable
 giving stuff to people. That way if you're like my friend who
has over
 1200 7.62 and over 2000 other ammo, he could share his wealth
rather
 than only getting himself rep points he'll never really need
because
 he hasn't bought anything at all from the safe zone for his
entire
 playthrough of the game.
 Plus, giving stuff makes the game more cooperative.

 Signed:
 Dakotah Rickard

 On 12/12/11, john jpcarnemo...@comcast.net wrote:
 When I say move away, I mean to back up and make the zombies
 leave the loot so that you can here them better. I in no way
 meant to say that somebody should leave the loot.
  - Original Message -
 From: Steady Goh stea...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Date sent: Mon, 12 Dec 2011 10:58:04 +0800
 Subject: Re: [Audyssey] Swamp: spawning and loot questions






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Internal Virus Database is out of date.
Checked by AVG - www.avg.com
Version: 8.5.449 / Virus Database: 271.1.1/3868 - Release Date: 08/30/11 
18:48:00


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Re: [Audyssey] time of conflict info

2011-12-14 Thread dark

I'd never say I do,  we does! my precious, :D.

I didn't mean a wedding ring in terms of mariage, sinse married I certainly 
am not, I just meant a wedding ring in the sense of a plane band of gold 
which could then be engraved.


Were I ever to get married, doing it with the one ring would be a litle 
weerd even for me, and not exactly romantic.


Now Nenia the ring of water, there's! a romantic ring :D.

Beware the grue!

Dark. 



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Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com is accessible.Was: RE: Silversword question

2011-12-14 Thread dark

Just a note on pdfs.

There are actually two versions of Adoboy acrobat reader, an accessibility 
one and a normal one.


They look exactly the same and have the same file names, but one is much 
better with screen readers and at converting pdfs into text.


I in fact only found this out when I noticed that pdfs were working 
differently on my desktop and laptop, due to me having the accessible 
version on one and not another.


Unfortunately this isn't exactly clear from the Adoby site last I checked, 
you can however get the accessible version here:


http://www.adobe.com/accessibility/products/reader/

Hth.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Hartley jeremyhart...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 14, 2011 3:10 AM
Subject: [Audyssey] SilverSword PDF from SilverSword-rpg.com is 
accessible.Was: RE: Silversword question




Hi Phil and all,

I downloaded the silver sword manual from the silversword-rpg.com site 
under

the downloads section.  I am using the latest version of acrobat reader.
Not sure which version of acrobat reader you have, but it comes up 
perfectly
fine with links and headings for each section.  In fact, I didn't even 
have

to change the reading order.

Wonder if Mario already updated the pdf just in the last three hours?  If
so, wow, that is quick work.

By the way, the Game Mechanics you posted from your OCR copy were just as 
it

says in the pdf.

Jeremy


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 13, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Silversword question

Hi Michael,
I found a Silversword_help.pdf file but it is graphic and needs an OCR
package to convert it to readable text.
I wrote to Mario and maybe he will put out a RTF or TXT version.
Here is the section about the interface of the game that I used a OCR on,
but there may be scanning errors:
About the mechanics
Silversword is a game in the genre of The Bards Tale. This means, it tries
to simulate a roleplaying session like you might know from Dungeons 
Dragons.


you control a group (your party') of up to seven members. The first four
slots are melee slots, meaning that this is the front line when facing
enemies. The last three slots are the members in the second row, they have
to use ranged weapons, special items or magic spells to participate in
combat.

Starting the game After having installed and started the game,you are 
taken

to the Ruin Camp.

In the Ruin Camp,you can find new heroes to join you on your adventure. It
might happen that your party is already filled with some brave fellows, 
but

you can of course create your own characters.

General interaction

you play the game by touching the elements on the screen.

4- Cross-hair panel

4- Cast Spell

4- Use Item

4- play Song

Spell Effects

4- Show Map
+mob Settings


A touchable area in the text output (upper right side of the screen) is
marked by brackets (e.g. [ Touch me ]). We will call it Link from now 
on.


you can move by touching the view (upper left side of the screen) on its
upper half, or at its sides. But it is more elegant to use the cross-hair
panel, which you can activate by touching the cross-hair symbol on the 
upper


right side of your screen. Change the position of the cross-hair panel by
touching and dragging the symbol. you go into character view by simply
touching a character new in your party roster, which fills up the  lower
half of your screen. To change order or to rename or discard a character,
see the section Managing your party. By touching the Spell Effects
area,you can get an overview of active spell effects that are summoned by
your party members. It is possible to end an effect before it fades by
itself -just touch the entry and confirm.

The party roster The lower half of the screen is reserved for your party
members. you can form a party of up to seven characters. Shown are the 
name,


the armour class (AC), the actual condition, the current hit points, the
current spell points, and the class shortcut of each character. The actual
condition may be either your full hit point value, or one of the 
following:

PSNDyour character is poisoned.
NUTS your character is insane, he may attack your party.
POSS  your character is haunted by evil spirits. Dangerous!
INC?  your  character is  incapacitated and can't act in combat.
STUN your  character is paralyzed, AC counts only 50%!
STONyour character has turned in to stone.
DEAD guess what?



The Ruin Camp
In the Ruin Camp you have the following options: [
Create a character] [
Acid a character] [
Remove a character] [
Delete a character]



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Re: [Audyssey] game query

2011-12-14 Thread dark

Hi Joseph.

the developer is on the forum at audiogames.net where he goes by the name 
keyisful.


I believe his address is in the manual for the game, but if not feel free to 
register on the forum and talk about battlezone there.


As to other games, he also released the game damage extreme.

See http://audiogames.net/db.php?id=Damage+extreme

For details and the download link.

Hth.

Beware the grue!

dark.
- Original Message - 
From: joseph weakland josephweakl...@att.net

To: audyssey games list Gamers@audyssey.org
Sent: Wednesday, December 14, 2011 5:48 AM
Subject: [Audyssey] game query


does any body know how to contact the developers of the game battle zone? 
if so how would i do that? arethere any other games of this developer?

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Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com isaccessible.Was: RE: Silversword question

2011-12-14 Thread Keith S
I'm sure you all are aware of this, but some .pdf files are actually scanned 
images placed in a .pdf format, which adobe whatever cannot read.  It will 
tell you that it needs OCR.  Just wanted to make that clear.  I've got most 
of the RIFTS RPG books in .pdf format, and they are apparently scanned 
images.  You could print out .pdfs like this and then scan them with a 
program and save as a text file, but who wants to waste the paper, ink, and 
time?


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 5:32 AM
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com 
isaccessible.Was: RE: Silversword question




Just a note on pdfs.

There are actually two versions of Adoboy acrobat reader, an accessibility 
one and a normal one.


They look exactly the same and have the same file names, but one is much 
better with screen readers and at converting pdfs into text.


I in fact only found this out when I noticed that pdfs were working 
differently on my desktop and laptop, due to me having the accessible 
version on one and not another.


Unfortunately this isn't exactly clear from the Adoby site last I checked, 
you can however get the accessible version here:


http://www.adobe.com/accessibility/products/reader/

Hth.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Hartley jeremyhart...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 14, 2011 3:10 AM
Subject: [Audyssey] SilverSword PDF from SilverSword-rpg.com is 
accessible.Was: RE: Silversword question




Hi Phil and all,

I downloaded the silver sword manual from the silversword-rpg.com site 
under

the downloads section.  I am using the latest version of acrobat reader.
Not sure which version of acrobat reader you have, but it comes up 
perfectly
fine with links and headings for each section.  In fact, I didn't even 
have

to change the reading order.

Wonder if Mario already updated the pdf just in the last three hours?  If
so, wow, that is quick work.

By the way, the Game Mechanics you posted from your OCR copy were just as 
it

says in the pdf.

Jeremy


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Tuesday, December 13, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Silversword question

Hi Michael,
I found a Silversword_help.pdf file but it is graphic and needs an OCR
package to convert it to readable text.
I wrote to Mario and maybe he will put out a RTF or TXT version.
Here is the section about the interface of the game that I used a OCR on,
but there may be scanning errors:
About the mechanics
Silversword is a game in the genre of The Bards Tale. This means, it 
tries
to simulate a roleplaying session like you might know from Dungeons 
Dragons.


you control a group (your party') of up to seven members. The first four
slots are melee slots, meaning that this is the front line when facing
enemies. The last three slots are the members in the second row, they 
have

to use ranged weapons, special items or magic spells to participate in
combat.

Starting the game After having installed and started the game,you are 
taken

to the Ruin Camp.

In the Ruin Camp,you can find new heroes to join you on your adventure. 
It
might happen that your party is already filled with some brave fellows, 
but

you can of course create your own characters.

General interaction

you play the game by touching the elements on the screen.

4- Cross-hair panel

4- Cast Spell

4- Use Item

4- play Song

Spell Effects

4- Show Map
+mob Settings


A touchable area in the text output (upper right side of the screen) is
marked by brackets (e.g. [ Touch me ]). We will call it Link from now 
on.


you can move by touching the view (upper left side of the screen) on its
upper half, or at its sides. But it is more elegant to use the cross-hair
panel, which you can activate by touching the cross-hair symbol on the 
upper


right side of your screen. Change the position of the cross-hair panel by
touching and dragging the symbol. you go into character view by simply
touching a character new in your party roster, which fills up the  lower
half of your screen. To change order or to rename or discard a character,
see the section Managing your party. By touching the Spell Effects
area,you can get an overview of active spell effects that are summoned by
your party members. It is possible to end an effect before it fades by
itself -just touch the entry and confirm.

The party roster The lower half of the screen is reserved for your party
members. you can form a party of up to seven characters. Shown are the 
name,


the armour class (AC), the actual condition, the current hit points, the
current spell points, and the class shortcut of each character. The 
actual
condition may be either your full hit point value, or one of the 

Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com isaccessible.Was: RE: Silversword question

2011-12-14 Thread Loravara
Agreed. Instead, I send PDFs like these to OpenBook, and it OCRs them for
me, some quite well, and others poorly.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Keith S
Sent: Wednesday, December 14, 2011 4:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com
isaccessible.Was: RE: Silversword question

I'm sure you all are aware of this, but some .pdf files are actually scanned

images placed in a .pdf format, which adobe whatever cannot read.  It will 
tell you that it needs OCR.  Just wanted to make that clear.  I've got most 
of the RIFTS RPG books in .pdf format, and they are apparently scanned 
images.  You could print out .pdfs like this and then scan them with a 
program and save as a text file, but who wants to waste the paper, ink, and 
time?

Keith
- Original Message - 
From: dark d...@xgam.org
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 5:32 AM
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com 
isaccessible.Was: RE: Silversword question


 Just a note on pdfs.

 There are actually two versions of Adoboy acrobat reader, an accessibility

 one and a normal one.

 They look exactly the same and have the same file names, but one is much 
 better with screen readers and at converting pdfs into text.

 I in fact only found this out when I noticed that pdfs were working 
 differently on my desktop and laptop, due to me having the accessible 
 version on one and not another.

 Unfortunately this isn't exactly clear from the Adoby site last I checked,

 you can however get the accessible version here:

 http://www.adobe.com/accessibility/products/reader/

 Hth.

 Beware the grue!

 Dark.
 - Original Message - 
 From: Jeremy Hartley jeremyhart...@comcast.net
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Wednesday, December 14, 2011 3:10 AM
 Subject: [Audyssey] SilverSword PDF from SilverSword-rpg.com is 
 accessible.Was: RE: Silversword question


 Hi Phil and all,

 I downloaded the silver sword manual from the silversword-rpg.com site 
 under
 the downloads section.  I am using the latest version of acrobat reader.
 Not sure which version of acrobat reader you have, but it comes up 
 perfectly
 fine with links and headings for each section.  In fact, I didn't even 
 have
 to change the reading order.

 Wonder if Mario already updated the pdf just in the last three hours?  If
 so, wow, that is quick work.

 By the way, the Game Mechanics you posted from your OCR copy were just as

 it
 says in the pdf.

 Jeremy


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Tuesday, December 13, 2011 6:46 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Silversword question

 Hi Michael,
 I found a Silversword_help.pdf file but it is graphic and needs an OCR
 package to convert it to readable text.
 I wrote to Mario and maybe he will put out a RTF or TXT version.
 Here is the section about the interface of the game that I used a OCR on,
 but there may be scanning errors:
 About the mechanics
 Silversword is a game in the genre of The Bards Tale. This means, it 
 tries
 to simulate a roleplaying session like you might know from Dungeons 
 Dragons.

 you control a group (your party') of up to seven members. The first four
 slots are melee slots, meaning that this is the front line when facing
 enemies. The last three slots are the members in the second row, they 
 have
 to use ranged weapons, special items or magic spells to participate in
 combat.

 Starting the game After having installed and started the game,you are 
 taken
 to the Ruin Camp.

 In the Ruin Camp,you can find new heroes to join you on your adventure. 
 It
 might happen that your party is already filled with some brave fellows, 
 but
 you can of course create your own characters.

 General interaction

 you play the game by touching the elements on the screen.

 4- Cross-hair panel

 4- Cast Spell

 4- Use Item

 4- play Song

 Spell Effects

 4- Show Map
 +mob Settings


 A touchable area in the text output (upper right side of the screen) is
 marked by brackets (e.g. [ Touch me ]). We will call it Link from now 
 on.

 you can move by touching the view (upper left side of the screen) on its
 upper half, or at its sides. But it is more elegant to use the cross-hair
 panel, which you can activate by touching the cross-hair symbol on the 
 upper

 right side of your screen. Change the position of the cross-hair panel by
 touching and dragging the symbol. you go into character view by simply
 touching a character new in your party roster, which fills up the  lower
 half of your screen. To change order or to rename or discard a character,
 see the section Managing your party. By touching the Spell Effects
 area,you can get an overview of active spell effects that are summoned by

Re: [Audyssey] SilverSword PDF fromSilverSword-rpg.com isaccessible.Was: RE: Silversword question

2011-12-14 Thread Keith S
what version do you use?  I have Open Book 7, and it does not allow me to 
open a .pdf file in it, and like I said, I've got a bunch of role playing 
books I'd like to read again.


Keith
- Original Message - 
From: Loravara lorav...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 14, 2011 5:59 AM
Subject: Re: [Audyssey] SilverSword PDF fromSilverSword-rpg.com 
isaccessible.Was: RE: Silversword question




Agreed. Instead, I send PDFs like these to OpenBook, and it OCRs them for
me, some quite well, and others poorly.


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Keith S
Sent: Wednesday, December 14, 2011 4:55 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com
isaccessible.Was: RE: Silversword question

I'm sure you all are aware of this, but some .pdf files are actually 
scanned


images placed in a .pdf format, which adobe whatever cannot read.  It will
tell you that it needs OCR.  Just wanted to make that clear.  I've got 
most

of the RIFTS RPG books in .pdf format, and they are apparently scanned
images.  You could print out .pdfs like this and then scan them with a
program and save as a text file, but who wants to waste the paper, ink, 
and

time?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 5:32 AM
Subject: Re: [Audyssey] SilverSword PDF from SilverSword-rpg.com
isaccessible.Was: RE: Silversword question



Just a note on pdfs.

There are actually two versions of Adoboy acrobat reader, an 
accessibility



one and a normal one.

They look exactly the same and have the same file names, but one is much
better with screen readers and at converting pdfs into text.

I in fact only found this out when I noticed that pdfs were working
differently on my desktop and laptop, due to me having the accessible
version on one and not another.

Unfortunately this isn't exactly clear from the Adoby site last I 
checked,



you can however get the accessible version here:

http://www.adobe.com/accessibility/products/reader/

Hth.

Beware the grue!

Dark.
- Original Message - 
From: Jeremy Hartley jeremyhart...@comcast.net

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Wednesday, December 14, 2011 3:10 AM
Subject: [Audyssey] SilverSword PDF from SilverSword-rpg.com is
accessible.Was: RE: Silversword question



Hi Phil and all,

I downloaded the silver sword manual from the silversword-rpg.com site
under
the downloads section.  I am using the latest version of acrobat reader.
Not sure which version of acrobat reader you have, but it comes up
perfectly
fine with links and headings for each section.  In fact, I didn't even
have
to change the reading order.

Wonder if Mario already updated the pdf just in the last three hours? 
If

so, wow, that is quick work.

By the way, the Game Mechanics you posted from your OCR copy were just 
as



it
says in the pdf.

Jeremy


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

Behalf Of Phil Vlasak
Sent: Tuesday, December 13, 2011 6:46 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Silversword question

Hi Michael,
I found a Silversword_help.pdf file but it is graphic and needs an OCR
package to convert it to readable text.
I wrote to Mario and maybe he will put out a RTF or TXT version.
Here is the section about the interface of the game that I used a OCR 
on,

but there may be scanning errors:
About the mechanics
Silversword is a game in the genre of The Bards Tale. This means, it
tries
to simulate a roleplaying session like you might know from Dungeons
Dragons.

you control a group (your party') of up to seven members. The first 
four

slots are melee slots, meaning that this is the front line when facing
enemies. The last three slots are the members in the second row, they
have
to use ranged weapons, special items or magic spells to participate in
combat.

Starting the game After having installed and started the game,you are
taken
to the Ruin Camp.

In the Ruin Camp,you can find new heroes to join you on your adventure.
It
might happen that your party is already filled with some brave fellows,
but
you can of course create your own characters.

General interaction

you play the game by touching the elements on the screen.

4- Cross-hair panel

4- Cast Spell

4- Use Item

4- play Song

Spell Effects

4- Show Map
+mob Settings


A touchable area in the text output (upper right side of the screen) is
marked by brackets (e.g. [ Touch me ]). We will call it Link from now
on.

you can move by touching the view (upper left side of the screen) on its
upper half, or at its sides. But it is more elegant to use the 
cross-hair

panel, which you can activate by touching the cross-hair symbol on the
upper

right side of your screen. Change the position of the 

Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread john
When I say luck, I'm referring to the massive groups of ten or 
more zombies that I've come *very* close to running into, had it 
not been for my scope. I was lucky enough to find one early on, 
and if I hadn't, I would have died several times over.


- Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 21:57:34 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


John, I'm not sure if you're being funny here, or if that's a 
serious
comment.  But riffing on it for a moment, there really isn't much 
in the way
of luck in this game.  There are skills, direct physical skills 
aiming, and
tactical skills, knowing where I am, evaluating the risks of 
current
opposition v. my position and weapons load, and situational 
awareness,
maintaining enough awareness to know when it's time to fight, 
which targets
to select and when to run like hell.  These are all skills that 
anyone can

develop, at least in this format.

That being the case, I find it strange when people complain the 
game is too
hard, excepting actual limitations like hearing problems that I 
understand

to place a genuine disadvantage on the player.

Chris Bartlett



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[Audyssey] Why does Final conflict crashing?

2011-12-14 Thread michael barnes
Hey, I was wondering why does Final Conflict keeps crashing on windows 
7 64 bit?
A friend downloaded the game and he made sure that all programs was 
cloase and it still crash.

He also then tried the game in compatibility mode and it still crash.
What can he do to get this game runing on his machine?
He has contacted Thomas but he has not responded to his message.
So I told him I would ask on the gamers list.
Thanks!

--
Email services provided by the System Access Mobile Network.  Visit 
www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Dakotah Rickard
There is actually a bit of luck wherever random chance is in play, and
with the movements of more than fifteen people, plus whatever
algorithm controls the zombies when they're not chasing, it's as near
to random as can be asked for. I've had runs to the east of the bridge
where I literally run into ten zombies over the whole trip. Then I've
had runs wherein I walk around a corner to find about thirty waiting
for me. That is luck, the luck of the draw, and all the skill and all
the guns won't help at all in that situation.

As for the concept of sim versus game, I know that, especially lately,
it's running into a sort of overlap. Look at games for mainstream
audiences like Brink or the more popular Team Fortress 2. These games
allow a very limited selection of weapons, usually a primary, maybe a
secondary, and melee, all determined by character selection. Since
Swamp isn't that type of game, we do run into a little bit of a
difficulty making it a simulation, and I have had a hard-won victory
over my own realistic nature before this, as I make games and I've had
to sacrifice realism for playability and fun.

I completely understand and agree with the gun thing, finding more and
better guns because you don't carry around everything. It does make
sense. The only thing that  gets me about it is that you can't really
adventure without at least three good firearms. I've gone out happily
with pistol, shotgun of some type, and scoped hunting rifle, but it's
really quite a challenge. It's easier with some sort of automatic
weapon, so I guess it's a matter of choice, but I have to wonder if
some of those cases of 7.62 ammo I've picked up were spare m60s.

Finally, what about the idea of a gun coming from the safe zone fully
loaded? It does kind of make sense.

SIgned:
Daktah Rickard

On 12/14/11, john jpcarnemo...@comcast.net wrote:
 When I say luck, I'm referring to the massive groups of ten or
 more zombies that I've come *very* close to running into, had it
 not been for my scope. I was lucky enough to find one early on,
 and if I hadn't, I would have died several times over.

  - Original Message -
 From: Christopher Bartlett themusicalbre...@gmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Date sent: Tue, 13 Dec 2011 21:57:34 -0500
 Subject: Re: [Audyssey] Swamp: a couple of suggestions and
 reports

 John, I'm not sure if you're being funny here, or if that's a
 serious
 comment.  But riffing on it for a moment, there really isn't much
 in the way
 of luck in this game.  There are skills, direct physical skills
 aiming, and
 tactical skills, knowing where I am, evaluating the risks of
 current
 opposition v. my position and weapons load, and situational
 awareness,
 maintaining enough awareness to know when it's time to fight,
 which targets
 to select and when to run like hell.  These are all skills that
 anyone can
 develop, at least in this format.

 That being the case, I find it strange when people complain the
 game is too
 hard, excepting actual limitations like hearing problems that I
 understand
 to place a genuine disadvantage on the player.

   Chris Bartlett



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread Dakotah Rickard
I'm glad to hear about the awesome nature of missions that are coming up.

Kai and jeremy, one thing that would make Swamp a little easier to
handle with player tracking is a difference in sound between player
and zombie footsteps. I know that this would mean an even bigger game,
and I know how unfun it is to locate distinguishable footsteps. I've
done a bit of sound work myself, but I know that it could make things
much smoother.

Still, I look forward to whatever happens and however it's done, it'll be great.

I must address the question of simulation versus game just this once more.

If you wanted to be completely technical, all the weapons are heavy
and cumbersome. Even the assault rifle, which I assume is based off
the m16 or m4 or some derivitive is a pretty hefty gun. I understand
the unrealism of carrying a maximum of eleven weapons. it's wildly
unreal, not just because of weight but because of the actual
difficulty of managing all the holsters and straps and ammo. I don't
think that ammo should be limited for the same reason I don't think
weapnory should be limited. That reason is playability and fun. I was
originally all for the idea of incumbrance, and I guess maybe weapon
based incumbrance is still maybe ok, but I decided that it was much
more fun to be able to just focus on running around and smashing the
undead than worrying about my inventory. If there were character
specializations or inventory limitations, I could understand an
incumbrance system, but I think that it takes away from the game.

Finally, as for realism, true realism would mean that you'd have to
reaim after every use of a weapon on everything except maybe the
assault rifle and the axe, you'd have gone deaf a long time ago from
all the gunfire next to your unprotected ears, and death would be
permanent, losing you your rep and experience, if not losing you your
place on the server. I'm not trying to be snarky or sarcastic. I'm
just saying that there's a line between playability and realism for
the average player, and it's a dangerous one to draw at all, So far,
I'm very pleased with how it's been drawn.

Signed:
Dakotah Rickard

On 12/14/11, Kelvin Tan k...@weiliankelvin.com wrote:
 yes. or another alternative is just simply use another weapon! isn't it?
 - Original Message -
 From: Johnny Tai johnnyti...@shaw.ca
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Wednesday, December 14, 2011 1:40 AM
 Subject: Re: [Audyssey] Swamp: spawning and loot questions.


 Also, I've heard many complaints of shortage of this ammo or that ammo. Say
 that you can't find any ammo for that machinegun you love to use- all you
 find is .45s, and now, I don't use a machinegun, I prefer my silenced
 pistol, so I keep running out on .45s yet I'm loaded down on machinegun
 ammo. Instead of trading it all selfishly for reps, I can trade my
 machinegun ammo for your .45s- everyone's happier that way.


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 Internal Virus Database is out of date.
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Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread Dakotah Rickard
I agree with everything except the safe zone being finite. In a
realistic situation, it would be, and I get that. It would also mean
that people donating becomes more mandatory, but the trouble is that
we have people who go play for a while and stop, taking stuff from the
safe zone to start out and never giving back, and then we have people
who play for days on end and use pretty much all the ammo they
collect. I'd rather leave the safe zone alone, though I do like the
idea of ready weapons versus carried weapons. As for specializations,
I think that each level should allow a skill point, rather like the
skillpoints in most RPG type games. Yeah, eventually you get someone
who has played enough to get every skill maxed out, but that's going
to happen in most games. A wide variety of skills would be pretty
awesome. Also, the number of levels in a skill could be decided on and
could be pretty high, meaning that even if you have, like, level 35,
you still aren't at maximum.
For example:
Quiet movement: which lowers your detection rate.
The different categories of weapons, either light, medium, and heavy
or pistols, rifles, shotguns, light automatics, medium automatics, and
heavy automatics as well as melee, grenades and such, medkit boosts.
There's possibility there for about ten different skills, plus you
might be able to do skills for accuracy boosts and damage boosts in
conjunction with weapons, meaning even more skills.
THen you could have a skill whose sole benefit is a bigger health bar.

My point is that specialization could be entirely based on character
choice, making it even broader than the soldier, medic, sniper, etc.
For example, you could put a bunch of skills into your different
weapons, or you could put a bunch in moving quietly and work toward
sneaking in and killing zombies close up.

Signed:
Dakotah Rickard

On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 The following are some concepts I've been playing with as additions to the
 game.



 Skills.  I don't know what future things are tied in to the current
 experience system, but an alternative to an overall level would be to
 subdivide experience by spending it on skills.  Begin with an initial award
 for a new character, and gain experience as normal, except that dependent
 upon the weapon you are using, the experience is added to the pile for the
 given skill, rather than as an overall level.  Skills might include medic,
 (small award for healing yourself, larger for healing others) pistols,
 rifles, shotguns and heavy weapons.  When grenades come into play, then
 grenadier could also be a skill.



 Skill benefits might include more healing per kit for the medic skill and
 accuracy boosts for the weapon skills, not so that a miss becomes a hit, but
 so that each hit becomes more damaging.  What might be a graze only doing
 small damage would become a more damaging strike.



 To balance this, death should cost experience points equal to a third of
 each skill category.  Weapons at the zone should have level minima as they
 do now, but specific to their skill category.  As levels will advance more
 slowly with the points being divided up, the minima should be lower than
 they are now for some of the heavier weapons.



 Finally, when a character begins play for the first time, he/she should be
 issued a weapon to match his skill specialization.  After death, go back to
 the pistol, but give the newbie characters a little boost.



 The advantages I see to this wad of modifications are that they would
 support character differentiation with mechanical rewards/limitations.  In
 turn, this could encourage some very different playing styles and
 specializations, which would come into play when group missions are
 available.  It would then become a good idea to have a sniper, a couple
 soldier types and a medic on your expedition.  Each could fulfill particular
 roles, to the benefit of the mission.  Alternately, it creates an
 interesting choice say for the pistol specialist who is confronting a
 situation where a rifle might be more useful.  Does he stick with his weapon
 of greatest skill, trading range for accuracy, or does he pick up the rifle
 and go at it?



 To support these ideas, we'd need at least a couple more pistols and
 submachine guns, of which there are currently only one of each.  Add in, say
 an Uzi, tougher to break than the MP5 (they are legendary for being able to
 fire under extremely bad conditions) and maybe a Gloch or something with a
 bigger magazine, and a Desert Eagle with six shots but more stopping power.
 This would add some ammo types to the game as well, 9MM and .44 I believe.



 Inventory.  Players should have ready weapons and carried weapons.  Given
 the nature of looting, it would be over complicated to limit the absolute
 number of weapons carried, but each character should choose two ready
 weapons which can be readily swapped.  If they want to go to one of the
 carried but 

Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread lenron brown
these are grate ideas

On 12/14/11, Dakotah Rickard dakotah.rick...@gmail.com wrote:
 I agree with everything except the safe zone being finite. In a
 realistic situation, it would be, and I get that. It would also mean
 that people donating becomes more mandatory, but the trouble is that
 we have people who go play for a while and stop, taking stuff from the
 safe zone to start out and never giving back, and then we have people
 who play for days on end and use pretty much all the ammo they
 collect. I'd rather leave the safe zone alone, though I do like the
 idea of ready weapons versus carried weapons. As for specializations,
 I think that each level should allow a skill point, rather like the
 skillpoints in most RPG type games. Yeah, eventually you get someone
 who has played enough to get every skill maxed out, but that's going
 to happen in most games. A wide variety of skills would be pretty
 awesome. Also, the number of levels in a skill could be decided on and
 could be pretty high, meaning that even if you have, like, level 35,
 you still aren't at maximum.
 For example:
 Quiet movement: which lowers your detection rate.
 The different categories of weapons, either light, medium, and heavy
 or pistols, rifles, shotguns, light automatics, medium automatics, and
 heavy automatics as well as melee, grenades and such, medkit boosts.
 There's possibility there for about ten different skills, plus you
 might be able to do skills for accuracy boosts and damage boosts in
 conjunction with weapons, meaning even more skills.
 THen you could have a skill whose sole benefit is a bigger health bar.

 My point is that specialization could be entirely based on character
 choice, making it even broader than the soldier, medic, sniper, etc.
 For example, you could put a bunch of skills into your different
 weapons, or you could put a bunch in moving quietly and work toward
 sneaking in and killing zombies close up.

 Signed:
 Dakotah Rickard

 On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 The following are some concepts I've been playing with as additions to the
 game.



 Skills.  I don't know what future things are tied in to the current
 experience system, but an alternative to an overall level would be to
 subdivide experience by spending it on skills.  Begin with an initial
 award
 for a new character, and gain experience as normal, except that dependent
 upon the weapon you are using, the experience is added to the pile for the
 given skill, rather than as an overall level.  Skills might include medic,
 (small award for healing yourself, larger for healing others) pistols,
 rifles, shotguns and heavy weapons.  When grenades come into play, then
 grenadier could also be a skill.



 Skill benefits might include more healing per kit for the medic skill and
 accuracy boosts for the weapon skills, not so that a miss becomes a hit,
 but
 so that each hit becomes more damaging.  What might be a graze only doing
 small damage would become a more damaging strike.



 To balance this, death should cost experience points equal to a third of
 each skill category.  Weapons at the zone should have level minima as they
 do now, but specific to their skill category.  As levels will advance more
 slowly with the points being divided up, the minima should be lower than
 they are now for some of the heavier weapons.



 Finally, when a character begins play for the first time, he/she should be
 issued a weapon to match his skill specialization.  After death, go back
 to
 the pistol, but give the newbie characters a little boost.



 The advantages I see to this wad of modifications are that they would
 support character differentiation with mechanical rewards/limitations.  In
 turn, this could encourage some very different playing styles and
 specializations, which would come into play when group missions are
 available.  It would then become a good idea to have a sniper, a couple
 soldier types and a medic on your expedition.  Each could fulfill
 particular
 roles, to the benefit of the mission.  Alternately, it creates an
 interesting choice say for the pistol specialist who is confronting a
 situation where a rifle might be more useful.  Does he stick with his
 weapon
 of greatest skill, trading range for accuracy, or does he pick up the
 rifle
 and go at it?



 To support these ideas, we'd need at least a couple more pistols and
 submachine guns, of which there are currently only one of each.  Add in,
 say
 an Uzi, tougher to break than the MP5 (they are legendary for being able
 to
 fire under extremely bad conditions) and maybe a Gloch or something with a
 bigger magazine, and a Desert Eagle with six shots but more stopping
 power.
 This would add some ammo types to the game as well, 9MM and .44 I believe.



 Inventory.  Players should have ready weapons and carried weapons.  Given
 the nature of looting, it would be over complicated to limit the absolute
 number of weapons carried, but each 

Re: [Audyssey] Swamp: brainstorming ideas for expansion and player limiting.

2011-12-14 Thread Christopher Bartlett
Your idea of one skill point per level (or more, depending on how many
levels for each skill and how many skills there are is simpler than what I
had suggested, so I'd support using your plan instead of mine.

One reason I suggested the safe zone idea is that there is currently no
incentive for working together, no sense that the survivors should be
working together for a common goal.  Since the number of zombies is
relatively stable, kill one and one pops up somewhere else, there's no way
to deplete the enemies with a concerted attack.  We aren't working towards
anything other than our own advancement.  I'd like to see the game head in a
direction where players are forced to work for something other than their
own good, where sacrifice might even make sense for the survivor community
as a whole.

A safe zone restricted to what loot is donated would be a step towards this
idea.  Another step would be to change the spawning model to a certain
number of zombies spawned per unit time, regardless of the number already in
play.  There may be times when life gets difficult as the zombie density
increases beyond safe limits, at which point some concerted attacks will
need to be brought to bear to lower the population.  The safe zone guard
should be removed, so that keeping the approaches to the fortress open
becomes a player responsibility.  (of course the zone has to be sacrosanct,
zombies should never appear in the zone, though if they wander in, that's
another issue to be dealt with by the players.

I know that we have missions to look forward to, and I am, but I don't see
them addressing this question of group good vs. individual achievement.
Unless there is a mechanical tie-in, i.e. something goes terribly wrong for
everybody if a given mission isn't accomplished in a certain amount of time,
then it's just another bug hunt, a fascinating one I will enjoy, but it's
not high stakes except individually.

If others would enjoy having this aspect of play come into being, I'd be
interested in ideas for how to mechanically make it happen.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Dakotah Rickard
Sent: Wednesday, December 14, 2011 10:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and player
limiting.

I agree with everything except the safe zone being finite. In a
realistic situation, it would be, and I get that. It would also mean
that people donating becomes more mandatory, but the trouble is that
we have people who go play for a while and stop, taking stuff from the
safe zone to start out and never giving back, and then we have people
who play for days on end and use pretty much all the ammo they
collect. I'd rather leave the safe zone alone, though I do like the
idea of ready weapons versus carried weapons. As for specializations,
I think that each level should allow a skill point, rather like the
skillpoints in most RPG type games. Yeah, eventually you get someone
who has played enough to get every skill maxed out, but that's going
to happen in most games. A wide variety of skills would be pretty
awesome. Also, the number of levels in a skill could be decided on and
could be pretty high, meaning that even if you have, like, level 35,
you still aren't at maximum.
For example:
Quiet movement: which lowers your detection rate.
The different categories of weapons, either light, medium, and heavy
or pistols, rifles, shotguns, light automatics, medium automatics, and
heavy automatics as well as melee, grenades and such, medkit boosts.
There's possibility there for about ten different skills, plus you
might be able to do skills for accuracy boosts and damage boosts in
conjunction with weapons, meaning even more skills.
THen you could have a skill whose sole benefit is a bigger health bar.

My point is that specialization could be entirely based on character
choice, making it even broader than the soldier, medic, sniper, etc.
For example, you could put a bunch of skills into your different
weapons, or you could put a bunch in moving quietly and work toward
sneaking in and killing zombies close up.

Signed:
Dakotah Rickard

On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 The following are some concepts I've been playing with as additions to the
 game.



 Skills.  I don't know what future things are tied in to the current
 experience system, but an alternative to an overall level would be to
 subdivide experience by spending it on skills.  Begin with an initial
award
 for a new character, and gain experience as normal, except that dependent
 upon the weapon you are using, the experience is added to the pile for the
 given skill, rather than as an overall level.  Skills might include medic,
 (small award for healing yourself, larger for healing others) pistols,
 rifles, shotguns and heavy weapons.  When grenades come into play, then
 grenadier could also 

Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread john

Though not having them loaded is an incentive to get stuff in the
field, rather than just accumulate rep until you can by the full 
weapon.

- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:25:23 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and 
reports


There is actually a bit of luck wherever random chance is in 
play, and

with the movements of more than fifteen people, plus whatever
algorithm controls the zombies when they're not chasing, it's as 
near
to random as can be asked for. I've had runs to the east of the 
bridge
where I literally run into ten zombies over the whole trip. Then 
I've
had runs wherein I walk around a corner to find about thirty 
waiting
for me. That is luck, the luck of the draw, and all the skill and 
all

the guns won't help at all in that situation.

As for the concept of sim versus game, I know that, especially 
lately,

it's running into a sort of overlap. Look at games for mainstream
audiences like Brink or the more popular Team Fortress 2. These 
games
allow a very limited selection of weapons, usually a primary, 
maybe a
secondary, and melee, all determined by character selection. 
Since

Swamp isn't that type of game, we do run into a little bit of a
difficulty making it a simulation, and I have had a hard-won 
victory
over my own realistic nature before this, as I make games and 
I've had

to sacrifice realism for playability and fun.

I completely understand and agree with the gun thing, finding 
more and
better guns because you don't carry around everything. It does 
make
sense. The only thing that  gets me about it is that you can't 
really
adventure without at least three good firearms. I've gone out 
happily
with pistol, shotgun of some type, and scoped hunting rifle, but 
it's

really quite a challenge. It's easier with some sort of automatic
weapon, so I guess it's a matter of choice, but I have to wonder 
if

some of those cases of 7.62 ammo I've picked up were spare m60s.

Finally, what about the idea of a gun coming from the safe zone 
fully

loaded? It does kind of make sense.

SIgned:
Daktah Rickard

On 12/14/11, john jpcarnemo...@comcast.net wrote:
When I say luck, I'm referring to the massive groups of ten or
more zombies that I've come *very* close to running into, had it
not been for my scope. I was lucky enough to find one early on,
and if I hadn't, I would have died several times over.

 - Original Message -
From: Christopher Bartlett themusicalbre...@gmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Date sent: Tue, 13 Dec 2011 21:57:34 -0500
Subject: Re: [Audyssey] Swamp: a couple of suggestions and
reports

John, I'm not sure if you're being funny here, or if that's a
serious
comment.  But riffing on it for a moment, there really isn't 
much

in the way
of luck in this game.  There are skills, direct physical skills
aiming, and
tactical skills, knowing where I am, evaluating the risks of
current
opposition v. my position and weapons load, and situational
awareness,
maintaining enough awareness to know when it's time to fight,
which targets
to select and when to run like hell.  These are all skills that
anyone can
develop, at least in this format.

That being the case, I find it strange when people complain the
game is too
hard, excepting actual limitations like hearing problems that I
understand
to place a genuine disadvantage on the player.

Chris Bartlett



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Re: [Audyssey] Swamp: spawning and loot questions.

2011-12-14 Thread john
This was very well said, and I'd like to throw in a second. While 
I can see where people are coming from, I feel that limitations 
would detract from the enjoyability of the game.


- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:37:25 -0500
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'm glad to hear about the awesome nature of missions that are 
coming up.


Kai and jeremy, one thing that would make Swamp a little easier 
to
handle with player tracking is a difference in sound between 
player
and zombie footsteps. I know that this would mean an even bigger 
game,
and I know how unfun it is to locate distinguishable footsteps. 
I've
done a bit of sound work myself, but I know that it could make 
things

much smoother.

Still, I look forward to whatever happens and however it's done, 
it'll be great.


I must address the question of simulation versus game just this 
once more.


If you wanted to be completely technical, all the weapons are 
heavy
and cumbersome. Even the assault rifle, which I assume is based 
off
the m16 or m4 or some derivitive is a pretty hefty gun. I 
understand
the unrealism of carrying a maximum of eleven weapons. it's 
wildly

unreal, not just because of weight but because of the actual
difficulty of managing all the holsters and straps and ammo. I 
don't
think that ammo should be limited for the same reason I don't 
think
weapnory should be limited. That reason is playability and fun. I 
was
originally all for the idea of incumbrance, and I guess maybe 
weapon
based incumbrance is still maybe ok, but I decided that it was 
much
more fun to be able to just focus on running around and smashing 
the

undead than worrying about my inventory. If there were character
specializations or inventory limitations, I could understand an
incumbrance system, but I think that it takes away from the game.

Finally, as for realism, true realism would mean that you'd have 
to

reaim after every use of a weapon on everything except maybe the
assault rifle and the axe, you'd have gone deaf a long time ago 
from

all the gunfire next to your unprotected ears, and death would be
permanent, losing you your rep and experience, if not losing you 
your
place on the server. I'm not trying to be snarky or sarcastic. 
I'm
just saying that there's a line between playability and realism 
for
the average player, and it's a dangerous one to draw at all, So 
far,

I'm very pleased with how it's been drawn.

Signed:
Dakotah Rickard

On 12/14/11, Kelvin Tan k...@weiliankelvin.com wrote:
yes. or another alternative is just simply use another weapon! 
isn't it?

- Original Message -
From: Johnny Tai johnnyti...@shaw.ca
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 1:40 AM
Subject: Re: [Audyssey] Swamp: spawning and loot questions.


Also, I've heard many complaints of shortage of this ammo or 
that ammo. Say
that you can't find any ammo for that machinegun you love to 
use- all you
find is .45s, and now, I don't use a machinegun, I prefer my 
silenced
pistol, so I keep running out on .45s yet I'm loaded down on 
machinegun
ammo. Instead of trading it all selfishly for reps, I can trade 
my

machinegun ammo for your .45s- everyone's happier that way.


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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread john

And you could make it so that each skill point you used hardly
affected the game indeidually, thus a very experienced player 
could be quite a bit stronger, but it would take a large amount 
of work to get there.

- Original Message -
From: Dakotah Rickard dakotah.rick...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Wed, 14 Dec 2011 10:49:11 -0500
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion 
and playerlimiting.


I agree with everything except the safe zone being finite. In a
realistic situation, it would be, and I get that. It would also 
mean
that people donating becomes more mandatory, but the trouble is 
that
we have people who go play for a while and stop, taking stuff 
from the
safe zone to start out and never giving back, and then we have 
people

who play for days on end and use pretty much all the ammo they
collect. I'd rather leave the safe zone alone, though I do like 
the
idea of ready weapons versus carried weapons. As for 
specializations,
I think that each level should allow a skill point, rather like 
the
skillpoints in most RPG type games. Yeah, eventually you get 
someone
who has played enough to get every skill maxed out, but that's 
going

to happen in most games. A wide variety of skills would be pretty
awesome. Also, the number of levels in a skill could be decided 
on and
could be pretty high, meaning that even if you have, like, level 
35,

you still aren't at maximum.
For example:
Quiet movement: which lowers your detection rate.
The different categories of weapons, either light, medium, and 
heavy
or pistols, rifles, shotguns, light automatics, medium 
automatics, and
heavy automatics as well as melee, grenades and such, medkit 
boosts.
There's possibility there for about ten different skills, plus 
you
might be able to do skills for accuracy boosts and damage boosts 
in

conjunction with weapons, meaning even more skills.
THen you could have a skill whose sole benefit is a bigger health 
bar.


My point is that specialization could be entirely based on 
character
choice, making it even broader than the soldier, medic, sniper, 
etc.

For example, you could put a bunch of skills into your different
weapons, or you could put a bunch in moving quietly and work 
toward

sneaking in and killing zombies close up.

Signed:
Dakotah Rickard

On 12/13/11, Christopher Bartlett themusicalbre...@gmail.com 
wrote:
The following are some concepts I've been playing with as 
additions to the

game.



Skills.  I don't know what future things are tied in to the 
current
experience system, but an alternative to an overall level would 
be to
subdivide experience by spending it on skills.  Begin with an 
initial award
for a new character, and gain experience as normal, except that 
dependent
upon the weapon you are using, the experience is added to the 
pile for the
given skill, rather than as an overall level.  Skills might 
include medic,
(small award for healing yourself, larger for healing others) 
pistols,
rifles, shotguns and heavy weapons.  When grenades come into 
play, then

grenadier could also be a skill.



Skill benefits might include more healing per kit for the medic 
skill and
accuracy boosts for the weapon skills, not so that a miss 
becomes a hit, but
so that each hit becomes more damaging.  What might be a graze 
only doing

small damage would become a more damaging strike.



To balance this, death should cost experience points equal to a 
third of
each skill category.  Weapons at the zone should have level 
minima as they
do now, but specific to their skill category.  As levels will 
advance more
slowly with the points being divided up, the minima should be 
lower than

they are now for some of the heavier weapons.



Finally, when a character begins play for the first time, he/she 
should be
issued a weapon to match his skill specialization.  After death, 
go back to

the pistol, but give the newbie characters a little boost.



The advantages I see to this wad of modifications are that they 
would
support character differentiation with mechanical 
rewards/limitations.  In
turn, this could encourage some very different playing styles 
and
specializations, which would come into play when group missions 
are
available.  It would then become a good idea to have a sniper, a 
couple
soldier types and a medic on your expedition.  Each could 
fulfill particular
roles, to the benefit of the mission.  Alternately, it creates 
an
interesting choice say for the pistol specialist who is 
confronting a
situation where a rifle might be more useful.  Does he stick 
with his weapon
of greatest skill, trading range for accuracy, or does he pick 
up the rifle

and go at it?



To support these ideas, we'd need at least a couple more pistols 
and
submachine guns, of which there are currently only one of each.  
Add in, say
an Uzi, tougher to break than the MP5 (they are legendary for 
being able to
fire under extremely bad conditions) and maybe 

Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Johnny Tai
Actually, there is a minor luck element to it... rofl I'm thinking of the 
occasional mouse acting up- keys sticking- like the time I couldn't stop 
walking- that was before I figured out how to stop it by hitting the key 
again, and it charged me right into a group with several tyrants in it lol.


Also, there was the time I walked into Jennifer's living room and right on 
the other side of the entrance was a massive group of zombie- I didn't hear 
a sound from outside, and soon as I stepped through the door, it was like 
into a meat grinder- I was dead in 2 seconds.



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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Johnny Tai
I don't agree with the part to force people into working together- it's nice 
that the option's there, but a game has to be playable with or without a 
group. What if one day, say a person logs on, and no one is there to group?

What if a person just doesn't feel like grouping?
I my self tend to be the solo type- I like the freedom and not having to 
worry about tracking multiple partners- or bother with radio spams.



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[Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Zachary Kline
Hi All,
I thought I should post to let you guys know the situation with Silver Sword as 
I understand it currently. I've been in touch with the developer and have to 
say that the app isn't really accessible after all.
The biggest part we're missing is the map. Since we can't read that, traveling 
becomes an exercise in guesswork, which quickly becomes tedious. Similarly, 
combat is also troublesome, since the results aren't all that easy to read. 
Without easy access to both these features the game is unplayable, despite 
mostly labeled buttons.
Sorry to have to say this, but I'm not sure what  we can do in this instance, 
and neither is the developer.
Yours,
Zack.
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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread michael barnes

Hey, I do know of away to make the game accessible for the blind.
If the developer would add text to the battle screen and text to the 
map for voice over users then I think the game would be accessible.

What do you think?

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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Bryan Peterson

It would just be a matter of convincing him to do so.
They're coming to take me away, ha-haaa!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, December 14, 2011 12:36 PM
Subject: Re: [Audyssey] Silver Sword not quite accessible



Hey, I do know of away to make the game accessible for the blind.
If the developer would add text to the battle screen and text to the map 
for voice over users then I think the game would be accessible.

What do you think?

--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Zachary Kline
Hi Michael,
The problem with this is that broad statements like add text to the map 
screen, don't really explain what you want done. What text do you want added 
exactly? How should it read, what should it convey? These aren't easy questions 
to answer for a game of this sort, and the practical implementation is probably 
not as easy as labeling buttons. The text would have to change dynamically 
based on a whole bunch of factors, and even with that ability we'd still not 
quite be getting the full experience.
Best,
Zack.
On Dec 14, 2011, at 11:36 AM, michael barnes wrote:

 Hey, I do know of away to make the game accessible for the blind.
 If the developer would add text to the battle screen and text to the map for 
 voice over users then I think the game would be accessible.
 What do you think?
 
 -- 
 Email services provided by the System Access Mobile Network.  Visit 
 www.serotek.com to learn more about accessibility anywhere.
 
 
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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread pitermach
well, cool. so, 5 bucks wasted. That's life for ya, though I guess I 
could ahve spent them on something more accessible and useful


On 12/14/2011 8:01 PM, Zachary Kline wrote:

Hi All,
I thought I should post to let you guys know the situation with Silver Sword as 
I understand it currently. I've been in touch with the developer and have to 
say that the app isn't really accessible after all.
The biggest part we're missing is the map. Since we can't read that, traveling 
becomes an exercise in guesswork, which quickly becomes tedious. Similarly, 
combat is also troublesome, since the results aren't all that easy to read. 
Without easy access to both these features the game is unplayable, despite 
mostly labeled buttons.
Sorry to have to say this, but I'm not sure what  we can do in this instance, 
and neither is the developer.
Yours,
Zack.
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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread michael barnes

Hey, Brian.
That's right.
If all of us could explain to him that it is not that hard to do then I 
think he will do it.
On the forum of Silversword I had mention that he could add a text mode 
for the blind gamers and have a visual mode for all the sighted gamers.
The text mode would give a blind gamer information about the location 
and the battle screen and information that is important for the player to know.


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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread michael barnes

Hey, Spider.
Come and join the forum over on the Silversword forum.
The best way to have your thoughts herd is on the forum.
Plus it will show the developer Mario that there is more then me that 
is blind playing the game.

It will show him the importance of adding accessibility to the game.
Yes the game is accessible with the text but there are other things 
that can be improve.
So please everyone that wants to check this game out and wants it to be 
more accessible for the blind then please go to.

www.silversword-rpg.com
And join the add feature forms.

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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Bryan Peterson
Maybe not quite. I get the impression from my own experimentation that the 
groundwork is there and that Mario does seem genuinely open to ideas for 
improving accessibility.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, December 14, 2011 12:54 PM
Subject: Re: [Audyssey] Silver Sword not quite accessible


well, cool. so, 5 bucks wasted. That's life for ya, though I guess I could 
ahve spent them on something more accessible and useful


On 12/14/2011 8:01 PM, Zachary Kline wrote:

Hi All,
I thought I should post to let you guys know the situation with Silver 
Sword as I understand it currently. I've been in touch with the developer 
and have to say that the app isn't really accessible after all.
The biggest part we're missing is the map. Since we can't read that, 
traveling becomes an exercise in guesswork, which quickly becomes 
tedious. Similarly, combat is also troublesome, since the results aren't 
all that easy to read. Without easy access to both these features the 
game is unplayable, despite mostly labeled buttons.
Sorry to have to say this, but I'm not sure what  we can do in this 
instance, and neither is the developer.

Yours,
Zack.
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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Bryan Peterson
Yeah I saw that. And he seems at least willing to try if we can figure out 
the best ways for him to implement it.

They're coming to take me away, ha-haaa!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, December 14, 2011 12:56 PM
Subject: Re: [Audyssey] Silver Sword not quite accessible



Hey, Brian.
That's right.
If all of us could explain to him that it is not that hard to do then I 
think he will do it.
On the forum of Silversword I had mention that he could add a text mode 
for the blind gamers and have a visual mode for all the sighted gamers.
The text mode would give a blind gamer information about the location and 
the battle screen and information that is important for the player to 
know.


--
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www.serotek.com to learn more about accessibility anywhere.



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Re: [Audyssey] Silver Sword not quite accessible

2011-12-14 Thread Bryan Peterson

I'm already on the forum as BryanP.
They're coming to take me away, ha-haaa!
- Original Message - 
From: michael barnes c...@samobile.net

To: gamers@audyssey.org
Sent: Wednesday, December 14, 2011 1:10 PM
Subject: Re: [Audyssey] Silver Sword not quite accessible



Hey, Spider.
Come and join the forum over on the Silversword forum.
The best way to have your thoughts herd is on the forum.
Plus it will show the developer Mario that there is more then me that is 
blind playing the game.

It will show him the importance of adding accessibility to the game.
Yes the game is accessible with the text but there are other things that 
can be improve.
So please everyone that wants to check this game out and wants it to be 
more accessible for the blind then please go to.

www.silversword-rpg.com
And join the add feature forms.

--
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www.serotek.com to learn more about accessibility anywhere.



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[Audyssey] more gem system information

2011-12-14 Thread Clement Chou
So here's a new preview for SF x tekken which explains the gem system. There's 
also a video that basically reitterates the info in the post, but the rep from 
Capcom plays a match and demonstrates the gems. This is good info, and settles 
my concerns about broken gameplay... but the fact that Capcom repeatedly 
ignores the question of DLC and exclusive gems is really starting to tick me 
off.
http://www.eventhubs.com/news/2011/dec/14/capcom-unity-posts-entire-lists-gems-and-more-explanations/#c295258
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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Christopher Bartlett
I'm not necessarily talking about forcing people to work in groups.  I've
tried to lead a couple of newbies through the game, and it's a royal pain in
the arse at the moment.  But I am talking about everyone working for some
common goals, whether as lone wolves or in groups.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Johnny Tai
Sent: Wednesday, December 14, 2011 1:32 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
playerlimiting.

I don't agree with the part to force people into working together- it's nice

that the option's there, but a game has to be playable with or without a 
group. What if one day, say a person logs on, and no one is there to group?
What if a person just doesn't feel like grouping?
I my self tend to be the solo type- I like the freedom and not having to 
worry about tracking multiple partners- or bother with radio spams.


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[Audyssey] Space Channel 5 full uneditted playthrough.

2011-12-14 Thread Yohandy
Played through the game in 1 sitting. no breaks, pausing etc. Check it here 
and let me know what you think!
http://www.sendspace.com/file/7l3fnf 



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Re: [Audyssey] Why does Final conflict crashing?

2011-12-14 Thread shaun everiss

Has he got all the dotnet stuff loaded, directx latest fro june 2010, etc.
is windows updated.
Is his security software intifeering.
At 09:40 a.m. 14/12/2011 -0500, you wrote:
Hey, I was wondering why does Final Conflict keeps crashing on 
windows 7 64 bit?
A friend downloaded the game and he made sure that all programs was 
cloase and it still crash.

He also then tried the game in compatibility mode and it still crash.
What can he do to get this game runing on his machine?
He has contacted Thomas but he has not responded to his message.
So I told him I would ask on the gamers list.
Thanks!

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[Audyssey] problem fixed Re: swamp, connection interrupted in save zone

2011-12-14 Thread Steady Goh
Thanks Jeremy, I just played a bit and looks like the partially save problem 
is fixed. hmm...the server's momma is pretty...

锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 11, 2011 10:35 PM
Subject: Re: [Audyssey] swamp, connection interrupted in save zone


Thanks Steady, I will keep searching.  The fact that this bug only seems 
to affect 2 people is making it tricky.  So far I haven't found any 
difference between your characters and everyone else that would let me see 
why the server is treating you differently.  You guys didn't by any chance 
call the server's momma fat or ugly did you?  Lol!




Hi Jeremy, more on this problem. what
i found out is if i don't have ammo of a particular type at
the point when i start the game, what i collected on the run
will be saved. but say if i already have 12 shortgun shells,
any more of that collected this round won't be saved and
will be reverted back to that 12 at the end. That explains
why armer and weapons collected is there but not ammo
because we only collect one of each type and i donated them
away. Hope this will give you some clue to this problem.
锦发/Steady Goh



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Re: [Audyssey] Swamp: brainstorming ideas for expansion and playerlimiting.

2011-12-14 Thread Dakotah Rickard
I certainly think that there should be an area of the map that is
awesome, say an awesome loot spawn point, which is easily overrun with
zombies.
That's sort of what we have with the east side. I don't think, though
that the SZ should be a player responsibility. The reason for this
isn't about group cooperation versus solo play. it's that the safe
zone is where we have to exit. Assume for a minute that Swamp doesn't
have a consistent ten people on all the time. When you assume that,
you might find that you come onto the server only to discover a Safe
Zone literally crammed with zombies. You insta-die, come back with a
pistol and even less chance to kill zombies. Yeah, you could take a
few axe swings and immediately reconnect, but you may not have the
chance, and it'd still suck either way to have died that first time.

I rather think, again, that there should be a special place on the map
to get loot, whether it's where loot spawns very often or, even
better, you can buy it there cheaper than at the SZ, but that zombies
love the place and there's no guard. That way, people would either
work together or draw the zombies away.

Signed:
Dakotah Rickard

On 12/14/11, Christopher Bartlett themusicalbre...@gmail.com wrote:
 I'm not necessarily talking about forcing people to work in groups.  I've
 tried to lead a couple of newbies through the game, and it's a royal pain in
 the arse at the moment.  But I am talking about everyone working for some
 common goals, whether as lone wolves or in groups.

   Chris Bartlett


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Johnny Tai
 Sent: Wednesday, December 14, 2011 1:32 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Swamp: brainstorming ideas for expansion and
 playerlimiting.

 I don't agree with the part to force people into working together- it's nice

 that the option's there, but a game has to be playable with or without a
 group. What if one day, say a person logs on, and no one is there to group?
 What if a person just doesn't feel like grouping?
 I my self tend to be the solo type- I like the freedom and not having to
 worry about tracking multiple partners- or bother with radio spams.


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[Audyssey] swamp off center and blue language

2011-12-14 Thread Che

  hey gang,
  At what number of kills do you officially have a swamp problem? 
3000, 5000?
  I have a really small issue that is almost certainly just me, but was 
wondering if maybe anyone else was experiencing it.
  If I fire at what i perceive to be dead center, I miss a lot, if I 
fire slightly to the right of what i think is center, i have much better 
success.
   so probably what we've got here is a slight imbalance between my 
ears sensitivity wise, but wanted to throw that out there to see if 
maybe others had noticed it.
  and when i say slightly, i mean very slightly, like just a couple 
degrees.
  one last thing here as well, some of you guys are really going 
overboard with the profanity on the default radio channel.
  anyone that knows me personally knows i am not adverse to cussing to 
say the least, but my concern here is that newer players will be tuned 
off by the language, and mis out on a great experience due to a few 
folks that feel the need to throw an f bomb into every sentence.
   without assigning moderators or putting in word filtering in code, 
the only solution i see is to assign the default channel as PG rated or 
whatever, with other channels maybe being unrated for the profane 
amongst us.
  if Aprone wanted to get creative with this issue, he could deduct a 
rep point for using carlin's 7 words, along with a spoken warning or 
something, but this is more coding on top of his already massive to do list.
  ideally, the community would self regulate if aprone felt it was a 
problem and let everyone know the default channel isn't for language to 
make your grandma stroke out.

  thoughts?
  later
che


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Re: [Audyssey] Swamp: a couple of suggestions and reports

2011-12-14 Thread Dakotah Rickard
Worst place for that to happen is the factory, because zombies are
confused by that staircase set, so they just kind of collect there,
and you don't know if they're there until BANG! You're in the middle
of a good truckload.

I'm going to ask in this thread if Jeremy, you'll consider making
weapons draw them a little more and footsteps a little less. I've
literally taken a footstep a second, sneaking around, and they still
come toweard me. There must surely be a point at which, if they're not
smelling you out, which if they are I'll shut up, that you can sneak
by them quietly. Again, that silent movement thing would be pretty
awesome there, but that's dependent on putting up a skills tree.

Signed:
Dakotah Rickard

On 12/14/11, Johnny Tai johnnyti...@shaw.ca wrote:
 Actually, there is a minor luck element to it... rofl I'm thinking of the
 occasional mouse acting up- keys sticking- like the time I couldn't stop
 walking- that was before I figured out how to stop it by hitting the key
 again, and it charged me right into a group with several tyrants in it lol.

 Also, there was the time I walked into Jennifer's living room and right on
 the other side of the entrance was a massive group of zombie- I didn't hear
 a sound from outside, and soon as I stepped through the door, it was like
 into a meat grinder- I was dead in 2 seconds.


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Re: [Audyssey] swamp off center and blue language

2011-12-14 Thread Dakotah Rickard
I do drop the occasional profane explosion on that channel. It's a
part of my roleplay with a particular character, and I'll try not to
let it get too bad, although usually I avoid F-bombs and always avoid
GD-nukes. Still, I'll try to limit that particular character's
explitive explosives.

As for the off-center thing, I have to readjust occasionally, which is
a pain with a long-range character, because the aiming will shift, but
usually mine shifts so that I have to aim a little left of center. I
don't know what would cause it, but I usually just try to make it ok.

Signed:
Dakotah Rickard

On 12/14/11, Che blindadrenal...@gmail.com wrote:
hey gang,
At what number of kills do you officially have a swamp problem?
 3000, 5000?
I have a really small issue that is almost certainly just me, but was
 wondering if maybe anyone else was experiencing it.
If I fire at what i perceive to be dead center, I miss a lot, if I
 fire slightly to the right of what i think is center, i have much better
 success.
 so probably what we've got here is a slight imbalance between my
 ears sensitivity wise, but wanted to throw that out there to see if
 maybe others had noticed it.
and when i say slightly, i mean very slightly, like just a couple
 degrees.
one last thing here as well, some of you guys are really going
 overboard with the profanity on the default radio channel.
anyone that knows me personally knows i am not adverse to cussing to
 say the least, but my concern here is that newer players will be tuned
 off by the language, and mis out on a great experience due to a few
 folks that feel the need to throw an f bomb into every sentence.
 without assigning moderators or putting in word filtering in code,
 the only solution i see is to assign the default channel as PG rated or
 whatever, with other channels maybe being unrated for the profane
 amongst us.
if Aprone wanted to get creative with this issue, he could deduct a
 rep point for using carlin's 7 words, along with a spoken warning or
 something, but this is more coding on top of his already massive to do list.
ideally, the community would self regulate if aprone felt it was a
 problem and let everyone know the default channel isn't for language to
 make your grandma stroke out.
thoughts?
later
 che


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[Audyssey] Swamp sound issues.

2011-12-14 Thread Dakotah Rickard
This isn't a big thing, and it doesn't really effect gameplay, but
it's weird, and it's a bug, so I gotta post it.

There are actually two issues. First, when you're loading a gun in
Swamp, other people hear the finished reloading sound first, then the
started reloading sound, which sounds really funny.

Second, the minigun has a trailing sound which doesn't play, so it
kind of sounds like you're firing it inside a cottonball. very funny.

Signed:
Dakotah Rickard

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Re: [Audyssey] Why does Final conflict crashing?

2011-12-14 Thread Thomas Ward
Hi Michael,

Well, the problem with Final Conflict on 64-bit versions of Windows is
due to the fact I didn't compile STFC with 64-bit support in mind.
Remember back when I was writing STFC 64-bit versions of Windows were
not very common, and all of the libraries etc I was working with were
32-bit only. As a result that's just one of the things I have to fix
in STFC.

In short, the main problem is due to the fact I selected the Any CPU
target platform option rather than specifying a 32-bit or 64-bit
version of .NET during compile time. What is happening is because I
didn't specify what .NET runtime to use .NET attempts to run STFC as a
64-bit program, but Managed DirectX and other .NET components it is
compiled against are 32-bit only. It can't access those libraries
since they aren't 64-bit components and bombs out on startup. The only
thing you can do is wait for the next version of sTFC to be released
which will resolve this and other problems.

Cheers!


On 12/14/11, michael barnes c...@samobile.net wrote:
 Hey, I was wondering why does Final Conflict keeps crashing on windows
 7 64 bit?
 A friend downloaded the game and he made sure that all programs was
 cloase and it still crash.
 He also then tried the game in compatibility mode and it still crash.
 What can he do to get this game runing on his machine?
 He has contacted Thomas but he has not responded to his message.
 So I told him I would ask on the gamers list.
 Thanks!

 --
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Re: [Audyssey] Why does Final conflict crashing?

2011-12-14 Thread Thomas Ward
Hi Shaun,

None of that will fix the problem in this case. As it so happens STFC
won't run on my 64-bit copy of Windows 7 either, and I know exactly
why. It has to do with the target platform flags I used when building
STFC, the Any CPU target flags instead of the Win32 target flags,
which causes STFC to crash on 64-bit versions of .NET. If I had
specified it was a Win32 application .NET would fallback on the 32-bit
compatibility runtime, but because no CPU was specified it uses the
default 64-bit runtime and STFC crashes.

However, the good news is I've been working on a new version of STFC
off and on which I think will be much much improved. Its written in
C++, uses native Windows libraries, and the alpha runs fine on 64-bit
versions of Windows. The voice of the ship computer is Acapela
Heather, and she sounds pretty decent. Although, part of me wants to
switch the game over to screen reader/SAPI support.

Cheers!


On 12/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Has he got all the dotnet stuff loaded, directx latest fro june 2010, etc.
 is windows updated.
 Is his security software intifeering.
 At 09:40 a.m. 14/12/2011 -0500, you wrote:
Hey, I was wondering why does Final Conflict keeps crashing on
windows 7 64 bit?
A friend downloaded the game and he made sure that all programs was
cloase and it still crash.
He also then tried the game in compatibility mode and it still crash.
What can he do to get this game runing on his machine?
He has contacted Thomas but he has not responded to his message.
So I told him I would ask on the gamers list.
Thanks!

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Re: [Audyssey] Why does Final conflict crashing?

2011-12-14 Thread Jacob Kruger
It seems to work alright on my windows7 64 bit operating system, although 
haven't done too much more than just test that it wants to run/start working 
as such, and the only thing can think of off-hand is that it automatically 
installed under Program Files (x86) as opposed to just program Files, since 
that's where I think slightly backward compatibility requiring apps are 
meant to reside, but think it would itself default to that option FWIW, but, 
on the other hand, since this is a development machine, it might have a 
couple of other things installed that could affect things like this, but not 
necessarily relevant.


Stay well

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

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 15, 2011 7:52 AM
Subject: Re: [Audyssey] Why does Final conflict crashing?



Hi Michael,

Well, the problem with Final Conflict on 64-bit versions of Windows is
due to the fact I didn't compile STFC with 64-bit support in mind.
Remember back when I was writing STFC 64-bit versions of Windows were
not very common, and all of the libraries etc I was working with were
32-bit only. As a result that's just one of the things I have to fix
in STFC.

In short, the main problem is due to the fact I selected the Any CPU
target platform option rather than specifying a 32-bit or 64-bit
version of .NET during compile time. What is happening is because I
didn't specify what .NET runtime to use .NET attempts to run STFC as a
64-bit program, but Managed DirectX and other .NET components it is
compiled against are 32-bit only. It can't access those libraries
since they aren't 64-bit components and bombs out on startup. The only
thing you can do is wait for the next version of sTFC to be released
which will resolve this and other problems.

Cheers!


On 12/14/11, michael barnes c...@samobile.net wrote:

Hey, I was wondering why does Final Conflict keeps crashing on windows
7 64 bit?
A friend downloaded the game and he made sure that all programs was
cloase and it still crash.
He also then tried the game in compatibility mode and it still crash.
What can he do to get this game runing on his machine?
He has contacted Thomas but he has not responded to his message.
So I told him I would ask on the gamers list.
Thanks!

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Re: [Audyssey] time of conflict info

2011-12-14 Thread Thomas Ward
Hi Dark,or should I say Mr. Gollom,

You are a bit cracked. Lol!

Long live Lord of the Rings!

Cheers!





On 12/14/11, dark d...@xgam.org wrote:
 I'd never say I do,  we does! my precious, :D.

 I didn't mean a wedding ring in terms of mariage, sinse married I certainly
 am not, I just meant a wedding ring in the sense of a plane band of gold
 which could then be engraved.

 Were I ever to get married, doing it with the one ring would be a litle
 weerd even for me, and not exactly romantic.

 Now Nenia the ring of water, there's! a romantic ring :D.

 Beware the grue!

 Dark.


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