Re: [Audyssey] swamp trucksitting

2012-07-21 Thread Steady Goh
If a player in a team is trying and cannot find crates, others can always 
tell him where it is and let him go collect it. That way that player can 
also learn.
I am not sure what is the problem about collecting crates too fast. If you 
can end the mission in less than 10 minutes, no 1 gets kick out. If you 
decide that others are not contributing and they should not share your rep 
and exp, wait for their time limit. I think this way every1 has a fair play 
ground.
As for kicking players, we can forsee some of them doing that just because 
they doesn't like that person to be in no matter how much he contribute. If 
you look at the chat, it's obvious that many there are very bias towards 
certain groups. Say if a truck sitter leads a mission and a searcher joins, 
the searcher turn in most of the crates and get kick out just before the 
last crate.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, July 21, 2012 10:37 AM
Subject: Re: [Audyssey] swamp trucksitting


This idea was considered a while back, but we had the problem of players 
legitimately being unable to find crates in large teams.  I don't believe 
the idea ever got past the talking stage though, and I'd gladly give it a 
try if people think it's worth testing.



Hi Jeremy and other swamp players, A
suggestion to deal with truck sitters. How about making it
something like the lms mission where the player's mission
time count down? Start off with 10 minutes. That should be
more than enough to find at least 1 crate in any warehouse
mission. Each crate found adds 3 minutes to the clock with
no cap. Then all we have to do is to wait for them to run
out of time. And no, killing zombies doesn't add on time. we
don't need players who just keep shooting and saying they
are providing cover for others. Thanks but no thanks.
锦发/Steady Goh



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Re: [Audyssey] swamp trucksitting

2012-07-19 Thread Steady Goh
Hi Jeremy and other swamp players, A suggestion to deal with truck sitters. 
How about making it something like the lms mission where the player's 
mission time count down? Start off with 10 minutes. That should be more than 
enough to find at least 1 crate in any warehouse mission. Each crate found 
adds 3 minutes to the clock with no cap. Then all we have to do is to wait 
for them to run out of time. And no, killing zombies doesn't add on time. we 
don't need players who just keep shooting and saying they are providing 
cover for others. Thanks but no thanks.

锦发/Steady Goh
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, July 20, 2012 5:14 AM
Subject: [Audyssey] swamp trucksitting


I'm currently in the middle of a stripmall mission, with two people 
sitting and two of us working. I'd love to know what's being done to help 
with a situation like this. I dont really like the prospect of getting 
half the rep/exp I should be.


Any information is greatly apreciated,
John.

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Re: [Audyssey] swamp weapons guide update

2012-07-05 Thread Steady Goh
Hi John, good job on the weapons guide. Just a note. when you fire the 
benelli, it sounds softer than the drowning, but it actually attracts much 
more zombies. it's almost equal to mp5. The best place to find out the noice 
level besides asking jeremy himself is fire at wilson bridge.


锦发/Steady Goh
- Original Message - 
From: john jpcarnemo...@comcast.net

To: gamers gamers@audyssey.org
Sent: Friday, July 06, 2012 6:36 AM
Subject: [Audyssey] swamp weapons guide update


Thanks to Jake, I have now added a section to the weapons guide about the 
riot shield. The updated link is:

https://dl.dropbox.com/u/85682400/weapons%20guide.doc

Enjoy.

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Re: [Audyssey] Swamp XP Question

2012-06-20 Thread Steady Goh
Hi Dakotah, is the type of zombies you kill. I didn't keep track of the xp 
you get for each type of zombies but i believe you get the highest xp for 
killing a tiren. The weapons you use determines how much rep you get. So on 
normal maps, i use loud weapons to attract more zombies and get my xp up 
fast. Many players hate me for that. haha!

锦发/Steady Goh
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, June 21, 2012 9:13 AM
Subject: [Audyssey] Swamp XP Question



Hi Jeremy and all,

What determines how much experience you get from a zombie kill? I
thought it was weapon used, meaning that there was some sort of
modifier placed on xp based on your weapon choice, but that doesn't
seem to be the case, or at least maybe the modifier doesn't make
sense. The reason I open so boldly is because I am playing a largely
melee character. I think that the character should get more xp for
killing a zombie with an axe or chainsaw rather than a pistol or
shotgun, but that doesn't seem to be the case. Shouldn't a player get
more xp for killing a zombie with a more difficult weapon? I don't
know what the modifier should be. Not range, because the pistol is
shortrange, as are axe and chainsaw, but the shotgun is also short
range, and it is devastating. The sniper rifle is very long range, but
it is very hard to hit zombies with that gun.

Perhaps there should just be a modifier of personal choice. Jeremy,
you decide how hard it is to use a weapon and modify xp on that basis.

I just don't think it makes much sense to gain the same experience no
matter how you kill zombies. Reputation, sure, keep that the same if
you want, but xp is the key.

Signed:
Dakotah Rickard

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Re: [Audyssey] tennis, anyone?

2012-06-07 Thread Steady Goh
Blind tennis or also called soundball tennis, a blind person can play with a 
fully sighted person but with different rules. we are allowed up to 3 
bounces before we return the ball. A fully sighted has to return on the 1st 
bounce and parcially sighted allow up to 2 bounces. Yes, is not an equal 
playing field to make up for our disadvantages. A sighted person can tell 
exactly where the direction the ball is heading, it's hight and speed very 
early and react accordingly. whereas we are like having an unstable 
connection with the ball because the sound is not constantly ringing so we 
need more time to process then react. Given that, I still do miss the ball 
after training for 2 months and no where near being able to play a match 
yet, but i do see my progress.


锦发/Steady Goh
- Original Message - 
From: Ryan Strunk ryan.str...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, June 08, 2012 10:21 AM
Subject: Re: [Audyssey] tennis, anyone?


After reading the article and seeing your feedback, I can't help but nod 
my

head in agreement. It got me to thinking about a perennial problem with
so-called blind sports, and I wonder what the solution is.
If this strays too far from the realm of accessible gaming, please feel 
free

to steer the topic back in a more suitable direction.
In all blind sports I have seen--goal ball, beep baseball, accessible
cricket, power showdown, and now this--the common trend seems to be that
blind players are forced to play only with other blind players. In some of
these sports totally blind people even get a different set of rules than
those with partial sight. Nuts to that, and I have some residual vision.
The article talks about how tennis teaches blind people that they can do 
the

same things as their sighted peers, but I'm having trouble seeing how
modified tennis makes that case. Certainly I believe that blindness can be
relegated to the level of an inconvenience, and I believe that given the
proper training and opportunity, blind people can compete on an equal
playing field with the sighted--no pun intended--but I don't know if 
that's

often the case when it comes to sports.
I know that certain forms of martial arts lend themselves to equal
competition between blind and sighted people; one of my co-workers this
Summer takes part in UFC fights. I myself wrestled for 8 years while going
to school. But when it comes to other sports, especially team sports, I
wonder how we could go about participating on an equal level. Is the 
answer
to create a new sport that blind and sighted people can play together? Do 
we
develop a new set of techniques so that we, too, can play pickup 
basketball?

I don't know, but I'd sure like to find out. My days of training to be a
star athlete are certainly behind me, but it's not too late for the 
younger

guys.
All the best,
Ryan

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, June 06, 2012 10:46 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] tennis, anyone?

I gave this a shot, but was pretty underwhelmed TBH. Has to be said that 
I'm

no athlete, but my spacial awareness, coordination and confidence when
moving aren't too shabby. I found the adaptions felt clunky, and that 
there

was little satisfaction to be gained. Sitting in on a few games between
people who'd been training casually but consistently for a couple of years
didn't inspire me any further, it didn't have anywhere near the breakneck
pace and fluidity of play that unmodified tennis does, and that was kinda
the appeal here.

One person's take of course, it's all subjective. Not posting this to
discourage, just to make sure people will turn up for their first session
prepared for a long slog. It's certainly not something that you can just
dive into and let off some steam with like Goalball for example.

Scott


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Re: [Audyssey] Ambience in Swamp

2012-05-07 Thread Steady Goh
Hi, i'm not sure if that will help. If players are not able to go around the 
wall to look for the entrence or take note of the coordinates, they will 
still face the same obstacles no matter what sound kai and jeremy put in.


锦发/Steady Goh
- Original Message - 
From: Lori Duncan lori_dunca...@hotmail.com

To: gamers@audyssey.org
Sent: Monday, May 07, 2012 7:54 PM
Subject: [Audyssey] Ambience in Swamp


Hi Kai, I was wondering to make navigation in swamp easier if we could 
possibley have some form of background ambience, like insects chirping, 
maybe some night time sort of sounds, but soft so it doesn't distract from 
zombey steps.  It would also give clues to where doorways to the outside 
are, like the guy at the entrence of the safe zone does.  Thanks from 
Lori.

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Re: [Audyssey] swamp 2.2 thoughts

2012-05-03 Thread Steady Goh
Yah, good point there and is something I didn't thought of. It can be quite 
a challenge to make your way back to the 2nd floor elivater. But if you 
logout and log back in the next time, you will start from where you left and 
you will need to make your way back at some point, whether is to buy 
something or to join mission. If the server also save our helf stats and not 
always start with full health, then you won't be able to save on that med 
kit.


锦发/Steady Goh
- Original Message - 
From: john jpcarnemo...@comcast.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, May 03, 2012 9:10 PM
Subject: Re: [Audyssey] swamp 2.2 thoughts


The problem with this is that it'll get abused; people will just run 
around grabbing loot and then wait for the game to save, and relog to get 
their health back. Right now, if you want that restore you have to fight 
your way back to the sz. It also takes away some of the strategy in that 
do you run back to the sz or stay on the hospital second floor and keep 
looting? I do like the
idea however, and would like to see it implemented until we have some kind 
of linkdead ability/afk setting like Dentin mentioned earlier. Right now 
(at least for me) it's more of a worry to loose link up in the hospital 
(or anywhere really) and loose all my hard won loot than it is to get back 
to sz through the zombies.



- Original Message -
From: Steady Goh stea...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Date sent: Thu, 3 May 2012 12:23:05 +0800
Subject: Re: [Audyssey] swamp 2.2 thoughts

Hi Jeremy, not sure if you will consider making the server periodically 
auto

save player stats and not just do that in save zone. Maybe like every 2
minutes or so. I know this takes out a feature in sz, but it fixes quite a
number of problems. We won't worry about not able to pause the game to
attend to something that requires immediat attention and not saving our
work. We just have to quit game. But you will have to put the not able to
escape when zombies chasing code back in so we can't quit every time when
there is danger. Players will not lose most of the items they collect if
they have connection dropout. At most only the last 2 minutes work. It 
also

takes out a possible game cheat or at least makes it less effective. If
someone goes out on a run, used up lots of ammo and didn't collect much 
and

in the event break some weapons or armer now, he can quit outside sz,
relogin and have everything back to the time he left sz
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Re: [Audyssey] swamp 2.2 thoughts

2012-05-02 Thread Steady Goh
Hi Jeremy, not sure if you will consider making the server periodically auto 
save player stats and not just do that in save zone. Maybe like every 2 
minutes or so. I know this takes out a feature in sz, but it fixes quite a 
number of problems. We won't worry about not able to pause the game to 
attend to something that requires immediat attention and not saving our 
work. We just have to quit game. But you will have to put the not able to 
escape when zombies chasing code back in so we can't quit every time when 
there is danger. Players will not lose most of the items they collect if 
they have connection dropout. At most only the last 2 minutes work. It also 
takes out a possible game cheat or at least makes it less effective. If 
someone goes out on a run, used up lots of ammo and didn't collect much and 
in the event break some weapons or armer now, he can quit outside sz, 
relogin and have everything back to the time he left sz.


锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Thursday, May 03, 2012 1:16 AM
Subject: Re: [Audyssey] swamp 2.2 thoughts



I'll give this some thought and see what I come up with.

On a side note you are definitely correct that games are primarily for 
fun.  The other thing to consider is that any time a game is multiplayer 
you are accepting responsibilities that wouldn't exist in a single player 
game.  This even translates into real life.  If playing a game of chess 
against yourself for practice, you might just walk away and come back an 
hour later.  When playing with another person you have a responsibility to 
them which keeps you from doing that same thing.  While the 
responsibilities are different depending on the game, I do believe every 
game becomes driven by more than simply fun once other people are 
involved.  This wasn't meant to dismiss your ideas Johnny, I still plan to 
give this some thought to see if I can come up with a solution that fits 
with my design but also makes people happy.



Speaking purely from a gamer point of
view, I think that the point of a game is, well, for fun,
and thus, when real life suddenly demands your attention, it
should be reasonable to be able to pause that fun while
you run like mad to the washroom...just for
example...without, as someone pointed out, losing a week, or
even month, worth of careful playing and saving up items.
Otherwise, without such option, many of us probably wouldn't
play swamp at all unless we know we are sure to have a few
hours of uninterupted play-time at least, which in my
case/life style, is pretty much impossible.
Granted you can go to the safe zone and idle there, but if
I'm on the other side of town, I don't have the time to run
to safe zone without missing say, that important phone call
from a client.
If pause is too abuseable, then at least give an instant
recall to safe zone option, say make it cost 200 rep or
something, so when something urgent comes up, we at least
have that way out fast.



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Re: [Audyssey] swamp missions and death

2012-04-06 Thread Steady Goh
Well, at least we don't lose our money when we get killed. Any rep, xp and 
skill points earned are automatically saved in the bank. If there is a 
locker, there will be absolutely nothing to lose at all. Almost as good as 
unlimited health. Maybe this is what people are indirectly requesting for. 
Personally I feel that the rep given on a successful mission is on the high 
side.


锦发/Steady Goh
- Original Message - 
From: Michael Taboada ai...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, April 07, 2012 6:44 AM
Subject: Re: [Audyssey] swamp missions and death



Hi,
Just because some mainstream games have this method doesn't mean all games 
for the mainstream community or otherwise have to have it... I mean after 
all there are a fare few games for the mainstream gaming community that 
allow you to put things in banks or whatever they might call them, 
runescape being a very notable example. I think any strategy you can 
imagine from letting you keep everything when you die to having lives to 
having banks to having check points to almost anything else can be found 
in the mainstream gaming community, so let's remain open here, I say.

Just my thoughts.
-Michael.


-Original Message- 
From: Shane Davidson

Sent: Friday, April 06, 2012 4:17 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

People want to learn?
Lives wouldn't be unfair, it's a mainstreaming gaming stratigy, and you
don't here the millions of mainstreaming gamers complaining, do you?
Thought not.
If Jeremy implimented lives, it would add, in my opinion, another level of
stratigy, to how you can keep those lives, or recover them quickly if you
die.
Yes, if you lose all your lives, you start over with the basics, and rep 
you

had when you lost your last set of lives, no I don't like just cloaning
standards, call it poetic license, lol, , but you are reverted to the ax 
and

pistol just like you are now.
Just my thoughts.
Shane who really thinks the blind community needs to be exposed to more
mainstreaming gaming. Just sayin'.
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Friday, April 06, 2012 5:14 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] swamp missions and death

My thoughts, death on missions is no more harsh than anywhere else,
especially considering what you stand to gain if you survive, as compared
with the comparable time looting.  I completely disagree with any change
that waters down the already weakened consequences of dying, especially 
when
you stand to gain for five minutes of survival rep and experience that 
would

take hours of looting to gain.  Big risk, big reward.  Too risky, don't go
on missions.

And by the way, I say this who am trying to learn some new styles of play
and thus am dying quite frequently, and have certainly lost 20,000 rep 
worth

of equipment at various times.  I'd favor a lives system, where once your
lives are gone you start over from zero.  Perhaps gaining a level gives 
you

a new life.  I know this won't be adopted as too many people would shriek
about it being unfair, never mind that it's a gaming standard in the
mainstream world.

Christopher the bastard Bartlett who wants all of you to suffer
hideously.  *smile*



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[Audyssey] swamp 1.9 minor sound bug

2012-02-05 Thread Steady Goh
Hi Jeremy, not sure if this has been reported. if i kill zombies while waiting 
for the mission i join to launch, both the kill and falling sound doesn't play. 
Once mission starts is ok.
锦发/Steady Goh
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Re: [Audyssey] quests in new test version

2012-02-01 Thread Steady Goh
I only tried one and searched for hours and failed to find, but i cannot be 
absolutely sure i covered the whole area.
I believe whether is it mission or quest, there is only 1 item appearing on 
the map each time, so is very likely we might miss it and think is a bug. 
One suggestion for the test server. I wonder if jeremy can put in a temp 
code where we press a key stroke and it checks whether that item we are 
looking for exists anywhere the map. At least we will know whether it is a 
bug or the user fault.


锦发/Steady Goh
- Original Message - 
From: Richard Sherman squir...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 01, 2012 4:06 PM
Subject: [Audyssey] quests in new test version



Hi,

Is anyone else having trouble with the quests in the new test version? I
tried 3 of them with no success. The first one was for a pet cage. I went 
to

the pet store, and had a pet cage taken by another player with the same
quest right beside me. But after that person was gone. I couldn't find a
cage to grab. I tried 2 more with no success. Others on the game reported
that they too were having problems completing quests.

In fact, the person who grabbed the cage before I did, went back, donated
it, and got the same quest again. But this time could not find the cage
again and gave up on it.

Just wondering if it was me, or not.

Thanks in advance.

Shermanator


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Re: [Audyssey] Swamp question

2012-01-31 Thread Steady Goh

Hi Thomas,
I hope you won't have the same type of so call slight confusion with those 
programming languages you didn't use for quite a while, didn't care about 
and again giving others the wrong information.

锦发/Steady Goh
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, February 01, 2012 5:16 AM
Subject: Re: [Audyssey] Swamp question



Hi Kelvin,

Actually, I have played Swamp before, but not for quite a while. I
tried it out, found I didn't really care for the game, and stopped
playing it. So my experience is limited to a few hours of playing it
in single player mode.

The reason I thought w walked forward and s walked backward is that is
a typical FPS setup for mainstream games. Jedi Knight, a lot of the
newer Tomb Raider games, as well as a few others I could name allowed
you to walk forward/backward with w/s and you could turn etc with the
mouse. So that's the source of my slight confusion.

On 1/31/12, Kelvin Tan k...@weiliankelvin.com wrote:
hi thomas. I believe u haven't played swamp before. if u have I don't 
think
u will forget that to move forward it's actually the right click and not 
w.

thanks u for your precious info anyway.


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Re: [Audyssey] Some online MK matches for you guys.

2012-01-27 Thread Steady Goh
I enjoyed listening to the fight and my favorite is match 6, liu kang vs 
kitana especially round 2. I like to hear people using liu kang. When i 
listen to the recording, i was supporting your friend instead of you. haha! 
For some reasons, i don't quite like scorpion and i can't use him that well. 
I haven't played for quite a long time and think i forgot most of my combos. 
need to revise them again. after listening to your recording, i got the urge 
to dig it out and get my friends over here to fight. btw, mine is an older 
version, MK Armageddon and i am playing on wii. Is like a shrinked down 
version. Biggest disadvantage is mono and can't play online.

锦发/Steady Goh
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 28, 2012 9:19 AM
Subject: [Audyssey] Some online MK matches for you guys.


These are between my sighted friend Nathaniel and myself. He uses a ton of 
different characters, However I usually like to stick with a few when it 
comes to online. Scorpion, Liu Kang, and Sheeva are the ones I used for 
these matches. you can probably guess who my main is hahaha. Anyway we 
played for like an hour and a half, and these are the 10 best highlights 
IMHO. full of action and violence, and most of them really close calls, 
just how I like them. nothing like both characters being close to death to 
get the blood pumping... ok ok, enough rambling. here are the 10 matches 
in a zip file on Dropbox. let me know which ones you guys enjoy the most! 
I'll do this again if you guys like it

http://db.tt/yggqUTqs


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Re: [Audyssey] Some online MK matches for you guys.

2012-01-27 Thread Steady Goh
yes i know you were playing liu kang. i was supporting him in all fights 
except for match 6. haha! Armageddon is mono on my wii unless there is some 
audio setting that i didn't know. just like Tatsunoko vs Capcom, there is 
mono and stereo setting.

锦发/Steady Goh
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 28, 2012 12:06 PM
Subject: Re: [Audyssey] Some online MK matches for you guys.


wait, armageddon is mono? man I truly can't remember if it is or not. 
haven't played that game in a really long time. I find that weird if true 
though. only like mk1 was mono lol. btw, I was liu kang in that match, not 
my friend. hahaha. unless you meant you were supporting him for the 
duration of all fights, in which case that is mean hehehe.




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- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, January 27, 2012 10:47 PM
Subject: Re: [Audyssey] Some online MK matches for you guys.


I enjoyed listening to the fight and my favorite is match 6, liu kang vs 
kitana especially round 2. I like to hear people using liu kang. When i 
listen to the recording, i was supporting your friend instead of you. 
haha! For some reasons, i don't quite like scorpion and i can't use him 
that well. I haven't played for quite a long time and think i forgot most 
of my combos. need to revise them again. after listening to your 
recording, i got the urge to dig it out and get my friends over here to 
fight. btw, mine is an older version, MK Armageddon and i am playing on 
wii. Is like a shrinked down version. Biggest disadvantage is mono and 
can't play online.

锦发/Steady Goh
- Original Message - 
From: Yohandy yohand...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, January 28, 2012 9:19 AM
Subject: [Audyssey] Some online MK matches for you guys.


These are between my sighted friend Nathaniel and myself. He uses a ton 
of different characters, However I usually like to stick with a few when 
it comes to online. Scorpion, Liu Kang, and Sheeva are the ones I used 
for these matches. you can probably guess who my main is hahaha. Anyway 
we played for like an hour and a half, and these are the 10 best 
highlights IMHO. full of action and violence, and most of them really 
close calls, just how I like them. nothing like both characters being 
close to death to get the blood pumping... ok ok, enough rambling. here 
are the 10 matches in a zip file on Dropbox. let me know which ones you 
guys enjoy the most! I'll do this again if you guys like it

http://db.tt/yggqUTqs


--
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[Audyssey] swamp mission and character upgrade

2012-01-25 Thread Steady Goh
Hi Jeremy, the mission that lvl 15 can lead and the 1 above lvl 20 both require 
the players to load 12 items to the truck. What is the actual difference 
between the two besides one require more rep to join and higher reward?

Comments on character upgrade.
I don't have enough points to try out but I guess we can't feel much difference 
with the upgrade for heavy weapons like m60, sniper rifle and mini gun because 
they are already very powerful without the upgrade and mostly take one or at 
most 2 shots to kill a zombie. Maybe you can consider replacing the critical 
strike and more damage power with less chance of being broken and faster 
reload. I think it might be more helpful. Same for the chainsaw. Since it 
already has little chance of broken, how about longer range upgrade and higher 
chance of blocking zombie hits? I did try using it after you did the 
modification. It does help a bit but I still end up donating. It is very 
expensive to use. I have to use up lots of fuel doing blank shots and med kits. 
Although axe is less powerful and i use it without defencive mode, the pay off 
for killing zombies is the same and doesn't need any ammo so is very much more 
worth it.

锦发/Steady Goh
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[Audyssey] swamp idea for map 3

2012-01-24 Thread Steady Goh
Hi Jeremy,
My random thought for another map for swamp. The whole thing is an open 
concept, no save zone, no buildings and no obstacles. Only a transport station. 
the map size is just half or maybe even smaller the current map1, about 200 by 
200 or even shrink to 100 by 100. not too sure about that. The number of 
zombies and loots spond remains the same as the existing map. So is kind of 
like a survival mode where we have many concentrated at a small area.
The way to enter that area is by some kind of transport or teleporter which 
goes back and forth regularly between a certain spot in sz to map 3 transport 
station. And that teleporter only activates at an interval of not less than one 
minute. To return to sz, we will have to wait at that transport station for the 
teleporter. If we are lucky, it will arrive within seconds. While waiting we 
still have to defend ourselves.

锦发/Steady Goh
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Re: [Audyssey] swamp idea for map 3

2012-01-24 Thread Steady Goh

Every one you kill there is another spond somewhere. What you said is true
in a way but constantly against hundreds might not be as easy as you make it
sounded. The time you take to reload and healing is their chance. + weapons
get broken. Have you done missions yet? From the way you said, you must be a
very good guard.
Anyway, after a certain point, rep won't mean much. I am at lvl 79 and have
16 rep in my 1.8 account. I can easily afford 10 of each weapons. Even
so, I'm not sure i can survive the attack.
Anyhow, this idea just came to mind. Jeremy might not put it in at all.
锦发/Steady Goh
- Original Message - 
From: Johnny Tai johnnyti...@shaw.ca

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, January 25, 2012 2:13 PM
Subject: Re: [Audyssey] swamp idea for map 3



Don't really care for the open design- cause then anyone with enough rep
for ammo and a vulcan or m60 can just go in any time and power level like
mad since if there's no buildings in the way, one can just hold down the
trigger and sweep left to right and back again and off tons of zombies
that way.


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Re: [Audyssey] swamp mission suggestions

2012-01-20 Thread Steady Goh
Actually med kits are not really valuable. There are plenty on the map. Even 
if the break point is at 90%, I believe I will still heal. 75% won't really 
change how i play but 90% might. I usually donate most of my med kits and my 
field kit before i go out on the run. I am pretty sure i will find before my 
health drops below 75%.
One thing i noticed in 1.9 test1 is when in a mission is zombies never break 
any of my armer before. they only broke my weapons.

锦发/Steady Goh
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, January 20, 2012 9:21 PM
Subject: Re: [Audyssey] swamp mission suggestions


Here's a shocker!  I actually think 75% is about right and would like the
break point to stay there.  It changes the risk calculation about using med
kits when near full health, which should make med kits more valuable.

I know, I know, who am I and what have I done with the hard ass who always
wants more challenges?  *grin*

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of shaun everiss
Sent: Friday, January 20, 2012 4:53 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] swamp mission suggestions

hmmm what about a chime, like a ding or a clock chime, should be easy
to obtain.
I have to much on my plate right now but if no one has got one by
next week I will go russle up 1 from my database.
At 07:32 p.m. 20/01/2012 +1000, you wrote:

a tone would be a good thing. one thing i have noticed, is that
after a load of you grab items, those who get killed, don't seem to
drop them again, for another to pick up. dallas On 1/20/2012 17:22,
Steady Goh wrote:  Hi Jeremy, I haven't get to testand compile the
list of items that will crash the game yet. Will try to do it
soon.  A couple of things I hope you will consider adding to your
already very long list of things to do.  send a message and maybe
also an alert tone to every1 on the map when someone leads a
mission. And also to the person who logon to the server when there
is mission awaiting people to join.  If zombies get to enter the
truck, they should start destroying the items that are loaded. I
think they should also be able to damage or destroy the truck. If
truck is destroyed, mission fail.   As for the latest change, I do
agree that high health should be able to defend our weapons better,
but if it only breaks below 75% I'm not sure if it is a bit low. If
a player is careful enough not be surrounded and heal up everytime
when health is below 80%, there is little chance for the zombies. My
suggestion is to make it 85 or 90%. The player with best armers may
be able to sustain 2 or 3 hits before zombies have a chance to break
their weapons. They would have to decide whether to use up more med
kits or risking their weapons.   é¦å'/Steady Goh  ---  Gamers
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Re: [Audyssey] swamp 1.9 game crash

2012-01-20 Thread Steady Goh
Hi Jeremy, almost all the items i tried crashed  the client. Even the 
benelli also crashed it this time.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 19, 2012 4:18 PM
Subject: Re: [Audyssey] swamp 1.9 game crash


Thanks for the tip Steady.  Actually if you happen to have a list of which 
items crash the client I'd be happy to have it.  That might help me narrow 
down where the problem is.



I remember to copy the message this
time. it crashed when i try to donating a short gun while
waiting for mission to start.
Swamp
Run-time error '13':
Type mismatch

to others, sorry for popping in and out of the mission.



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[Audyssey] swamp mission suggestions

2012-01-19 Thread Steady Goh
Hi Jeremy, I haven't get to testand compile the list of items that will crash 
the game yet. Will try to do it soon.
A couple of things I hope you will consider adding to your already very long 
list of things to do.
send a message and maybe also an alert tone to every1 on the map when someone 
leads a mission. And also to the person who logon to the server when there is 
mission awaiting people to join.
If zombies get to enter the truck, they should start destroying the items that 
are loaded. I think they should also be able to damage or destroy the truck. If 
truck is destroyed, mission fail.
 
As for the latest change, I do agree that high health should be able to defend 
our weapons better, but if it only breaks below 75% I'm not sure if it is a bit 
low. If a player is careful enough not be surrounded and heal up everytime when 
health is below 80%, there is little chance for the zombies. My suggestion is 
to make it 85 or 90%. The player with best armers may be able to sustain 2 or 3 
hits before zombies have a chance to break their weapons. They would have to 
decide whether to use up more med kits or risking their weapons.

锦发/Steady Goh
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[Audyssey] swamp 1.9 game crash

2012-01-18 Thread Steady Goh
Hi Jeremy, if i join a mission then donate a hunting rifle before mission 
starts, game crash. i managed to reproduce this bug 3 times but everytime 
forgot to copy the error message and i escaped out. sorry about that. the 
message is around the lines of type mismatch.
I did the same thing but donating a benelli doesn't crash the game. Haven't get 
to try with other items yet. Do you need the list of which items crash and 
which won't?

锦发/Steady Goh
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Re: [Audyssey] swamp 1.9 game crash

2012-01-18 Thread Steady Goh
I remember to copy the message this time. it crashed when i try to donating 
a short gun while waiting for mission to start.

Swamp
Run-time error '13':
Type mismatch

to others, sorry for popping in and out of the mission.
锦发/Steady Goh
- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, January 19, 2012 2:20 PM
Subject: [Audyssey] swamp 1.9 game crash


Hi Jeremy, if i join a mission then donate a hunting rifle before mission 
starts, game crash. i managed to reproduce this bug 3 times but everytime 
forgot to copy the error message and i escaped out. sorry about that. the 
message is around the lines of type mismatch.
I did the same thing but donating a benelli doesn't crash the game. 
Haven't get to try with other items yet. Do you need the list of which 
items crash and which won't?


锦发/Steady Goh
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Re: [Audyssey] Swamp needs some volunteer testers

2012-01-16 Thread Steady Goh
Hi Jeremy, the update is good. I especially like being able to hear other 
players shooting and footsteps better. This gives the feeling of multi 
player and not feeling like i am alone. But at times i wish to silent 
players footsteps especially when many players and zombies are around the 
same area. I suggest when tracking players is off, footsteps also off.
A small problem is i didn't get the points to customize my character when i 
lvl up. I am lvl 4 now.
Look forward to try out the missions. when ky was about to start 1, i got 
killed. haha! no power to help out.


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

To: audyssey gamers@audyssey.org
Sent: Monday, January 16, 2012 1:24 PM
Subject: [Audyssey] Swamp needs some volunteer testers


The version 1.9b update is still being finished up, but in the mean time I 
am looking for volunteers to help search for bugs.  A separate test server 
has been set up and it is running a test version of 1.9.  I only plan to 
maintain this test server for a day or two while I clear up the few 
remaining code issues.  If anyone is interested in giving this a try, here 
is the download link.  Be warned that the character you play during this 
test will be gone once the testing is finished, so don't get too attached 
to it Haha.  Also, because this test would overwrite many files, keep it 
in a separate folder from your normal Swamp game!

http://dl.dropbox.com/u/6855861/SwampTest.zip

You'll notice new options when you browse through the Safe zone menu. 
Once you reach level 10, the next area can be accessed from the blown up 
building that is south on Green lane.  You'll go into the entrance sewer 
pipe and press Enter.  The instance missions are working but don't try to 
cancel a mission after you've created it.  That's the part I'm still 
working on so it will just end up giving you a bunch of garbage messages.


Because this is just a test, I will pop in to give people weapons and ammo 
in order to help everyone level up faster.  I'm heading to bed right now 
though, so that extra help won't show up until the morning.  :)  Once I've 
finished up the code and fixed any problems this test reveals, I'll 
officially switch things over and update Swamp to this version.  Good luck 
and thanks in advance to anyone willing to test!


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[Audyssey] swamp problem with ammo count when unloading

2012-01-16 Thread Steady Goh
Hi Jeremy, When i start the game with no field kit and med kit, and collect 
a field kit outside, it will have a med kit in it. but when i unload, my med 
kit count becomes 0. but if i already have med kits at the start, the count 
is correct. Not sure but i think this also happened to the 2 short gun 
shells that were in my short gun.
I think this has got to do with if we start the game and collect a weapon, 
it is loaded. but if we donate it and collect again, it is empty. This is 
also 1 reason people exit game and re-enter a lot. Whether the weapon is 
empty or loaded i am ok, but i think it should be standardised.


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

To: audyssey gamers@audyssey.org
Sent: Monday, January 16, 2012 1:24 PM
Subject: [Audyssey] Swamp needs some volunteer testers


The version 1.9b update is still being finished up, but in the mean time I 
am looking for volunteers to help search for bugs.  A separate test server 
has been set up and it is running a test version of 1.9.  I only plan to 
maintain this test server for a day or two while I clear up the few 
remaining code issues.  If anyone is interested in giving this a try, here 
is the download link.  Be warned that the character you play during this 
test will be gone once the testing is finished, so don't get too attached 
to it Haha.  Also, because this test would overwrite many files, keep it 
in a separate folder from your normal Swamp game!

http://dl.dropbox.com/u/6855861/SwampTest.zip

You'll notice new options when you browse through the Safe zone menu. 
Once you reach level 10, the next area can be accessed from the blown up 
building that is south on Green lane.  You'll go into the entrance sewer 
pipe and press Enter.  The instance missions are working but don't try to 
cancel a mission after you've created it.  That's the part I'm still 
working on so it will just end up giving you a bunch of garbage messages.


Because this is just a test, I will pop in to give people weapons and ammo 
in order to help everyone level up faster.  I'm heading to bed right now 
though, so that extra help won't show up until the morning.  :)  Once I've 
finished up the code and fixed any problems this test reveals, I'll 
officially switch things over and update Swamp to this version.  Good luck 
and thanks in advance to anyone willing to test!


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[Audyssey] swamp silent killer

2011-12-27 Thread Steady Goh
Hi Jeremy, I just experienced a weird behaviour in swamp. I heard tuns of loots 
in the factory. Once i enter, i don't hear my footsteps. the sound of the flies 
still play and when i move forward, the sound of the flies pan to my position 
nicely. when I collected items, the taking sound also didn't play. only message 
by my speech. I sensed something wrong there and hit the x key. I was right. 
health was only 14%. i realised it too late. the next thing my reader tell me, 
i was killed.
hmm...the tuns of loots was a plot to attract me in and they know my weakness. 
but...i still don't think zombies are that smart to plan this cool tactic on me 
by themselves. did you ...? haha!

锦发/Steady Goh
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Re: [Audyssey] Merry Christmas

2011-12-26 Thread Steady Goh
Hi gamers list moderator, what game are you talking about? Since you allow 
this to go on, it must be game related and on topic and I must be missing 
something? What is the website to download this game?

锦发/Steady Goh
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 27, 2011 1:32 AM
Subject: Re: [Audyssey] Merry Christmas



HI Dark,

Yeah, that's my feeling as well over the debate of merry Christmas
verses happy holidays. It is not just that it infringes upon a
person's first amendment rights, but it also strips them of their
individuality. One of the things we should be learning is tolerance
towards others and how to respect other peoples religious views etc as
they are instead of molding them into identical robots. The
politically correct crowd expect everyone to adopt a universal secular
view of the holidays and any sign of individuality is unacceptable.
That to me is more offensive because it doesn't allow people to share
their thoughts, views, and holidays with others regardless of if it is
Christianity, Islam, Judaism,or Wicca. It is as you say as though
none of them are important enough to mention by name.

What really gets me is having studied various religions myself I've
come to see certain themes or beliefs that appear to be universal
among the major religions of the world. While they might not be exact
its the kind of friendly debate that should happen among people to see
where they agree and where they don't.

For example, Something like the Five Pillars of Islam is actually
something that people of all religions embrace in one form or another.
Love God with all your heart, love your neighbor and do unto him/her
as you'd have them do unto you,  pray without sea sing, etc. Its the
foundational teachings of Islam and both Christians and Jews would
agree with those principles. While Islam does not accept Jesus Christ
as the son of God they do consider him a prophet and many of the
fundamental teachings from the new testament appear in the  Koran too.
So why are political extremists so eager to wipe out peoples
individual views instead of discussing them openly?

Cheers!


On 12/26/11, dark d...@xgam.org wrote:

Agreed Bryan.

To me reducing everything to happy holidays is actually offensive to 
every

religion, rather than inoffensive to all, it's as if none! are worth
acknolidgement.

It reminds me of that quote from the gondoliers, when everybody's 
somebody,

then no one's anybody!

beware the grue!

Dark.


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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 weekend progress

2011-12-12 Thread Steady Goh
Hi Jeremy, great job! I very much appreciate you having such a busy schedule 
and still upgrading the game. A big thank you to you! the progress you made 
during a weekend is already more than someone else's for the whole year. 
haha! Besides your skills, you also showed us the difference in efficiencies 
between one who has proper planning and someone who sounds like he knows 
everything but cannot even manage his own time. Ok, donating more items to 
the save zone and some $$ to the server cost.

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

To: audyssey gamers@audyssey.org
Sent: Monday, December 12, 2011 2:10 PM
Subject: [Audyssey] Swamp weekend progress


Well I spent all week at work, planning ahead for everything I was going 
to code once the weekend finally arrived.  I've been working double land 
triple shifts monday through friday so I wasn't able to do any coding at 
all.  So the weekend came and went and I'm frustrated to say that I didn't 
get another update ready.  Believe me, I wanted to!  The new week as begun 
and I'm minutes away from another week packed with double and triple 
shifts.  :(


Just to let everyone know though, a lot of work did get done on 
multiplayer missions.  In fact, Kai and I spent a good amount of time 
today raiding a warehouse of supplies and fending off huge hordes of the 
undead in the process.  Once next weekend rolls around, I hope I can 
finish things up and finally share the missions with everyone.  Have fun 
playing and I'll try to at least read my emails and forum posts throughout 
the week.  I'm outta here.


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

2011-12-12 Thread Steady Goh
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.

2011-12-11 Thread Steady Goh
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.

If you decreased the fly sound, you'd trade easier localization for less
range in hearing the loot sound.  I personally like the way it is, even 
with

the disorienting effect of the flies as they are.  It's a challenge to
situational awareness, to keep track of potential enemies while finding 
the

individual items.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Sunday, December 11, 2011 2:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: spawning and loot questions.

I'll pass this suggestion along to Kai.  As it's a sound issue, that is 
his

department.  :)

With the graphics I knew that no matter what the sighted players would 
have
an advantage in some ways, so I tried to restrict them in others.  So 
rather

than making their situation easier it just makes it different.  In close
range they will have an easier time, but at long range the blind users do.

Oh. It's good to know the range. That
makes me feel a lot better.
Also, this is the first game that my friend and I agree
gives pretty
much the same info to the sighted and blind player.

I must as a question, or perhaps suggest a change. He and I
both agree
that, when you're in a huge loot-grabbing situation, the
overwhelming
number of the flies makes it very, very difficult to hear.
Now, I
understand that this might be a point of game balance.
However, I
wonder if the sound could be changed from an epic,
Amityville Horror
style swarm of flies to a few flies buzzing around. When
you get any
more than three loot spawns in the same spot, it sounds
like you're a
beekeeper with them buzzing inside your ears as well as
out. I like
the idea of flies, though, because it's a lot more of an
environmental
emersion than, say, beep, beep, oh loot!

Signed:
Dakotah Rickard


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Re: [Audyssey] Ok, escape has *got* to be changed.

2011-12-10 Thread Steady Goh
Hi Jeremy, this looks like something similar to my connection interrupted 
problem. somehow looks like pressing escape  will reconnect me. When i 
escape once in the save zone, besides bringing me to the main menu, i also 
hear the server sponsor message again. escape the second time will bring me 
back to the game but losing all the ammo that i collected, but at least is 
quite nice to keep my weapons and armer. haha! pressing escape twice quickly 
will get the connection interrupted message with the same result of the game 
only partially saved.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, December 11, 2011 7:21 AM
Subject: Re: [Audyssey] Ok, escape has *got* to be changed.


Actually I'm also not sure how pressing escape got you out of the game.  You 
should have had to arrow to exit game and press enter.  Pressing escape 
should just bounce you back and forth between the game and the main menu 
without ever exiting you.



Hi there.
I've been out of the loop for a while but it was my
understanding
that escape just pauses the game and brings you back to the
main menu
and if you want to continue your game, you press escape a
second
time. It's like a toggle. Perhaps this was only
true for single player mode?
maybe it should ask are you sure you want to quick and then
you'd
have to spell out the word exit if you really mean it.



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

2011-12-10 Thread Steady Goh
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
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 06, 2011 9:56 PM
Subject: Re: [Audyssey] swamp, connection interrupted in save zone


It shouldn't have anything to do with your rep points or level.  When I 
get a chance I will take a look and see if the server log on my end has 
any clues about what's happening when it drops you.



Hi Jeremy, recently I keep getting
this connection interrupted error when i try to donate an
item or escape twice to save game after going out and
collect items. The weapons and ammo count will reset to the
previous successfully saved session. I do receive rep points
and exp points for the kills and messages come in fine. I
tried deleting the key.ini and progress.ini and didn't fix
the problem. No one else reporting this so looks like I am
the only one getting this error. I wonder if it has any to
do with my rep points having more than 1 or my level?
I'm level 21 now.
锦发/Steady Goh



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[Audyssey] swamp, connection interrupted in save zone

2011-12-06 Thread Steady Goh
Hi Jeremy, recently I keep getting this connection interrupted error when i 
try to donate an item or escape twice to save game after going out and collect 
items. The weapons and ammo count will reset to the previous successfully saved 
session. I do receive rep points and exp points for the kills and messages come 
in fine. I tried deleting the key.ini and progress.ini and didn't fix the 
problem. No one else reporting this so looks like I am the only one getting 
this error. I wonder if it has any to do with my rep points having more than 
1 or my level? I'm level 21 now.
锦发/Steady Goh
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Re: [Audyssey] swamp: recoil can get you killed.

2011-12-06 Thread Steady Goh
I wonder if rapid fire really helps. True that it will take a shorter time 
to kill stronger zombies, but that also mean you use more than enough 
bullets on weaker ones. more misses = more frequent reload. I find that it 
only works with M60 which holds more bullets.
I like to face this type of situation. haha! As i fire, i retreat. this 
gives me a bit more space and time to switch weapons or recoil if need to.

锦发/Steady Goh
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Tuesday, December 06, 2011 5:49 PM
Subject: [Audyssey] swamp: recoil can get you killed.



The scenario: I am fighting a group of zombies with some fire arm.  I am
forced to go into rapid fire mode and empty said weapon.  I'm not quite
paying close enough attention, so the gun clicks several times.  This 
delays

weapon switching to a dangerous extent.



I'm torn about this.  It models panic very nicely.  It also seems to stack
cumulatively which might not be fair.  Particularly with some of the 
bigger

weapons, the recoil time is quite long in  a situation when half seconds
count, such as being directly under attack.  What do folk feel about the
balance of this phenomenon?



   Chris Bartlett



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

2011-12-06 Thread Steady Goh
ok, i just played a while. my mp5 was broken. but after i escape escape in 
the save zone and got the connection interrupted message, it is back again. 
the chainsaw and armers i collected in this session are there. only the ammo 
is not saved. it is reset back to the earlier session before this problem.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, December 06, 2011 9:56 PM
Subject: Re: [Audyssey] swamp, connection interrupted in save zone


It shouldn't have anything to do with your rep points or level.  When I 
get a chance I will take a look and see if the server log on my end has 
any clues about what's happening when it drops you.



Hi Jeremy, recently I keep getting
this connection interrupted error when i try to donate an
item or escape twice to save game after going out and
collect items. The weapons and ammo count will reset to the
previous successfully saved session. I do receive rep points
and exp points for the kills and messages come in fine. I
tried deleting the key.ini and progress.ini and didn't fix
the problem. No one else reporting this so looks like I am
the only one getting this error. I wonder if it has any to
do with my rep points having more than 1 or my level?
I'm level 21 now.
锦发/Steady Goh



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[Audyssey] Panning sounds Re: ammo in swamp

2011-12-04 Thread Steady Goh
Hi Jeremy, my wild guess is the problem might not be a panning sound bug. I 
find that my mouse movement control isn't as smooth as the previous version. 
sometimes when zombies are towards one side and i try to turn, i am still 
facing the same direction. that might make players feel that is the panning 
problem. When that happens, usually moving back a few steps the mouse will 
work again.
As for the ambient sounds keep playing after we leave that place, it happens 
when that area has many bees all around, many zombies foot steps and 
growling at the same time.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, December 05, 2011 7:37 AM
Subject: Re: [Audyssey] ammo in swamp


I was also thinking of Shift + R.  Well I've had a few people asking when 
the next update will be posted so I should bring it up here.  As many of 
you know I worked double shifts all last week and will be working double 
shifts each day this week as well.  This has totally destroyed any chances 
of me working on code except on the weekends for right now.  I've been 
working to fix the several reported bugs, but I'm still trying to figure 
out why some people are getting a bug with the panning sounds, zombies, and 
ambient noises.  I believe all 3 are related, but so far I haven't spotted 
the problem.  The other bug reports are all fixed as far as I know, so I'm 
really just waiting to solve this last one before I upload the update.




I'd actually prefer Shift + R. Keeps
the commands on one hand.

Kai



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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Steady Goh
How about every text message sent have some experience and reputation points 
deducted? As for field kit, I think it should also heal the zombies near by 
which was hit but not dead yet.

锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 3:14 PM
Subject: Re: [Audyssey] Swamp, version 1.6b update



ya. when there are more med kits, there is more time to keep updating
everyone on what he/she is doing at every moment! hahaha.

now i can just walk around with my axe and i won't die anymore because of
the tuns of med kits that i can get. maybe i should chat more, to make me
have to use more med kits, as i may be attacked while typing!!! hahahaha.
- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 10:53 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


not really. it only worked once and i was lucky to be able to switch chat 
to

radio mode that time. With too many players chatting away and reporting
every single detail, i shall forget about team play for now. Anyhow, looks
like the game has been adjusted in a way that more people are able to
manage. this is what made those people who are not so much into playing
coming in. I guess too many complains and jeremy have to give in a bit.
锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 9:51 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update



hi all. did the alt / key to turn of chat work for everyone? because when
i
press it, nothing happens.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot
of
time explaining it here.
The full download link is ready, but if you already have version 1.5b 
then

there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe
zone.
- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly
faster
than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or 
killed

the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic
which
was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would 
allow

some to play using only the keyboard, please respect that the game is
meant
to be played with the mouse.  What I mean by this is that if you are
playing
the game with only a keyboard, don't post suggestions or comments about
the
game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming 
of

the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but
not
level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while 
ago

but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer 
chat

message.  It was quite long.

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Re: [Audyssey] Swamp, version 1.6b update

2011-12-02 Thread Steady Goh
I suggested deducting rep points so to lessen the chat and knew that 
spammers will disagree. but since we will have different channels, is good. 
chat spammers have their own channel and those who are more into game play 
have our own channel. I hope to turn my message back on and hope to have 
cooperative team play.

锦发/Steady Goh
- Original Message - 
From: Richard Sherman squir...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 03, 2011 6:58 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update



HI,

I too think that deducting rep points based on chat messages is not the
answer. I worked too hard to get them up. and every now and then I like to
do a little chatting.

As for the radio stand by, it wasn't working for me. I just deleted the
keyconfig.ini file, and it is now working like it is supposed to.

Once again, Thanks to Jeremy for a great game. Looking forward to the next
version.

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

Sent: Friday, December 02, 2011 10:07 AM


Reputation cost for sending chat messages? what? I can't see how this 
makes
any gameplay sense. I agree the chats can get annoying, but I sincerely 
hope

a different approach will be taken. I likewise don't really understand the
medkits healing zombies... I think a limit needs to be drawn somewhere, 
and

some things should be purely beneficial, rather than modified just for
feature's sake. Medkits heal players, and players need to load them one at 
a

time. How much more need there be really?

I think that once Jeremy has the channel system in place, it should cure
most of these problems.

What would be nice is if the channels had a frequency range from 20.000 to
11,000.000. Pressing control slash would then let you enter in a frequency
number, with 20.000 being the default, public channel.

If you're having issues with alt slash, delete your keyconfig.ini. It 
seemed

to fix the problem for me.

I honestly would rather prefer Jeremy mend the bugs that are there and
continue working on missions, rather than burdening him with more exotic
game ideas.

Kai


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Re: [Audyssey] Swamp, version 1.6b update

2011-12-01 Thread Steady Goh
not really. it only worked once and i was lucky to be able to switch chat to 
radio mode that time. With too many players chatting away and reporting 
every single detail, i shall forget about team play for now. Anyhow, looks 
like the game has been adjusted in a way that more people are able to 
manage. this is what made those people who are not so much into playing 
coming in. I guess too many complains and jeremy have to give in a bit.

锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 02, 2011 9:51 AM
Subject: Re: [Audyssey] Swamp, version 1.6b update


hi all. did the alt / key to turn of chat work for everyone? because when 
i

press it, nothing happens.
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: audyssey gamers@audyssey.org
Sent: Wednesday, November 30, 2011 9:23 AM
Subject: [Audyssey] Swamp, version 1.6b update


I've posted version 1.6b.  I'm super short on time so I won't spend a lot 
of

time explaining it here.
The full download link is ready, but if you already have version 1.5b then
there's no need to waste time downloading the larger file anyway.  Just
download this small patch file and you will be updated to version 1.6b.
www.kaldobsky.com/audiogames/SwampPatch.zip

Changes from version 1.5b to 1.6b
-

- Put the code back in that prevents guns from being fired in the safe 
zone.

- Finally went through and recoded the graphics.  They no longer bog down
the slower computer systems.
- I've done some optimization to various parts of the code to speed up
zombie calculations.  This should also help with game performance.
- Killing stronger zombies now gives more experience.
- Killing zombies with weaker weapons raises your reputation slightly 
faster

than if you use stronger weapons.
- Phantom zombie and loot sounds should be fixed now.  The buffer wasn't
always being properly cleared if another player grabbed the loot or killed
the zombie.
- The server has been adjusted to better handle player positioning.  This
should improve hearing eachother's weapons, voices, and foot steps.
- Corrected a code mix up that was causing the garbage network traffic 
which

was discovered in the past version.
- The bug is fixed that let people donate a gun to the Safe zone but then
still use it.
- I've added a few new features to the server that help me monitor the
players.  This is mostly for my own entertainment though.
- Fixed a bug that prevented page up and page down from being used as an
alternative to cycling through online messages.
- Added a keyconfig.ini file which allows players to customize their
controls.  If you ever mess up the file, just delete it and the game will
create a new one next time you play.  Because this config file would allow
some to play using only the keyboard, please respect that the game is 
meant
to be played with the mouse.  What I mean by this is that if you are 
playing
the game with only a keyboard, don't post suggestions or comments about 
the

game being too difficult.  I have absolutely no intention of lowering the
difficulty of the game to accomodate the restricted movement and aiming of
the keyboard.  My apologies if this sounds harsh.
- The grown rate for zombies has been increased by 20%.
- Increased the server's drop rate for med kits.
- Fixed a few small bugs related to the guard and how his voice was
transmitted.
- I think I've fixed a bug that would cause people to have enough xp but 
not

level up.
- Pressing Alt + / now toggles your radio settings.  You can use these 3
modes to change how incoming multiplayer chat is presented.
- Fixed the bug that caused online chat messages to be played twice.
- Replaced the leveling up sound with the one Kai had given me a while ago
but I forgot to put it in.  Lol, oops.
- Shortened the message that's read when you go to type a multiplayer chat
message.  It was quite long.

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All messages

Re: [Audyssey] Swamp: a couple of insects crawling around the game

2011-11-30 Thread Steady Goh
Yes, I came across this weird behaviour. Donating ammo works perfectly fine. 
just donating 1 item also is ok. Is when i donate 2 weapons one after 
another, the rep point will reset to the point before i donated the first 
item. I haven't tried first donating an ammo then a weapon yet though.

锦发/Steady Goh
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 01, 2011 9:21 AM
Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the game


Kelvin, do you mean that it only happens if you donate something that 
you're
currently using/wearing?  So, I have a shotgun and a rifle, and if I'm 
using
the rifle and donate it, the rep bug will eat me?  Of course, barring 
having

multiple armors of the same type you're going to be wearing any armor you
have automatically.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kelvin Tan
Sent: Wednesday, November 30, 2011 7:31 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp: a couple of insects crawling around the 
game


i think it only happens to personal equipment like weapon/armor.
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Thursday, December 01, 2011 7:00 AM
Subject: [Audyssey] Swamp: a couple of insects crawling around the game


When a zombie dies near you but you aren't the killer, the zombie splat
sound doesn't happen, the zombie just disappears.  It's a bit 
disconcerting.




Also, people are reporting that donating guns doesn't return the expected
reputation.  I've not personally experienced it, and ammo has worked
correctly every time.



   Chris Bartlett



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Re: [Audyssey] cheated again

2011-11-27 Thread Steady Goh
it worked correctly most of the time. so far only once rep point deducted 
ammo not added.
anyway, looks like that big bug is squashed. I think the most important 
thing that Jeremy should do is to have a good rest and just forget about the 
small little problems for now.

锦发/Steady Goh
- Original Message - 
From: Che blindadrenal...@gmail.com
To: Johnny Tai johnnyti...@shaw.ca; Gamers Discussion list 
gamers@audyssey.org

Sent: Monday, November 28, 2011 11:24 AM
Subject: Re: [Audyssey] cheated again


  hmm, it worked well for me on this end, i traded in some assault rifle 
ammo for some shotgun shells, and all worked as it should.

  anybody else having a problem trading in rep?


On 11/27/2011 8:08 PM, Johnny Tai wrote:
Bought a new helmet for 40 rep, first time, no prob. went out, got it 
broken, came back to buy a new one...it didn't respond, so I hit enter 
again, said I didn't have enough rep- but it too 40 rep off, gave me no 
helmet.

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Re: [Audyssey] swamp

2011-11-26 Thread Steady Goh
Hi Che, I very much wish to play team work. will sure give more depth to the 
game and I believe jeremy intended this way especially looking at how the 
field kit works. The main problem i feel is often we can't really tell 
whether is it zombies and our team mate near by. And it won't make sense to 
make zombies growl continuously. We need to put more heads together to find 
a way around it. now we actually waste a lot of ammo shooting at friends.

锦发/Steady Goh
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 27, 2011 8:54 AM
Subject: Re: [Audyssey] swamp


  I would say the majority of the players i've talked with like the fact 
you pay a stiff penalty if you die, myself included.
  I know some people just want action all the time, but swamp isn't really 
designed that way it seems to me.
  if you can get into the spirit of the MP play by planning out your 
attacks, making sure you don't walk into a situation where you might get 
ambushed, etc. you'll appreciate the game more, and start to feel more in 
tune with your character.
  One thing I would personally like to see more of is team work, and maybe 
missions that require teamwork down the line.
  it seems most folks just do their own thing, when a couple of players 
cooperating can really do some damage if they have their crap together.


  To that end, my name on there is B A if anyone ever needs backup or 
whatever.
  One question though, didn't we get 5 rep points per kill before, and now 
we get 1? this seems a bit on the cheap side, considering 20 rounds of .45 
ammo costs you  30 rep, leather jacket is 40 i think, etc.
  i love the idea of reputation as barter, and hopefully the rep economy 
can be tweaked out as we go here.   having to kill 100 zombies to buy a 
shotgun is a bit expensive.
  also, if you haven't already and your spending hours of time in the 
game, remember even a five dollar donation helps out, jeremy could easily 
be charging 50 bucks for this game, so do the right thing and help support 
a great game developer.

happy hunting,
che


On 11/26/2011 6:22 PM, Ryan Strunk wrote:

I have to agree with the latter traffic in stating that death in the game
should cost you your equipment, especially considering some of the other
mechanics that exist. If zombies can rip a weapon out of your hand and 
break

it, what makes you think they wouldn't do the same to the rest of your
weapons once they had taken you out. And that's not even considering what
they'd do to your body.
It sucks losing your gear after an hour of hunting, but that's the danger 
in

being out hunting for an hour. Either come back at regular increments to
drop off gear, or face the possibility that all the work will go to waste 
if

you make a wrong turn.
Ryan


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 25, 2011 11:22 PM
To: Gamers Discussion list
Subject: [Audyssey] swamp

Hi.
So far I prefer the game to not make you lose your equipment when you
die. Maybe that won't be so bad if weapons become more plentiful again
though. I had lots of equipment today about 45 minutes worth of time
went down the drain when I got killed trying to reach the safe zone. We
might be a little better off maintaining equipment on death though,
assuming the bug fixes don't rebalance it.



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Re: [Audyssey] Swamp and finding the safe zone in new version

2011-11-21 Thread Steady Goh
to track the save zone is the ~ key shift + `. It's good to take note of the 
coordinates since you will have to go there a lot.

锦发/Steady Goh
- Original Message - 
From: Sylvester Thomas cinema-...@msn.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, November 21, 2011 4:07 PM
Subject: [Audyssey] Swamp and finding the safe zone in new version


Greetings!  Loving the new features.  One question however, the safe zone 
is no longer one of the options when activating your radar any more, so 
just wondering how to find the safe zone?  Sorry if this is a dumb 
question, just a bit lost.  Thanks and keep up the Excellent work!   Sly

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[Audyssey] swamp, little tips on getting out of buildings

2011-11-21 Thread Steady Goh
It can be quite frustrating if you keep banging your head against the 
building wall. This is how I get out of buildings. Always face direct 
compass positions. I side stap a lot in buildings so I won't get 
disorientated and move in circles. Make use of both the radar and beacon. 
The beaken will show you the entrance/exit. but most of the time we can't 
just move towards it. the range radars will help you find the opening. It 
will also help if you know the coordinates of the entrance/exit.

锦发/Steady Goh
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 7:14 AM
Subject: Re: [Audyssey] Swamp reflections.



  i agree with christopher for the most part here.
  before, a skilled player was able to run around, blasting away, not 
caring much if they got killed.
 now we care, and that is a huge advantage to the game experience in my 
opinion.
  i still haven't quite figured out how to tell if zombies are far away, 
or behind a wall yet, and there seem to be tons of them congrigating there 
south of the safe zone.  with some zombies not panning properly as the 
mouse is moved, its a huge problem, even with plenty of ammo.
  also, although i managed to get out of the safe zone building after 
spawning there once, i was not able to do so again, even after trying to 
go around the perimeter of the building in hopes of finding a door. quite 
frustrating.
  as jeremy said, this is a major release, so will take some tweaking and 
feedback, but i for one hope no matter what, he puts in a beginner server 
for the newer players to get going, and a second server for those that are 
experienced and want a real challenge.
  this is now a pretty hard game to get momentum in, and a lot of 
potential new players are going to give up if they can't get in a few easy 
kills while learning the game.
  also, i would reverse the order of the options when hitting enter in the 
safe zone. once we've read the history etc. no need to have to arrow 
through all that every time you wanna withdraw or deposit to the safe 
zone. glad you guys put sound effects in the menus, makes the game feel 
more professional and crisp.
  also, has anyone tried the field kits' new range ability to heal others? 
i only found one field kit so far, and was promptly zombie fodder, so i 
didn't get to check it out.
  btw, if you see a player named B A in there, thats me, for better or for 
worse.

  later
che


On 11/21/2011 4:33 PM, Dallas O'Brien wrote:

yeah, i have to say, its very hard to tell what is 20 squares, and
whats 50. lol.


On 22 November 2011 08:31, darkd...@xgam.org  wrote:

What I'm trying to learn currently is how to judge the weapon range in
audio, so I know when I'm at close range and can start axe murdering.

Beware the grue!

Dark.
- Original Message - From: Dallas O'Brien
dallas.r.obr...@gmail.com
To: Gamers Discussion listgamers@audyssey.org
Sent: Monday, November 21, 2011 10:23 PM
Subject: Re: [Audyssey] Swamp reflections.


yep. its been a long time coming, and its great to see its here. a
realistic shooting game! and yes, i do much the same, take things very
... very slow. ahahah.
dallas


On 22 November 2011 08:10, Christopher Bartlett
themusicalbre...@gmail.com  wrote:


Ok, got to run around a bit this afternoon while my kids were watching 
the
Muppet Show. (And if that isn't cognitive dissonance, what is?) Anyway, 
in
contrast to a lot of commentary I heard in game and here, I *love* the 
new
feel of the game. I found myself acting as I would in that situation, 
i.e.
being extremely cautious, stopping a lot to listen, walking a lot 
instead

of
running, and trying to take zombies at long range when I had the 
weapons.

I
have a new appreciation for the hunting rifle.



Some things that seem problematic. There are zombies that don't appear 
to
track correctly as I move my mouse, that is, the sound stays in the 
same

place. I got killed by one of those buggers.



Buying weapons with reputation seems to be broken. I only have this 
from

radio chatter, but it appears that people tried buying weapons and
couldn't
though the reputation score changed, they didn't get weapons.



All in all, this is a new game for me and I'm excited to master the new
techniques.



Chris Bartlett



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Re: [Audyssey] swamp---extreme shortage on ammo

2011-11-21 Thread Steady Goh
Hi, I feel that the biggest problem now is the zombie sound pending bug 
because it affects playability.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 22, 2011 11:32 AM
Subject: Re: [Audyssey] swamp---extreme shortage on ammo


Actually the loot was never changed, it is just spread out over a 50% 
larger map.  I am considering increasing the number of loot items, but 
first I will fix the reputation system since that may make it better all 
by itself.



well now we have more zombies just
put the loot to what it was before.



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[Audyssey] Steady the butcher in zombie land

2011-11-20 Thread Steady Goh
I am finding it getting a bit boring playing with no objectives. While waiting 
for the next update of swamp, I changed my playing style and find it more 
exciting this way. Think it will keep me going for quite some time. this is a 
recording of my new way of playing swamp. Enjoy.
http://dl.dropbox.com/u/2106729/steady%20the%20butcher.mp3

锦发/Steady Goh
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[Audyssey] swamp zombies Re: Steady the butcher in zombie land

2011-11-20 Thread Steady Goh
Hi Jeremy, is more of me trying to use up my 800+ med kits. they hit me, i 
heal. I slash them, they die. haha!

zombie suggestions
i think we need more faster and smarter zombies. most of them are way slow, 
is kind of like just waiting for me to shoot. And also a type of zombie that 
can attack from far. Sometimes, the swamp is quite safe that I weel that we 
can picnic over there. How I wish I can be one of the zombies attacking 
other players. haha!


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, November 20, 2011 9:39 PM
Subject: Re: [Audyssey] Steady the butcher in zombie land


I can say this for sure, you will be an absolute beast with the Axe after 
practicing like this for a while.  haha!



I am finding it getting a bit boring
playing with no objectives. While waiting for the next
update of swamp, I changed my playing style and find it more
exciting this way. Think it will keep me going for quite
some time. this is a recording of my new way of playing
swamp. Enjoy.
http://dl.dropbox.com/u/2106729/steady%20the%20butcher.mp3

锦发/Steady Goh



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[Audyssey] swamp saving game question

2011-11-15 Thread Steady Goh
Hi Jeremy, when does the server save my game stats? Is it every time i enter 
the save zone or only when i quit game?
Every time when i start game, only the pistol is loaded. I have to reload 
other guns even if they were not empty when i exit from the save zone. The 
pistol always starts full and not the number of bullets left when i quit. Is 
it ment to be?

The server also doesn't save the player's health info.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 3:29 AM
Subject: Re: [Audyssey] swamp suggestions and questions


The Axe is very much a skill based weapon in that regard.  The attack range 
is slightly longer than the zombie's reach, so if you strike at just the 
right moment and then move back, you will cleave the monster but never give 
it a chance to slash back.  I have witnessed a few people pulling this off 
with great skill, while the myself and the rest are still trying to get the 
hang of it.  lol.



Ah man... Ya gotta take way all the
fun *grin* One thing I don't understand is how some people
are making 1 swing kills with the ax and not getting
attacked. Is there a method to the madness?



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Re: [Audyssey] swamp saving game question

2011-11-15 Thread Steady Goh
Hi Che, not sure how i missed that. haha! I tested and yes pressing escape 
twice in save zone does save game.
Can anyone try and get a shot in and kill the 2 zombies in there? I tried 
and failed. even
deliberately let them hit me can't draw them out. I was hoping to let them 
chase after me but they are smart enough stay put. haha!



锦发/Steady Goh
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 11:27 AM
Subject: Re: [Audyssey] swamp saving game question



 hey ya steady,
  i learned through darren's podcast that we're supposed to go to the safe 
zone, then hit escape twice to save our progress.  you can then quit the 
game, or keep going if you like.
  i haven't had time to play today to check this out, and i may be mis 
remembering what Darren said, but i think that is right.

  Later
che


On 11/15/2011 8:49 PM, Steady Goh wrote:

Hi Jeremy, when does the server save my game stats? Is it every time i
enter the save zone or only when i quit game?
Every time when i start game, only the pistol is loaded. I have to
reload other guns even if they were not empty when i exit from the save
zone. The pistol always starts full and not the number of bullets left
when i quit. Is it ment to be?
The server also doesn't save the player's health info.

锦发/Steady Goh
- Original Message - From: Jeremy Kaldobsky
jer...@kaldobsky.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 3:29 AM
Subject: Re: [Audyssey] swamp suggestions and questions


The Axe is very much a skill based weapon in that regard. The attack
range is slightly longer than the zombie's reach, so if you strike at
just the right moment and then move back, you will cleave the monster
but never give it a chance to slash back. I have witnessed a few people
pulling this off with great skill, while the myself and the rest are
still trying to get the hang of it. lol.


Ah man... Ya gotta take way all the
fun *grin* One thing I don't understand is how some people
are making 1 swing kills with the ax and not getting
attacked. Is there a method to the madness?



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Re: [Audyssey] swamp saving game question

2011-11-15 Thread Steady Goh
Thanks Dakotah for your reply. I know that i won't be attacked even when I 
am 1 step in front of it. I'm just trying to make the save zone a place 
where we can move around freely. The two guards outside the save zone must 
be sleeping. haha!
As for the guns being empty, if jeremy design it this way i can certainly 
accept that. Loading up the weapons is nothing as compared to having to 
swing the axe quite blindly without knowing exactly how close am I to the 
zombies. Anyway, thought I ask just in case is something he overlooked.


锦发/Steady Goh
- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, November 16, 2011 1:40 PM
Subject: Re: [Audyssey] swamp saving game question



Can't shoot the zombies in the safe zone. Just avoid that little crack
in the map and you'll be ok. They can't get at you.

As for the other guns being empty, just consider it as a weapons
check, which is a part of all combat duty. Nothing's loaded but your
sidearm.

Signed:
Dakotah Rickard




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Re: [Audyssey] swamp suggestions and questions

2011-11-14 Thread Steady Goh
Hi Jeremy, just had my hands on this game two days ago. Thanks for another 
cool game and also thanks Darren for the nice review.
Looking forward to the update. Since the grenade is going to be so powerful, 
I think the player should be hurt or even killed if he stands too close to 
the building when throwing it.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, November 15, 2011 3:09 AM
Subject: Re: [Audyssey] swamp suggestions and questions


Well it has been somewhat of an unofficial secret, but since this topic has 
come up I might as well share.  The Grenade in the next update is going to 
be a rare and extra powerful item.  In many games, grenades are commonly 
used as if they are just another weapon but in Swamp they will special.  The 
server will make sure that only a set number of them ever appear in a map 
since the grenades will actually have the power to destroy the environment!


If you throw a grenade against the side of the Kai Mart, for example, the 
resulting explosion will permanently create a hole big enough to serve as a 
new doorway.  The changes to the map will affect everyone, and the map will 
repair only once all missions are complete and the map naturally resets 
itself.  This is the plan anyway and I do reserve the right to change my 
mind if it becomes too difficult to prevent people from abusing the feature.



Lol! Well ok then maybe just a few
things here and there? Or maybe make
something like it for single player mode?



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Re: [Audyssey] swamp suggestions and questions

2011-11-14 Thread Steady Goh
Is there any advantage of using the axe besides hearing the cool slashing 
sound? I find it hard not to be attacked by zombies when using it. To make 
it worst, miss swings are counting against my accuracy stats. haha!

锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Monday, November 14, 2011 5:43 PM
Subject: [Audyssey] swamp suggestions and questions


hi jeremy and all. was just wondering is there a weapons specifications 
list

for swamp? as for now when i use a different weapon to shoot zombies,
basically i only get to hear a different firing sound for the variety of
different weapons. other than the different amount of emmo that each gun 
can
hold at each reload, are there any other differences between them? if not, 
i

would suggest that for the short guns, maybe u can widen the width of the
range of fire as in real life, when we fire a shot gun, we do not really
have to aim that accurately. besides, a shot from a shot gun can actually
harm more than 1 target at 1 time. as for the rifles, since they are 
rifles,

i think they should have a longer range of fire as well. maybe the hunting
rifle should have the longest range because it only holds 5 shells at a 
time

so therefore needing to reload more often.

what to the other guys here think?



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Re: [Audyssey] Castaways version 2.4

2011-09-29 Thread Steady Goh
Managing a large population is not difficult. Your food and resources will 
just get more and more and you will become a supplier for other online 
players. haha! After some point when you get things settled down, to play 
the game is just simply hitting the space bar to let it carry on running 
when there is injurys or illness. When playing a real game, I don't see a 
need to create such a large population. Now I want to see how many people my 
computer can cope before it becomes sluggish and crash. haha!


锦发/Steady Goh
Steady strum and sing  guitar lessons; learn to play like the original and 
sound like a professional!

http://www.soft.com.sg/forum/showthread.php/207845-Steady-guitar-lesson-learn-to-play-like-the-original-and-sound-like-a-professional?p=1140645#post1140645
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
fb: http://facebook.com/steadyguitar
- Original Message - 
From: Christina greensleev...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, September 30, 2011 6:00 AM
Subject: Re: [Audyssey] Castaways version 2.4



Now, I want to try it and see how many people I can manage.

Looking forward to Mission Five!
Christina

- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, September 29, 2011 5:41 PM
Subject: Re: [Audyssey] Castaways version 2.4


I think my person best was like 60 or 65.  There are some truly insane 
people though, who have crashed the game because they
passed its 500 population limit.  I simply cannot imagine how many 
messages you would have to go through for every single

tick of game time.  My hat is off to them, lol.

Oh, I had some time this morning so I coded the ALT key shortcut for jobs. 
I'm also in the process of programming mission 5!
:D  Hopefully it won't take too long for me to have this all ready to 
post.




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Re: [Audyssey] topspeed 3 custom tracks and vehicles

2011-09-19 Thread Steady Goh

Thanks. Hope you also like the crash sound. haha!

锦发/Steady Goh
- Original Message - 
From: burakyuksek burakyuksek...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 18, 2011 4:51 PM
Subject: Re: [Audyssey] topspeed 3 custom tracks and vehicles



Thanks,
This car is really good especially the engine sound.
saygılar sevgiler.
- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 18, 2011 9:22 AM
Subject: [Audyssey] topspeed 3 custom tracks and vehicles



Below is the download links for 2 adventure tracks and a custom vehicle.
All have been edited to take advantage of the new features in topspeed 3.
CoastalDrive created by Kelvin
http://dl.dropbox.com/u/2106729/advCoastalDrive.zip
Caldecott Hill created by me
http://dl.dropbox.com/u/2106729/advCaldecott%20Hill.zip
my imaginary vehicle deguo cng3.3
http://dl.dropbox.com/u/2106729/deguo%20cng3.3.zip
This car is created hoping to have another alternative selection to the
classic and quatro which most racers use should it becomes official. It
has the highest top speed as compared to the other official vehicles, but
the acceleration is slow. To make up for that, you can make hairpin turns
at a higher speed. You will get the feel of catching up from behind, but
since the top speed is so high, you need 8 gears to push it up.

锦发/Steady Goh
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 04, 2011 10:03 PM
Subject: Re: [Audyssey] Questions about Top Speed 2 and 3



http://valiant8086.com/games
Those cars are only for topspeed2. I hve some that I've made for 3, but
those up on that site have not been updated to work with 3. The ones
that I made from scratch for 3 are

http://dl.dropbox.com/u/1586962/cobalt.zip

http://dl.dropbox.com/u/1586962/DODGE%20charger69.zip

http://dl.dropbox.com/u/1586962/indi.zip

http://dl.dropbox.com/u/1586962/Lotus%20GT1.zip

And as a bonus, here's a link to my alternative english soundpack.

http://dl.dropbox.com/u/1586962/VALIANT8086%20tspeed%203.03%20soundpack.zip

Sent with Thunderbird 3.1.13 portable.

On 9/3/2011 3:58 AM, burakyuksek wrote:

I am totaly agree with you. Is there any place to get cars or tracks
from one site?
saygilar sevgiler.
- Original Message - From: Michael Gauler
michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 28, 2011 12:13 AM
Subject: [Audyssey] Questions about Top Speed 2 and 3



Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both games
can be found and which is permanent, meaning not just a dropbox or
sendspace link of one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related
stuff could be found, but if I remember correctly, this source is gone
for years.
And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation
tools like for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and
that is the apparent lack of any publicly available language packs for
the latest title at all...
Are there only English speaking players novadays or is it taking so
long to do a translation in any language now?
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[Audyssey] topspeed 3 custom tracks and vehicles

2011-09-18 Thread Steady Goh
Below is the download links for 2 adventure tracks and a custom vehicle. All 
have been edited to take advantage of the new features in topspeed 3.

CoastalDrive created by Kelvin
http://dl.dropbox.com/u/2106729/advCoastalDrive.zip
Caldecott Hill created by me
http://dl.dropbox.com/u/2106729/advCaldecott%20Hill.zip
my imaginary vehicle deguo cng3.3
http://dl.dropbox.com/u/2106729/deguo%20cng3.3.zip
This car is created hoping to have another alternative selection to the 
classic and quatro which most racers use should it becomes official. It has 
the highest top speed as compared to the other official vehicles, but the 
acceleration is slow. To make up for that, you can make hairpin turns at a 
higher speed. You will get the feel of catching up from behind, but since 
the top speed is so high, you need 8 gears to push it up.


锦发/Steady Goh
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 04, 2011 10:03 PM
Subject: Re: [Audyssey] Questions about Top Speed 2 and 3



http://valiant8086.com/games
Those cars are only for topspeed2. I hve some that I've made for 3, but 
those up on that site have not been updated to work with 3. The ones that 
I made from scratch for 3 are


http://dl.dropbox.com/u/1586962/cobalt.zip

http://dl.dropbox.com/u/1586962/DODGE%20charger69.zip

http://dl.dropbox.com/u/1586962/indi.zip

http://dl.dropbox.com/u/1586962/Lotus%20GT1.zip

And as a bonus, here's a link to my alternative english soundpack.

http://dl.dropbox.com/u/1586962/VALIANT8086%20tspeed%203.03%20soundpack.zip

Sent with Thunderbird 3.1.13 portable.

On 9/3/2011 3:58 AM, burakyuksek wrote:
I am totaly agree with you. Is there any place to get cars or tracks from 
one site?

saygilar sevgiler.
- Original Message - From: Michael Gauler 
michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 28, 2011 12:13 AM
Subject: [Audyssey] Questions about Top Speed 2 and 3



Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both games 
can be found and which is permanent, meaning not just a dropbox or 
sendspace link of one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related stuff 
could be found, but if I remember correctly, this source is gone for 
years.

And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation 
tools like for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and that 
is the apparent lack of any publicly available language packs for the 
latest title at all...
Are there only English speaking players novadays or is it taking so long 
to do a translation in any language now?

---
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Re: [Audyssey] topspeed 3 custom tracks and vehicles

2011-09-18 Thread Steady Goh
extract the tracks to C:\Program Files\Playing in the dark\Top Speed 
3\Tracks. vehicles to C:\Program Files\Playing in the dark\Top Speed 
3\Vehicles

I'm using xp. Might be a different location for windows 7.

锦发/Steady Goh
- Original Message - 
From: Jess Varnell rory0...@yahoo.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 18, 2011 3:19 PM
Subject: Re: [Audyssey] topspeed 3 custom tracks and vehicles


How do you create tracks and vehicles? And where do I put these files in 
the directory? Thanks.


jess

original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 18, 2011 2:22 AM
Subject: [Audyssey] topspeed 3 custom tracks and vehicles


Below is the download links for 2 adventure tracks and a custom vehicle. 
All have been edited to take advantage of the new features in topspeed 3.

CoastalDrive created by Kelvin
http://dl.dropbox.com/u/2106729/advCoastalDrive.zip
Caldecott Hill created by me
http://dl.dropbox.com/u/2106729/advCaldecott%20Hill.zip
my imaginary vehicle deguo cng3.3
http://dl.dropbox.com/u/2106729/deguo%20cng3.3.zip
This car is created hoping to have another alternative selection to the 
classic and quatro which most racers use should it becomes official. It 
has the highest top speed as compared to the other official vehicles, but 
the acceleration is slow. To make up for that, you can make hairpin turns 
at a higher speed. You will get the feel of catching up from behind, but 
since the top speed is so high, you need 8 gears to push it up.


锦发/Steady Goh
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 04, 2011 10:03 PM
Subject: Re: [Audyssey] Questions about Top Speed 2 and 3



http://valiant8086.com/games
Those cars are only for topspeed2. I hve some that I've made for 3, but 
those up on that site have not been updated to work with 3. The ones 
that I made from scratch for 3 are


http://dl.dropbox.com/u/1586962/cobalt.zip

http://dl.dropbox.com/u/1586962/DODGE%20charger69.zip

http://dl.dropbox.com/u/1586962/indi.zip

http://dl.dropbox.com/u/1586962/Lotus%20GT1.zip

And as a bonus, here's a link to my alternative english soundpack.

http://dl.dropbox.com/u/1586962/VALIANT8086%20tspeed%203.03%20soundpack.zip

Sent with Thunderbird 3.1.13 portable.

On 9/3/2011 3:58 AM, burakyuksek wrote:
I am totaly agree with you. Is there any place to get cars or tracks 
from one site?

saygilar sevgiler.
- Original Message - From: Michael Gauler 
michael.gau...@gmx.de

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 28, 2011 12:13 AM
Subject: [Audyssey] Questions about Top Speed 2 and 3



Hi all,
I have some questions about both games.
Is there some place where all published cars and tracks for both games 
can be found and which is permanent, meaning not just a dropbox or 
sendspace link of one car or one vehicle?
There once was a FTP server where most of all Top Speed 2 related 
stuff could be found, but if I remember correctly, this source is gone 
for years.

And my other two questions are related to Top Speed 3 exclusively.
The first one is, if someone will create some car and track creation 
tools like for Top Speed 2 or if such tools already exist.
And the the second thing is just something I am wondering about and 
that is the apparent lack of any publicly available language packs for 
the latest title at all...
Are there only English speaking players novadays or is it taking so 
long to do a translation in any language now?

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Re: [Audyssey] sound for closed buildings in castaways

2011-09-04 Thread Steady Goh
oh, I didn't put my message it across clearly. I mean 1 more warning before 
the urge of starvation. when there is the actual starvation message, some1 
has already stop work and waiting at the tavern to get food and I think the 
energy is already down to less than 5%.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, September 04, 2011 11:48 AM
Subject: Re: [Audyssey] sound for closed buildings in castaways


Actually there already is a message for when a person drops below 10%.  It 
tells you the person is on the verge of starvation.


I've been very busy for the past 2 days, and tomorrow also looks full, so 
I haven't gotten a chance to play around with any other methods for that 
tavern message.



I agree with Jeremy. How about a
message when someone's energy level is below 10% instead? If
your tavern has enough supply of at least 2 types of food
and you never close it, this won't be much use to you. But
if you do close the tavern a lot, that message can be a
reminder to open it.



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Re: [Audyssey] sound for closed buildings in castaways

2011-09-03 Thread Steady Goh
I agree with Jeremy. How about a message when someone's energy level is 
below 10% instead? If your tavern has enough supply of at least 2 types of 
food and you never close it, this won't be much use to you. But if you do 
close the tavern a lot, that message can be a reminder to open it.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, September 03, 2011 6:16 AM
Subject: Re: [Audyssey] sound for closed buildings in castaways


Actually after giving this a try, I think it might not work out as 
expected.  Until your economy is quite stable, the tavern runs out quite a 
bit, if only for a few ticks at a time.  Unless I adjust how it determines 
when to display the message, you end up with dozens of unwanted and 
unnecessary warning messages from the tavern.


I will try a few things when I get time again to code, but if anyone has 
any ideas already I'd be happy to hear them.



Hi, what did you think about the
message idea for when the tavern runs out of food?



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Re: [Audyssey] Castaways: food report.

2011-08-26 Thread Steady Goh
If you always have a cook standing by, I think the t key won't be of much 
help to you. If you want to see some1 at the tavern, assign your cook to 
something else and let some people be at the verge of starvation then try 
the t key again. As for the hunger report, you can check each individual 
energy status with g.

锦发/Steady Goh
- Original Message - 
From: Christopher Bartlett themusicalbre...@gmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, August 26, 2011 11:08 PM
Subject: [Audyssey] Castaways: food report.



I'm finding that I would like to see a full report on people's hunger, not
just up through 30% but the entire histogram.



Also, I don't think I've ever seen a report of people eating at the tavern
with the t key.  Has anyone else?



   Chris Bartlett



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[Audyssey] castaway suggestions

2011-08-25 Thread Steady Goh
There is a big jump in difficulty from mission 2 to 3. Instead of making it 
easier, how about adding 1 or 2 new missions in between and make this a 
later mission? Maybe something to get them more prepared is a mission which 
they have to launch an attack with 5 knights, 5 rangers, 5 pikemen and 5 
cavalrys? This is like having to wipe out a more powerful enemy force than 
mission 2.
Not sure if you got my suggestion on setting certain buildings to high 
priority with backspace instead of just open or close. This way is easier to 
tell the workers to supply resources or work on a particular building. 
Sometimes i have to close 4 or 5 other buildings for peasants to work on the 
1 i need.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 25, 2011 3:32 PM
Subject: Re: [Audyssey] question about raiding enemy


The computer doesn't send everything it has each time, so that is why you 
are still suffering loses.  They will always keep a sizable force in their 
base, and they send out the extras for raids, as they are made.


I think you are right.  Many people have had a very hard time with mission 
3, and I'm planning to adjust it to make it a bit easier.  It's a shame to 
change it, when other people have been able to beat it, but I don't want 
to scare the majority of the players away with this new mission.  Perhaps 
I can just start the mission out with more resources.



Hi Jeremy, got a question...If enemy
raid with 3 soldiers and 1 knight, I believe this is their
full force and is quite weak. I launch an attack with 3
types of army and 5 of each, how is it that i suffer so much
losts? Is a challenge to rebuilt again and is ok...just like
to be clear about it.
Btw, did you notice that when you released the last
version, the discussions of this game seems much lesser? I
guess mission 3 is too difficult for many of them. They feel
that is unbeatable and have given up.
Looking forward to your new version and I know it won't
take you long. haha! And we can always expect something new
added in the new release and not just minor changes here and
there but is actually still the same thing. Thanks for your
cool work and...thanks for giving me a hard time. haha!

锦发/Steady Goh



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Re: [Audyssey] castaway suggestions

2011-08-25 Thread Steady Goh
I imagine it's quite hard for the AI to know what should be prioritised at 
different times of the game. Every1 plays differently. So I think if we have 
the ability to manually set a building on the map as their priority to give 
supply of resources to might work better.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 26, 2011 1:45 AM
Subject: Re: [Audyssey] castaway suggestions


That's a pretty good idea, but for the short term I'll just make it 
easier.  If I get around to adding more missions, it does seem like a good 
idea to insert them between the current missions 2 and 3, and then put 
mission 3 back to being the original difficulty.


I'm still trying to figure out the best way to handle the priority 
settings for the AI.  I've tried a few different methods, but so far I 
haven't been happy with any of them.



There is a big jump in difficulty
from mission 2 to 3. Instead of making it easier, how about
adding 1 or 2 new missions in between and make this a later
mission? Maybe something to get them more prepared is a
mission which they have to launch an attack with 5 knights,
5 rangers, 5 pikemen and 5 cavalrys? This is like having to
wipe out a more powerful enemy force than mission 2.
Not sure if you got my suggestion on setting certain
buildings to high priority with backspace instead of just
open or close. This way is easier to tell the workers to
supply resources or work on a particular building. Sometimes
i have to close 4 or 5 other buildings for peasants to work
on the 1 i need.

锦发/Steady Goh



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Re: [Audyssey] discoveries in castaways

2011-08-24 Thread Steady Goh
Again, I had some thoughts and questions of what if I do this, what if i do 
that, so I try them out and here are more discoveries.
I had save games on mission 1 and 3 just before they are completed and I 
closed the ship and last catapult so the game won't end and I can play 
around.
Mission 1 on easy: I first make sure my settlement is safe from goblins, 
more than enough supply of food and got my population to 100.
Discoveries, I think about 5 knights will do the trick but slightly more 
will be better in case of any injurys. If there are no more stones on the 
map, stone masons will get stones from outside the territory, but is not the 
case for lumberjacks. If all the forests become scattered trees, the 
lumberjacks who are out cutting trees will never return, but the cutest 
thing is...they can still stretch their hands long enough back to the tavern 
to get food. haha! The way I got those people back is to let them die of 
starvation and have new children. In such a large population when there are 
many things happening on 1 single click, I noticed that the messages showing 
is quite behind time.


Mission 3 on easy: Even easy difficulty is hard!!! Hard difficulty...I have 
not even attempted. haha!
Ok, I have a population of 32 at the point when my last catapult have enough 
resources. I raided with 5 knights, 5 rangers and 5 pikemen a couple of 
times.
Discoveries about raiding, There will be 3 to 5 killed and few more injured 
each time. I think is worth it at the beginning as the enemy  troop raids 
are weakened. but towards the later stages, I feel that it hurts more than 
help. My raids don't seem to have any effect on them and I weaken my own 
power. The enemy will still send their full power of 5 each over. Or 
defending is a better strategy? Next thing to try is to also have 5 cavalrys 
and 5 soldiers, but...I wonder if I can hold on long enough to get them up.
Somehow, I feel that there are more injuries in this version than the 
previous versions especially at the beginning stages of the game. I am 
forced to get my hospital and textile up early. haha!


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 13, 2011 10:59 PM
Subject: Re: [Audyssey] discoveries in castaways


That's a really good idea for mission 2!  I'll have to try that myself 
next time I play it.  It seems like a great way to attack early and 
destroy them before they have time to even build their settlement!  lol.



Oh...I think that explains why at the
beginning, my doctor and cook is just doing part time job
but towards the end I have 2 or 3 patients queueing and
waiting and the cook almost have to be full time there.
Kelvin, I like your suggestion but think I'm gonna hate you
for suggesting that. haha!

Since the subject here is discoverys I do have 1 just for
fun. I always like to think of different possibilities and
try out different ways of doing something. In mission 2, I
set my starter to defender and created a war tent right at
the start. You should know what to do next. It also does
work on hard difficulty.

锦发/Steady Goh



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[Audyssey] question about raiding enemy

2011-08-24 Thread Steady Goh
Hi Jeremy, got a question...If enemy raid with 3 soldiers and 1 knight, I 
believe this is their full force and is quite weak. I launch an attack with 
3 types of army and 5 of each, how is it that i suffer so much losts? Is a 
challenge to rebuilt again and is ok...just like to be clear about it.
Btw, did you notice that when you released the last version, the discussions 
of this game seems much lesser? I guess mission 3 is too difficult for many 
of them. They feel that is unbeatable and have given up.
Looking forward to your new version and I know it won't take you long. haha! 
And we can always expect something new added in the new release and not just 
minor changes here and there but is actually still the same thing. Thanks 
for your cool work and...thanks for giving me a hard time. haha!


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 24, 2011 11:30 PM
Subject: Re: [Audyssey] discoveries in castaways


Steady, thanks for catching that bug for me.  Lumberjacks are Supposed! to 
act the same as stone masons once the resources are gone on the map.  I've 
put that on my list of things to fix.


I believe you have the right idea about raiding the enemy in mission 3. 
While their total army is still relatively small, sending your own will 
mean they can't send as much to attack you.  Once they finally grow large 
enough, killing several of their soldiers won't affect their next raid 
attack if they still have 5 of everything left after you killed some. 
Once it reaches that point, I also switch over to total defense.


Very nicely done sir!


Again, I had some thoughts and
questions of what if I do this, what if i do that, so I try
them out and here are more discoveries.
I had save games on mission 1 and 3 just before they are
completed and I closed the ship and last catapult so the
game won't end and I can play around.
Mission 1 on easy: I first make sure my settlement is safe
from goblins, more than enough supply of food and got my
population to 100.
Discoveries, I think about 5 knights will do the trick but
slightly more will be better in case of any injurys. If
there are no more stones on the map, stone masons will get
stones from outside the territory, but is not the case for
lumberjacks. If all the forests become scattered trees, the
lumberjacks who are out cutting trees will never return, but
the cutest thing is...they can still stretch their hands
long enough back to the tavern to get food. haha! The way I
got those people back is to let them die of starvation and
have new children. In such a large population when there are
many things happening on 1 single click, I noticed that the
messages showing is quite behind time.

Mission 3 on easy: Even easy difficulty is hard!!! Hard
difficulty...I have not even attempted. haha!
Ok, I have a population of 32 at the point when my last
catapult have enough resources. I raided with 5 knights, 5
rangers and 5 pikemen a couple of times.
Discoveries about raiding, There will be 3 to 5 killed and
few more injured each time. I think is worth it at the
beginning as the enemy troop raids are weakened. but
towards the later stages, I feel that it hurts more than
help. My raids don't seem to have any effect on them and I
weaken my own power. The enemy will still send their full
power of 5 each over. Or defending is a better strategy?
Next thing to try is to also have 5 cavalrys and 5 soldiers,
but...I wonder if I can hold on long enough to get them up.
Somehow, I feel that there are more injuries in this
version than the previous versions especially at the
beginning stages of the game. I am forced to get my hospital
and textile up early. haha!

锦发/Steady Goh



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Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.

2011-08-18 Thread Steady Goh
Yah I like those suggestions. Another thing I hope Jeremy can consider 
adding is the ability to switch certain buildings to high priority besides 
open and close. In mission 3 which production efficiency is very crucial in 
winning, I had to go round and round closing and opening buildings. One case 
is I needed leather in the monastery as soon as possible but my peasants 
kept transporting other goods. I have to close the tavern, sawmill, butcher 
shop and mill just to get the leather in. I think it will be helpful to 
switch the building that needs attention to high priority. Food is not 
always the most important. haha! I close my tavern a lot just to get my 
peasants focuss on other buildings.


锦发/Steady Goh
Steady strum and sing  guitar lessons; learn to play like the original and 
sound like a professional!

http://www.soft.com.sg/forum/teacher-available/201635-steady-guitar-lessons-play-like-original-sound-like-professional.html
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
fb: http://facebook.com/steadyguitar
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 12:17 PM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a 
suggestion.




  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from anywhere 
else on the map, pop open my marker list, hit q, then enter and boom, i'm 
at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of 
the

building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful 
anyway.


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Re: [Audyssey] arrangement of buildings list in castawaysand a suggestion.

2011-08-18 Thread Steady Goh
Yah I like those suggestions. Another thing I hope Jeremy can consider 
adding is the ability to switch certain buildings to high priority besides
open and close. In mission 3 which production efficiency is very crucial in 
winning, I had to go round and round closing and opening buildings. One case 
is I needed leather in the monastery as soon as possible but my peasants 
kept transporting other goods. I have to close the tavern, sawmill, butcher 
shop and mill just to get the eather in. I think it will be helpful to 
switch the building that needs attention to high priority. Food is not 
always the most important. haha! I close my tavern a lot just to get my 
peasants focuss on other buildings.


锦发/Steady Goh
- Original Message - 
From: Che blindadrenal...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 12:17 PM
Subject: Re: [Audyssey] arrangement of buildings list in castawaysand a 
suggestion.




  I agree these suggestions would be good.
  also, the ability to set markers with a short note per would be helpful.
  so i could make a marker for my current main quarry, then from anywhere 
else on the map, pop open my marker list, hit q, then enter and boom, i'm 
at my quarry.
  this would go a long way towards helping organize these large maps 
methinks.

  later,
che



On 8/16/2011 10:42 PM, Christopher Bartlett wrote:
Yep, I'd agree with the terrain location suggestions and the reorder of 
the

building lists.  With 832 squares to check out in mission 3, it's a bit
clumsy.  I suppose I could make an off-line version of the map, but that
would take forever.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of alex wallis
Sent: Tuesday, August 16, 2011 10:52 AM
To: gamers@audyssey.org
Subject: [Audyssey] arrangement of buildings list in castaways and a
suggestion.

Hi list.
just a bit of a suggestion regarding the building list in castaways,
at the moment, the order of the list seems a bit haphazard,
for example, I think that all the farm types should be listed right next
to each other,
at the moment you have meet and vegetable farms, and then right near the
bottom of the list is the animal farm, I think this should be grouped
with the other two farms so they are next to each other in the list.
I think in fact, that the buildings should be grouped in the order that
they depend on each other,
so for example, I would have the butchers shop, then the textile, and
then the hospital, and other buildings that depend on it.
I think also that the vinyard should be listed next to the tavern.
and also perhaps the tannery should go next to the monastery as again
they depend on each other.
I also had another idea when playing mission 3,
I think because the maps are so big, and it can take some time to
explore them, I think a really useful feature would be a terrain
location mode, so lets say I am at a1 and want to quickly find the
nearest site to put my quarry, I could bring up a list of terrain types
and find out where the nearest bit of forest, rocky ground or empty land
is etc.

alternatively, I did think of another job that could make this more of a
useful in game feature,
that of an explorer or cartographer.
OK at the moment you can arrow around to find things, but if you had an
explorer or cartographer, you could find out from him where the nearest
bit of forest is or whatever, and a benefit of having him could be that
all your peasants and builders move around quicker, as he could advise
on the quickest root.
I certainly think a quick terrain location feature could be useful 
anyway.


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Re: [Audyssey] better control of troop training in castaways

2011-08-18 Thread Steady Goh
Leather becomes brigandine leather armor to train your soldier to become 
pikemen. Not available in mission 1 and 2.

锦发/Steady Goh
- Original Message - 
From: brice mellen buu...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 18, 2011 5:12 PM
Subject: Re: [Audyssey] better control of troop training in castaways


Well, and I would like an explanation of how to make my soldiers become 
the ones you need leather for, as it stand now we really have no job 
descriptions either, and unfortunately I don't have Microsoft word to read 
that rtf file about it.
I'm not even to mission 3 yet because mission 2 is so damn hard lol, all 
my freshly created soldiers die because I don't have enough time to make 
them in to anything else before yetti's start attacking my settlement. 
Granted I started on normal difficulty, but I didn't think normal would be 
so hard.


-Original Message- 
From: dark

Sent: Wednesday, August 17, 2011 6:11 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] better control of troop training in castaways

Yep, I noticed this too, even though i had three knights, the soldiers 
kept

on being knights even when i had three cloaks and 2 armour in my barracks.

the ai that is supposed to balance military to insure that soldiers train 
to

be the troop type you have least of doesn't seem to be working
unfortunately.

i don't know if actually assigning soldiers to train is necessary though,
sinse if the ai worked as suggested and soldiers tried to equalize your
number of troops that should work.

i will say though with the weakness circle this just makes life even more
difficult, sinse you don't necessarily want! 7 knights, when you could 
have

five knights and two rangers.

I also agree about mission 3, it seems impossible, because the enemies get
stronger and stronger far faster than you can even if you raise their 
base.


imho raids should do more damage to them.

Another way that might make the game flexible would be to remove the
requirement for metal from the barracks, sinse that would mean you don't
encessarily have to build up metal production first, and thus could
concentrate on other methods and troop types like rangers and pikemen.

Beware the grue!

Dark.
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Wednesday, August 17, 2011 1:25 AM
Subject: [Audyssey] better control of troop training in castaways



Hi.Hi,
I am still playing mission 3 in castaways, and I must say I think it 
needs some serious rebalancing, at the moment I think its unbeatable.

but anyway that's not why I am writing,
I am writing to ask could we have more control over troop training?
as at the moment, the game seems to automatically assume just because 
there is armour at the barracks I want anyone I tell to be a soldier to 
become a knight.
I really think that the military jobs need to each have there own 
categories, so soldiers, literally meaning ordinary soldiers, a specific 
category for knights, and all other military units should have there own 
job types.
as I frequently find myself in the position where I am building up spare 
stockpiles of armour, and yet I don't want people to become knights just 
because the armour is lying around I would actually like to be able to 
set what military unit people become.


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Re: [Audyssey] Castaways version 1.6b including Mission 3

2011-08-16 Thread Steady Goh
i was almost there. i had 11 catapults up and waiting for the last 1 when 
all collapsed! and that was on easy. Cant imagine how will be crushed on 
normal and hard. Does the war tent have any help in mission 3?


I noticed that at times my workers don't follow my instructions. I have 
people injured and queueing up so I assigned a doctor to work on them, but 
he chose to be a weaver instead. Yes, I have cloth in the hospital. Another 
case was the monk insisted in creating leather when I already have stock. I 
think the job assigned to them should be their first priority.


锦发/Steady Goh
- Original Message - 
From: Kelvin Tan k...@weiliankelvin.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 9:39 AM
Subject: Re: [Audyssey] Castaways version 1.6b including Mission 3


hi jeremy and all! i just completed mission 3! enemies were just starting 
to

destroy my first building when my 12th catapault bagan construction. i
through all my population to become builders before my first catappault is
destroyed! it was really a struggle! i created only 8 knights and i think 
4

cavalry. the knights were starting to die off 1 by 1 though, and my food
resources was already running dangerously low. i think i was rather
fortunate to complete the mission. not sure if i can complete it again. 
this

mission is really the most challenging mission in deed! great job man
jeremy!
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 12:19 AM
Subject: Re: [Audyssey] Castaways version 1.6b including Mission 3


Good question, I can see I didn't do a very good job of explaining that.
When I spoke of each unit's strength and defense, that was a general 
summary

of the unit which applies to it most of the time.  For example, that
information is good for when you are sending your troops against goblins 
or

Yetti.  When going up against human foes, there are a few extra rules that
come in to play.  Knights receive an attack bonus when facing pikemen.
Pikemen get a bonus against Cavalry, Cavalry bonus against Rangers, and
rangers bonus against Knights.  It's a little ring of attack power, so 
that
each type of unit does have something it is exceptionally good at 
attacking,

but another thing that it is more likely to be harmed by.  Hopefully that
makes more sense now that I've explained it a little more.


hi jeremy. i'm a little confused
here. u said from your previous email:
- Cavalry are weaker than even Rangers. They deal
about 3 times the damage
of a regular soldier, but their speed on the field is much
faster than
anyone else. If memory serves me, they are nearly
double the speed of a
night so they are more efficient soldiers in that
regard. Their specialty
is to attack enemy Rangers, and their killing power nearly
doubles when they
face them.
so, they are weaker than rangers in strength, but they are
also best used to
kill rangers?



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Re: [Audyssey] discoveries in castaways

2011-08-14 Thread Steady Goh
how I wish i can find such short cuts in real live. A job that others take 
for hours and still in testing stage and i only take two minutes to 
complete. haha! But for gaming, i will still take the normal route even when 
I know there is this way to complete the mission.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 13, 2011 10:59 PM
Subject: Re: [Audyssey] discoveries in castaways


That's a really good idea for mission 2!  I'll have to try that myself 
next time I play it.  It seems like a great way to attack early and 
destroy them before they have time to even build their settlement!  lol.



Oh...I think that explains why at the
beginning, my doctor and cook is just doing part time job
but towards the end I have 2 or 3 patients queueing and
waiting and the cook almost have to be full time there.
Kelvin, I like your suggestion but think I'm gonna hate you
for suggesting that. haha!

Since the subject here is discoverys I do have 1 just for
fun. I always like to think of different possibilities and
try out different ways of doing something. In mission 2, I
set my starter to defender and created a war tent right at
the start. You should know what to do next. It also does
work on hard difficulty.

锦发/Steady Goh



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Re: [Audyssey] Castaways, finished mission 2 on normal

2011-08-11 Thread Steady Goh
For mission 2 on easy, I just create hunters and butchers and they can 
supply sufficient food. At the same time cloth come in faster.
There's a problem of cloak disappearing. Not sure if this has been reported. 
Those created before barracks is done are not carried there when barracks is 
up.

Looking forward to playing mission 3.
锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 11, 2011 11:39 PM
Subject: Re: [Audyssey] Castaways, finished mission 2 on normal


Congratulations on beating mission 2 on normal.  :D

I can see that I have a lot to respond to in this post, so I might as well 
take it as an opportunity to update people on what I've been doing for the 
past week and a half.  Real life has been doing a great job at keeping me 
off of the computer for the past week.  I haven't had nearly enough free 
time to sit down and code, so everything has been taking much longer to get 
done.


I'm still determined to get certain features added, so rather than focusing 
on a single thing I find myself jumping back and forth between 4 or 5 major 
projects within castaways.  I've been working to get mission 3 finished, 
territory wars multiplayer finished, the translation code finished, hunting 
2 very persistent bugs that have been eluding me for several versions, and 
I've been trying to get a system in place so that you can rearrange 
priorities for your settlement.  If I could get myself to pick any 1 of 
these, and focus entirely on it, I would have had at least some of them done 
during this long period of time.  lol!


I may have finally killed the vanishing resource bug as well as the bug 
where a doctor would sometimes heal an injury without using cloth.  Believe 
it or not, the two bugs were actually caused by the same problem.  Without 
going too much into the coding specifics, there was a glitch that allowed 
the doctor's place of residence to go unchanged once he was assigned as a 
doctor.  Lets say, for example, your doctor had been a peasant or worker 
originally, and he had been either constructing or carrying supplies to your 
ship.  His focus building, stored in a variable tied to the person, was set 
as the ship.  When switching over as a Doctor, it was supposed to reset to 
the Hospital but this glitch wasn't going that.  Now, when he would normally 
be draining bandages from building resource slot 0 at the hospital, he is 
now draining lumber from building slot 0 at the ship as he heals people!  If 
it had been any other occupation I would have spotted the bug
faster, but the only time this strange behavior would happen, was when this 
bugged doctor would fix someone's physical injury!  That doesn't happen very 
often, and I've Still! never had the vanishing resource bug happen in front 
of me.  I've only ever experienced it through people sending me saved games 
of before and after it had happened to them.


That was such a crazy bug to figure out, that I'm still celebrating.  Often 
times you need to sit back and assume that all of your existing bugs are 
linked.  I was trying to imagine every possible scenario when suddenly it 
hit me!  After checking the code, sure enough, there was an error in the 
code for reassigning a doctor's focus building.  Yay!


Ok that was quite long, I didn't mean for it to be lol.

In mission 2, Tome production is pretty much a niche product.  You aren't 
using leather for anything else, so it doesn't make as much sense to develop 
that branch unless you have free time.  In mission 3 you will use leather 
for more things, so tome production should be easier.


Cloth will always be a bit tricky, but that's intentional.  Now that the 
doctor glitch is hopefully fixed, things might be more stable with yarn and 
cloth.  After more testing, I may lighten the requirements for cloth 
production a little.  Once tasks can be prioritized manually, it might be 
even easier to keep cloth coming in.


The alt keystroke ideas sound pretty good, and I've tossed them onto my list 
of things to add.


When it comes to fog of war and scouts, I think it would be a bit too 
complicated to make that kind of low level change at this stage in the 
game's development.  It would fundamentally change everything in the game 
and it's probably way more work than its worth.




Ok, some thoughts after finally
massacring those bloody yeti.



I never built a monastery. Tome production has become
really hard to
manage, and I just never found it a sufficient
priority. I did build a
tannery, but never got around to assigning a
leatherworker. Three leather
is probably a bit much for a tome.



Cloth production still seems a bit hard to manage.
Compared to almost
everything else, cloth production seems to have a very low
priority, which
means you need a crap-ton of peasants to make it happen at
all. I can't
prove it, but it seems like yarn was disappearing from time
to time, as I'd

Re: [Audyssey] suggestion for building constructions in castaways.

2011-08-10 Thread Steady Goh

Hi Jeremy, two more suggestions
I like to be able to open, close and destroy my buildings when my cursor is 
focussed there. And I think it will be helpful if i know that  the building 
is closed. This way, the only time i need to enter is to check how much more 
resorces is required for the buildings that are under construction.


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, August 11, 2011 3:49 AM
Subject: Re: [Audyssey] suggestion for building constructions in castaways.


Alex, I was actually working on the code when I noticed your message, so I 
have gone ahead and fixed both of those things.  The typo is corrected and 
closing a construction site will now prevent builders from working on it 
as well.  Good suggestion.



Hi.
I am just writing as I have a suggestion for building
construction in castaways.
could the close feature be made to apply to buildings being
built?
this would be useful, as I frequently find my builders
carrying on building something, when I would rather they
revert to peasants, because they can finish the building
later.
the problem is, its often easier to leave everyone as
builders, and being able to close a building mid
construction would make control of what your people do much
easier, as at the moment, your builders won't become
peasants til the building is finished.
also, I noticed a slight spelling mistake in castaways,
I think you missed an extra r out of quarry as its
pronounced quarry, but jaws says quary in the list of
building choices and whenever the word is used.



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[Audyssey] custaways light lunch survival game

2011-08-08 Thread Steady Goh
A simple little game I'm having fun trying out...following is the configuration
starter: anything other than strong start
1st perk: anything other than union smasher
second perk: any thing other than strong swimmer and pack rack
fault: light lunch
difficulty: hard
mission 1, default map.
How many people can survive to have their meal at this initial stage and not 
die of starvation?

锦发/Steady Goh
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Re: [Audyssey] custaways light lunch survival game

2011-08-08 Thread Steady Goh
Hi Dark, I think so too that's why I chose light lunch. On hard difficulty 
before my tavern is up, some of them are already starving. That's how I came 
out with that little survival game. One of these days I will try to carry on 
with the game with those 5 survivals and see how far I can go.
then I have to get my population back up...pragnent can't work means left 
with 4 or maybe 3 working...food, resources, and defence also have to be up 
early because goblins are much faster...hmm...how am I going to get through 
this?!! haha!


锦发/Steady Goh
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, August 09, 2011 12:39 AM
Subject: Re: [Audyssey] custaways light lunch survival game



Hi steady.

I've actually found light lunch to be one of the least bad faults, sinse 
it only means people are hungry at the start and once you've got your 
farms and fishing going your pretty much set.


i usually build a vedge farm before the quarry and sawmill, and that seems 
to solve the problem very well.


in general I think light lunch is the easy option where faults are 
concerned, sinse it has even less effect on the hole game than dogfood.


compared to vegitarian, cosy or all thumbs, starting a litle hungry isn't 
too bad at all.


Beware the grue!

Dark.
- Original Message - 
From: Steady Goh stea...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, August 08, 2011 8:19 AM
Subject: [Audyssey] custaways light lunch survival game


A simple little game I'm having fun trying out...following is the 
configuration

starter: anything other than strong start
1st perk: anything other than union smasher
second perk: any thing other than strong swimmer and pack rack
fault: light lunch
difficulty: hard
mission 1, default map.
How many people can survive to have their meal at this initial stage and 
not die of starvation?


锦发/Steady Goh
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[Audyssey] guard tower

2011-08-07 Thread Steady Goh
Hi Jeremy, castaway is way cool!! Thanks for the game. I just started playing 
yesterday and it took me one whole sleepless night to complete level 1 on easy. 
haha!
Although i built a guard tower, I don't quite understand how does it help in 
the defence. If I do not have it, where will my nights be when not attacking 
goblins?

锦发/Steady Goh
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Re: [Audyssey] guard tower

2011-08-07 Thread Steady Goh

Hi Jeremy, thanks for your detailed explanation. It's clear now.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 10:18 PM
Subject: Re: [Audyssey] guard tower



Steady, I'm glad to hear you enjoy the game!  :D

The question about guard towers has come up a lot, so I'll try to explain 
it as best as I can.  Please let me know if this helps clear up how they 
are used.


When you have soldiers, they will pick a building to serve as their home 
base.  This will usually be the barracks, and this is the place they will 
return to and rest at after a day of battling goblins.  The problem is 
that your barracks might be very far from the goblins, lets pretend it is 
15 tiles away.  Every time they want to attack, your soldiers must march 
15 tiles to the battle, kill goblins, and then march 15 tiles back home to 
rest.  Tons of time is being wasted walking, when they could have rested 
and killed more goblins had the barracks been close to the battle.


One way to solve this would be to build another barracks near the fighting 
so your soldiers don't have to travel so far to rest between battles. 
This would work but Barracks are expensive, so it is much cheaper to build 
guard towers.  Guard towers also let soldiers rest just like your 
barracks, so you can put these near the battle and they are much cheaper 
to build.  If the guard tower is 2 tiles away, your soldiers can attack 
the goblins, go back to rest, attack them more, and more, and it has only 
taken as long as it used to take them to attack once and then walk 15 
tiles back to the barracks.  By traveling shorter distances, your people 
can attack more.


Some people wonder what happens if they scatter guard towers around the 
map.  The good news is that it can't hurt, it can only help.  The soldiers 
will always try to protect your town if they can, which means they would 
rather attack goblins who are close to one of your buildings.  After 
attacking the closest goblins, they will head to the closest place they 
can rest.  If you have guard towers dotted around the map, they will 
almost certainly see one that is closer than walking all of the way back 
to your barracks.  And if your barracks happens to be closer, they will 
rest their instead.



Hi Jeremy, castaway is way cool!!
Thanks for the game. I just started playing yesterday and it
took me one whole sleepless night to complete level 1 on
easy. haha!
Although i built a guard tower, I don't quite understand
how does it help in the defence. If I do not have it, where
will my nights be when not attacking goblins?

锦发/Steady Goh



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Re: [Audyssey] Lunimals mission 10

2011-06-11 Thread Steady Goh

Hi Jeremy,
I feel that mission 10 is relatively easier as compared to other missions 
and doesn't take long to complete.
Here are some suggestions you might want to consider adding in to make 
things more difficult for me.
1. Less control over the visiter. he can visit as and when he feels like, 
but if i think it is not the right time then I have to pay to send him off. 
and the price gets higher each time.
2. Get tired of eating the same food every meal and request for more 
variety.

3. Add disasters.
Anyhow, just give me some worrys about money. If it comes very easily, 
anything else won't be a problem.

Once again, thanks for the game.
锦发/Steady Goh
- Original Message - 
From: Jeremy Kaldobsky jer...@kaldobsky.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, June 10, 2011 3:02 PM
Subject: Re: [Audyssey] Lunimals version 2.5b



You're quite welcome Steady, and I'm glad you're enjoying the game.

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Re: [Audyssey] Lunimals version 2.5b

2011-06-09 Thread Steady Goh

Hi jeremy,
Agree. If you focussed on keeping up with the so call best programming 
language, you will end up writing and rewriting mission 1 and will never 
move on. Your news update on Lunimals will not be new missions available. it 
would be what programming language you changed to for whatever reason 
instead. We gamers will be playing mission 1 over and over again for years 
to try out the results of the same game in different programming language. 
Enough examples of that.


Btw, I'm halfway through mission 10 now. Thanks for the great game.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, June 08, 2011 12:11 AM
Subject: Re: [Audyssey] Lunimals version 2.5b


If we all focused on what the next operating system will be, what the next 
popular devices will be, or what the next popular programming language will 
be, it would take 10 times longer to produce any games.  I think there are 
enough examples of this exact thought process to prove my point.  We do! 
need some people to be thinking that way, but you also need people who worry 
more about here and now.



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Re: [Audyssey] accessible console games.

2011-02-26 Thread Steady Goh

Hi Alex, I'm not sure about ds. As for wii, there are many games accessible.
If you have wii sports and wii sports resort, you can play tennis, table 
tennis, sword play, boxing, basket ball 3 point contest etc without sighted 
guide. For bowling, you will need some1 to tell you which pins are standing 
after your first throw.
If you are into fighting games, mortal kombat Armageddon and tatsunoko vs 
capcom.


锦发/Steady Goh
http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
- Original Message - 
From: alex wallis alexwallis...@googlemail.com

To: gamers@audyssey.org
Sent: Sunday, February 27, 2011 1:08 AM
Subject: [Audyssey] accessible console games.



Hi list.
I am wondering if I could get advice from the list about accessible 
console games.
My nephews recently got a nintendo ds, one of those llittle portable 
consoles, and also a wii that hooks up to the tv with the remotes you can 
wave around etc.
I am wondering, what if any games are accessible for both consoles, as I 
would love to be able to play a few games with them on either.

Thanks so much for your help,
Alex.

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Re: [Audyssey] WII Bowling

2010-07-28 Thread Steady Goh
If you know the layout of the 12 games you have no problem getting to the game 
you want using the d pad. They are in 3 rows and 4 columns. Sword play is at 
the top left. basketball is at row 2 column 1. Just down once and you are 
there. on the right of basketball is table tennis. Bowling is at row 2 column 4.

锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
About my guitar lessons: 
http://soft.com.sg/forum/teacher-available/151434-customized-chinese-pop-guitar-lessons-your-preference.html
  - Original Message - 
  From: Jim Kitchen 
  To: Dakotah Rickard 
  Sent: Wednesday, July 28, 2010 3:50 PM
  Subject: Re: [Audyssey] WII Bowling


  Hi Dakotah,

  Thank you.  I have heard that those games are very fun.  I will check them 
out when I can have someone to help me get to them etc.

  My Aid says that her kids yell at her all the time when she plays sword play 
and boxing.  She keeps moving in on them or the TV screen.  She must be really 
into it.  Hasn't hit them yet, but gets close. grin

  BFN

  - Original Message -
  If you have the opertunity, try swordplay. That is a game you can play
  as either one or two players. I know I've already mentioned it, but it
  really is fairly easy to master. My highest mii on swordplay is up to
  about 1410 or so in scoring. To give some perspective, I have a
  sighted friend, trained in swordplay, with scores around 1500. It's
  great exercise, too.

  Table tennis is pretty easy too. You'll mess up sometimes, but it's
  really quite a fun game anyway.

  Realistically, the only games we'll have trouble with are the air
  sports games and maybe power cruising and archery.

  Signed:
  Dakotah Rickard

   Jim

  I can not tell a lie.  I did it.  And I liked it!

  j...@kitchensinc.net
  http://www.kitchensinc.net
  (440) 286-6920
  Chardon Ohio USA
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Re: [Audyssey] WII Bowling

2010-07-23 Thread Steady Goh
Yes. You need the motion + sensor attached to each controller to play wii 
resort, but is worth it. The bowling throw is more realistic. Besides that, we 
can play table tennis, basket ball 3 point challenge and sword play without any 
sighted guide.


锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
About my guitar lessons: 
http://soft.com.sg/forum/teacher-available/151434-customized-chinese-pop-guitar-lessons-your-preference.html
  - Original Message - 
  From: Brice Mellen 
  To: 'Gamers Discussion list' 
  Sent: Friday, July 23, 2010 5:33 PM
  Subject: Re: [Audyssey] WII Bowling


  I like the Wii Sports Resort, but you need Wii Motion + to play that game.

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Re: [Audyssey] WII Bowling

2010-07-23 Thread Steady Goh
The beginning part is not stupid at all. It is definitely possible. I think you 
are getting comments from some1 who doesn't have wii and doesn't know but 
trying to act as if he knows everything.
When your controller is pointing at something, you will hear a click and feel 
the vibration. At the beginning, you can click on any 1 that your controller is 
point at, then use the plus or minus button to move you to the game. You can 
tell is the right place by the short music clip. Next, there are 4 icons. You 
want to click on the bottom right icon which is load game. This part takes some 
getting used to. It's ok if you click on the wrong 1. If you click on the 
bottom left which is the back, you will go back to the starting point when you 
turn on the game.

锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
- Original Message - 
  From: Brice Mellen 
  To: 'Gamers Discussion list' 
  Sent: Saturday, July 24, 2010 5:08 AM
  Subject: Re: [Audyssey] WII Bowling


  Lol you wouldn't be able to even load the game up, not on the wii, because
  of the stupid beginning part you have to actually point the controller at
  the game on the screen, as for actually after you load up the game, I
  guarantee you could play bowling or whatever by your self.

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Re: [Audyssey] Palace Punch-up Released!

2010-07-11 Thread Steady Goh
If Philip plans to add in the key to find out how many squares me and my 
oponent are left with, I suggest using left shift for myself and right shift 
for my oponent.
I especially want to know when any of us have only one square left. Maybe add a 
beap or simple sound when that happens, high to tell me that i am left with 
last square and low for my oponent.


锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
About my guitar lessons: 
http://soft.com.sg/forum/teacher-available/151434-customized-chinese-pop-guitar-lessons-your-preference.html
  - Original Message - 
  From: dark 
  To: Gamers Discussion list 
  Sent: Sunday, July 11, 2010 6:47 PM
  Subject: Re: [Audyssey] Palace Punch-up Released!


  I agree about the footstep volume, and in fact I have made a related comment 
  about number of squares on audiogames.net, sinse it'd be nice to have some 
  score or statistics at the end of the game to know how well each player did 
  rather than just a symple win or loss.

  I'm afraid I don't agree about the rocks though, I find the two sound 
  affects completely fine myself. In addition to the pitch shifting, Your 
  rocks make a continuous grinding sound, while your opponent's make a broken 
  grinding sound almost like a set of ticks, which is more than enough.

  Actually, I think having your opponent's rocks go from lowest to highest 
  pitch would slightly upset some of the feeling of the game, sinse the 
  lowering pitch denotes the rock scraping down a section of wall, which 
  effect you wouldn't get with a raising pitch (unless of course the rocks 
  float upwards ;D).

  As to limiting rocks and power ups, I'm not certain. The rock chucking 
  frequency is already pretty limiting in itself, as is the need to defend 
  your wall,  and I'm not precisely sure how bonus items would work, 
  particularly in terms of game balance.

  Beware the Grue!

  Dark.


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[Audyssey] palace punch-up

2010-07-11 Thread Steady Goh
Hi, any 1 want some rocks your way can buzz me on msn. Address is 
8wl272k...@sneakemail.com


锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
About my guitar lessons: 
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Re: [Audyssey] 140mafia on twitter

2009-12-17 Thread Steady Goh
Yeah! is fun attacking others, but I know they will revenge very soon. Help! 
help! Join my mob.
http://140mafia.com/invite/direct_link?uid=1000547432



锦发/Steady Goh
吴聊 http://www.dropbox.com/gallery/2106729/1/Steady%27s%20interview?h=bc0b40
  - Original Message - 
  From: Kelvin Tan 
  To: Gamers Discussion list 
  Sent: Friday, December 18, 2009 1:39 AM
  Subject: [Audyssey] 140mafia on twitter


  hi all to those who have a twitter account, and are interested to play a 
  game that is connected to twitter, please go to http://www.140mafia.com/ it 
  is a game very similar to face book's famous mafia wars. feel free to join 
  my mob at
  http://140mafia.com/invite/direct_link?uid=1000547174



  Follow me on twitter at:
  http://twitter.com/KelWL/

  Facebook:
  http://www.facebook.com/KelWL
  All about me:
  http://www.weiliankelvin.com/
  Blog:
  http://www.weiliankelvin.com/blog/
  My YouTube channel:
  http://www.youtube.com/user/chenweilianonline 


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Re: [Audyssey] Gma games on chinese Xp

2009-07-27 Thread Steady Goh
Hi Dark, even on English xp if I set my Language for non-Unicode programs to 
Chinese (prc), I will get the same error. So I think if they set that to 
English US whenever they want to play any of the GMA games or super egg hunt, 
those games might run. I am doing that for those games. Not using Chinese xp so 
don't know the exact steps for that. The steps to do it on English xp might 
give them some clue on where to find it on Chinese xp. Refer to super egg hunt 
readme section 8. hth. They can contact me on msn. 8wl272k...@sneakemail.com


锦发/Steady Goh
  - Original Message - 
  From: dark 
  To: Gamers@audyssey.org 
  Sent: Wednesday, July 29, 2009 11:08 PM
  Subject: [Audyssey] Gma games on chinese Xp


  Hi. 

  On the audiogames.net forum at the moment is a message from Francis wolf, 
(actually the developer of Night of parasite). apparently, he and his friends 
are having a problem running any game involving the gma engine on their 
machines, they get the message corrupted dm file 

  apparently this goes for any gma engine game, including Sarah,  though 
they are able to play other audio games. 

  All we've been able to suggest over there is check they have all dependencies 
(ie direct x etc), and if that fails contact David Greenwood.

  If anyone can however help, - particularly Phil given that Sarah is also 
affected, that would be good. 

  either reply to me and I can let people know on the forum, or register and 
reply directly to the topic on 
http://forum.audiogames.net/viewtopic.php?id=3095 


  I thought I'd better alert people to this, sinse obviously if there's a 
problem with the Gma engine running on Chinese machines, this affects the 
developers of games and where they sell.

  Beware the Grue! 

  Dark.
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Re: [Audyssey] 3D Shooter Game Under Development

2009-06-19 Thread Steady Goh
Hi, earlier on When Kelvin and I were testing battle racing for Che, we felt 
that it could be  overwellming for many gamers out there and we had ideas for a 
new multi-player game. coincidently, Our ideas and your plans have their 
similarities. I think it will be fun and adictive and yet not difficult to 
learn. It's a shooting game but definitely not just moving the left and right 
arrow to shoot.
It could be 1 on 1 combat or up to 3 on each side. Your objective is to protect 
your base and yourself and destroy your enemy. This is our rough idea of the 
game. I will use a game board to describe the battle field so is easier to 
picture it. The game board is 20 by 25. Your territory is from A1 to T10 and 
enemy is A16 to T25. Using bottom left as a guide, you have 4 healing stations 
spread out evenly across A3 to T3. You have to be directly in front of that 
station to block the shot. The 2 squares behind the stations are your healing 
and shield recharge zones. Same for your enemy where the healing stations are 
facing each other. From A11 to T15 is the no shooting zone, meaning u cannot 
shoot from that area, but if your enemy is at his own territory, he can shoot 
you.

You: move around and destroy your enemy. If you are in range with him, he is 
also in range with you. If being shot, you can either dodge or turn on your 
shield.
The shield is the only thing you can use to block the enemy bullets from 
shooting your bass. The limitations are, when is on, you cannot move. and it 
can only be active for a limited time, say about 20 seconds. You have to 
recharge it from time to time by staying behind any of the healing stations. 
During the process, you can't do any thing. Is all up to your partner to defend 
the territory then. Your shield will also not block the bullets if your partner 
accidently shoot you from behind.

Your gun: the speed is about 1 bullet every second. You have unlimited ammo, 
but it can only load up to 6 bullets at every 1 time. You can shoot any thing 
that is directly in front of you, including your friend. The closer you are to 
your enemy, the less time he has to react. I mean, if you shoot your enemy from 
b1 and he is at B25, he has more time to turn on the shield or move to the next 
square before the bullet reaches. If you are at B10 and he is at B16, is almost 
immediat. Again, you are in range, he is also in range.

powerups: There are a few that we thought of including rapid fire, lazer that 
can shoot across a few squares, invisible to enemy and a nusty item. Invisible 
of course is also for a limited time, not more than 5 seconds. During that 
power time, you can go to your enemy territory to shoot, but if your power runs 
out before you get back to your zone, your health decreases. Haven't thought of 
what the nusty item does yet. The items appear randomly at any where from A13 
to t13. Any1 on the field can go snatch it. When it appears, you won't know 
what it is until someone gets it. It could be a nusty item or nothing. haha!

Ok, I hope my explanation is not too confusing for you. If you think this can 
be worked out, we can discuss about it in more detail. What I read from the 
blind gamers list, it sounds like many of them are into shooting combat games. 
I think this not to complicated for them and challenging for all.

boom boom boom

Steady
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Re: [Audyssey] Super egg hunt 1.2 is here

2009-06-09 Thread Steady Goh
Just hit enter 2 more times and the game will start. Only problem is you cannot 
post scores. You might also experience game crashes once in a while. Btw, is 
your language for non-unicode programs set to English US? I also got the 
streamway demo message and is fixed by changing my language for non-unicode 
programs to English US.

??/Steady Goh
  - Original Message - 
  From: Angellko21 
  To: Gamers Discussion list 
  Sent: Tuesday, June 09, 2009 9:59 PM
  Subject: Re: [Audyssey] Super egg hunt 1.2 is here


  Liam,I want to ask you,what I can do with the registration or demonstration 
  mode of streamway,please?Nothing or is it new version for downloading?The 
  game is very good.:)
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Re: [Audyssey] Super egg hunt 1.2 is here

2009-06-09 Thread Steady Goh
Change it in control panel, regional and language options, under advanced page, 
Select English United States. Anyway, not only streamway has issues with other 
language settings. I usually set mine to Chinese prc. With that, I cannot play 
any game by Jim Kitchen and GMA. Some others have problems starting rail racer 
with other language settings.


锦发/Steady Goh
  - Original Message - 
  From: Liam Erven 
  To: 'Gamers Discussion list' 
  Sent: Wednesday, June 10, 2009 7:13 AM
  Subject: Re: [Audyssey] Super egg hunt 1.2 is here


  How does one change this?
  That might be useful information for me to have.
   

  -Original Message-
  From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
  Behalf Of Steady Goh
  Sent: Tuesday, June 09, 2009 9:44 AM
  To: Gamers Discussion list
  Subject: Re: [Audyssey] Super egg hunt 1.2 is here

  Just hit enter 2 more times and the game will start. Only problem is you
  cannot post scores. You might also experience game crashes once in a while.
  Btw, is your language for non-unicode programs set to English US? I also got
  the streamway demo message and is fixed by changing my language for
  non-unicode programs to English US.

  ??/Steady Goh
- Original Message -
From: Angellko21
To: Gamers Discussion list
Sent: Tuesday, June 09, 2009 9:59 PM
Subject: Re: [Audyssey] Super egg hunt 1.2 is here


Liam,I want to ask you,what I can do with the registration or
  demonstration
mode of streamway,please?Nothing or is it new version for downloading?The
game is very good.:)
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Re: [Audyssey] still having problems with making cars with TS2

2009-04-11 Thread Steady Goh
Hi Cory, in your post you didn't say you made the sound for the engine. Not 
sure if you missed that part. That is the motor sound you want to hear. As for 
the throttle sound, you will only hear that when you are picking up speed and 
is much softer than the engine sound. Anyway, you can open your .vhc file with 
notepad or any text editor to see what you missed out.


锦发/Steady Goh
  - Original Message - 
  From: Cory Kadlik 
  To: Gamers Discussion list 
  Sent: Saturday, April 11, 2009 3:48 AM
  Subject: [Audyssey] still having problems with making cars with TS2


  Hi all,

  I am trying to make a motorcycle with the sounds of my own bike. I made the 4 
files, start, throttle, horn, and the .vhc file along with the recording of the 
name of the bike. When I start the game, I get the start sound just like I 
want. However, when that finishes playing, I can't hear the motor or throttle 
sounds. I think it has to do with the format I used. any ideas?

  Thanks for the help.
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Re: [Audyssey] Rail racer - looking for a way to avoid losing moneywhilst configuring a control pad

2009-04-01 Thread Steady Goh
Hi Scott, If you race online, you don't need to pay entry fee. It's a way to 
test your configurations without losing any money.


锦发/Steady Goh
  - Original Message - 
  From: Scott Chesworth 
  To: Gamers Discussion list 
  Sent: Thursday, April 02, 2009 1:14 AM
  Subject: [Audyssey] Rail racer - looking for a way to avoid losing 
moneywhilst configuring a control pad


  Hi all,

  I purchased Rail Racer a week ago, finally getting a chance to sit
  down with it now.  So, I've won a few races with the keyboard, won a
  few with the mouse, but seeing as I'm a console boy at heart and I
  found a cheapo USB controller I never knew I had earlier, I thought
  I'd have a crack at using that.  I would stick with the mouse, but I
  was racing using one of those laptop trackpad style setups and I'm not
  sure it actually gave me any more control.

  So, my question is... is there a way to quit a race without forfitting
  and losing the entry fee?  Reason I ask is, this pad doesn't seem to
  be playing ball particularly well yet, and I'm losing stupid amounts
  of money here by reconfiguring testing and forfitting upon failure
  each time.

  Cheers
  Scott

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Re: [Audyssey] Rail Racer official tracks

2009-03-28 Thread Steady Goh
Hi, grab the zip file with the 40 new official tracks at 
www.blindAdrenaline.com/uploads/allOfficialTracks.zip


锦发/Steady Goh
  - Original Message - 
  From: Ryan Conroy 
  To: gamers@audyssey.org 
  Sent: Saturday, March 28, 2009 7:55 AM
  Subject: [Audyssey] Rail Racer official tracks


  Hi,

  What was the link to download all the Rail Racer official tracks? I looked 
all over for the Email Steady sent, but I couldn't find it.
  Any help would be appreciated.
  Thanks,
  Ryan
  
  Rock Solid Web Hosting. Click Here.
  
http://thirdpartyoffers.juno.com/TGL2131/fc/BLSrjnsHsv47BxejH4BucMvtXwwsD0ZueMeLSY9NoVjAyHM6xrvoVaGDOGM/
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Re: [Audyssey] Rail Racer tournament was Rail Racer Key.

2009-03-24 Thread Steady Goh
Rail Racer tournament is open for signing up and round 1 will kick off on 
Friday. This time will be on the 40 newly added tracks which most of them are 
at high classes. Racers who are at class 10 or higher can sign up for the 
tournament. Round 1 will be on blind spot which is a class 5 track and round 2 
on quick reflexes, class 6. The 40 new tracks are compiled into a single zip 
file. You can get it at www.blindAdrenaline.com/uploads/allOfficialTracks.zip
If you already downloaded some of the tracks from the official tracks site, 
just answer no when ask if you want to replace the files.

See you on the tracks. Happy racing. Let's not continue arguing on the tini 
wini thing and spend your precious time practicing instead.
Btw, the rr key is tied to a single computer. Last I heard is Che will charge a 
bit for the second key.

锦发/Steady Goh
  - Original Message - 
  From: Steve 
  To: Gamers Discussion list 
  Sent: Wednesday, March 25, 2009 11:34 AM
  Subject: [Audyssey] Rail Racer Key.


  I just got through looking at the documentation for Rail Racer and I did not 
see an answer to William's question.
  When I joined this list about a week ago, I really did not think that there 
would be this much bickering over something so small, Really people maybe we 
need to relax a little and help each other out, after all this is a game 
discussion list and the question was about an accessible game.
  Steve Walker
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Re: [Audyssey] Blood money Online fighting

2009-03-20 Thread Steady Goh
Che, your plans on the wii mote actions is far more complicated than I thought. 
Now I understand why is it that is difficult to translate them into key 
strokes. In fact, the mouse alone wouldn't be sufficient to do all those I 
think. Game controllers is the way to go. I hope you won't make it like wii 
boxing which is totally motion bassed. You know, we have 12 hours differences. 
If it is like wii boxing, I might have to exercise and sweat at 2 3 am over 
here. hahaha! Maybe I played mortal kombat a lot and got used to the way it 
works, I personally prefer a combination of both. What they does is, punch kick 
combos are done by pressing the d pad in a specific sequence whereas special 
power moves are pulled out by swinging the wii remote. Fatalities are done by 
swinging both the wii remote and nunchuck. I still can't constantly excicute 
the fatalities right yet.

Ok, I am thinking very far ahead now, but consider this. the features of blood 
money already sounds as good as the mainstream fighting games. If it goes well, 
you might want to explore the possibility of hiring someone to add in graphics 
and make it the first title to be converted from accessible game for the blind 
to a mainstream game.

锦发/Steady Goh
  - Original Message - 
  From: Che 
  To: Gamers Discussion list 
  Sent: Friday, March 20, 2009 1:36 PM
  Subject: [Audyssey] Blood money Online fighting


Hi all,
For now the working title of the online fighting game is Blood Money. This 
will probably change, but we need something to call it instead of Blind 
Adrenaline's online fighting game, hahaa.
And yes, I know there was a game in the eighties called Blood Money, one of 
the better shoot 'em ups I ever played in fact.
Anyhow, maybe this time the thread won't get hijacked by those to 
inconsiderate to change the subject line when they change the topic.
Back to the game:
Kel asked about the Wii controllers.  Yes, from my research, we should have 
full access to the Wii remotes, including force feedback, sending audio to the 
remote itself and so forth, which should be an amazing way to interface with 
this and future games from Blind Adrenaline.  When you get ready to do a 
roundhouse kick, you'll have to pull the nunchuck to you, while ripping the 
main controller in a rainbow shape at the same time, pull both controllers to 
your chest to block, etc. The possibilities are endless.
It looks like using XNA will also allow me to include the use of the XBox 
controllers, which are amazing little devices, with two analog buttons on the 
front, analog sticks on the top and force feedback as well.  In my opinion, 
these are the best non motion sensitive controllers out there, and being able 
to use them with accessible games will be awesome.
Steady had some good ideas regarding tournament fighting, and it would be 
interesting to gang fight, so you would have two or three people trying to take 
out another two or three.  This would add a whole new dimension to the game, 
but executing this would be tricky for sure.  I'd like to do it, but we'll have 
to see how it goes as the game matures.
Did some latency testing today, and everything is looking good, at least in 
the continental united states, I haven't done any testing over seas yet, but 
we'll be doing that soon.
If you have any comments and suggestions for Blood Money, let me know, I am 
outlining everything over the next few weeks, and I'd like to get your input 
before coding starts so we make this the best fighting game out there.
Later,
Che
  Developer - Blind Adrenaline Simulations
Play online. The future of Accessible gaming is here.
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Re: [Audyssey] Blind Adrenaline's online fighting game

2009-03-19 Thread Steady Goh
Hi Che, for many years, I've always hoping to have a good fighting game that is 
totally accessible. My dream is going to come through. Your online fighting 
game sounds very promissing and is the game I am most looking forward to have 
my hands on.
About controllers: not sure how much work you are going to put in for keyboard 
only users. If they have limited playability, that will put them off. Maybe is 
still possible to let them have all the special moves, just that they have to 
remember more key strokes. For instance if a combo is pulled off by drawing a 
lower half circle to the right, the keyboard combo can be arrow left, down, 
right followed by a low punch key. Not sure if that will work. Even if so, I am 
definitely for the wii remote. That sure makes game play more fun and feels 
more exciting.

As for game features, I hope to be able to just sit in to watch the fight even 
if I am not involved in the competition just like what you did for your holdem. 
If there are different voices for each character and we are familiar with the 
game sounds, it is also very fun just to sit and watch and catch all the 
actions. As for tournaments, besides multi player tournaments, we can also have 
a 2 players head to head clash where by we each pick 5 characters and play best 
out of 3. This is especially good if we can't find many players online at a 
certain time.

Kelvin, you mentioned about game replayability and difficulty, that not only 
involves programming skills, but also actually depend very much on the game 
deloper's gaming ability. What makes rail racer so much fun is because Che is a 
good racer himself. If a game deloper who is creating a racing game can't do 
well in other racing games like rail racer, top speed or Homer on a Harley, you 
cannot expect much from him. His end product will be easy and won't be much fun 
to play.

锦发/Steady Goh
  - Original Message - 
  From: Kelvin Tan 
  To: Che ; Gamers Discussion list 
  Sent: Thursday, March 19, 2009 11:47 AM
  Subject: Re: [Audyssey] Blind Adrenaline's online fighting game


  hey man. it's great to hear the the fighting game is in the works.

  i totally agree that blind gamers should get into using the mouse for game 
  play. but of course the ability to use the keyboard should be still 
  available for the more old fashioned fighter who might just end up banging 
  on what ever key on the keyboard. but i definitely agree that some special 
  moves should only have the ability to be performed by the mouse or game pad 
  etc. it's time we should stop spoon feeding those who are stubborn. some 
  guys here, whenever they run into any difficulties in game play, they will 
  just comment that this game or that game is too difficult! is it possible to 
  make it easier for me so that i can complete the game please please? and 
  then some of the game developers here will just happily nod and comply, well 
  that's up to each individual, but i'm definitely not going to ask for a game 
  to be made easier just because i 1 2 win or complete them. to me, game 
  replayability is the most important, and when there is no longer a 
  challenge, where can the game replayibility be? multiplayer games like rail 
  racer, sound rts, and even a few games from vipgamezone e.g. galaxy ranger, 
  definitely have replayability in my opinion.
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Re: [Audyssey] Good news: how to make the WII a whole lot moreaccessible

2009-02-10 Thread Steady Goh
Hi ken, I think you made it sound so much more unfriendly to start game than it 
really is. You don't have to be so exact to click on the top left button. Just 
click on any one then use the plus or minus key on the wii controller to move 
you there. It is a cycle, so you will eventually land on the read disk icon.


??/Steady Goh
  - Original Message - 
  From: Ken 
  To: Gamers Discussion list 
  Sent: Tuesday, February 10, 2009 4:09 PM
  Subject: [Audyssey] Good news: how to make the WII a whole lot moreaccessible


  If any of you have played the Wii, you know that it's just about impossible 
to start, since on the startup screen there are seven buttons to push--four on 
top and three on the bottom, which makes for a confusing and frustrating day at 
the Wii console.  Even though you know the one you want is in the top left 
corner, you just can't seem to find it and instead find yourself adjusting your 
daughter's mii... (which is the way she programmed her character to look in the 
games.)  Incidentally, I gave hers quite the hairdo.  
  With the screen in such a state, you might spend an hour starting the game 
you want and have time for a match of tennis before dinner time--if you're 
lucky.
  Well, fear not Wii fans, because I have found a solution.  You'll need 
sighted assistance for this but...
  In addition to the page containing the start game icon, there are three or 
more pages with additional channels.  There are two ways to get to those 
pages--the plus and minus keys on the Wiimote, or the arrows on the screen.
  What we are going to do is to drag each channel, (accept for the one we 
want--the start game icon,) to another page.
  Have your friend hold a and b together while pointing at a channel, then move 
to the right arro and let go--and they have successfully moved the channel.  
You'll know it because you'll hear a chirp from the Wii and your friend saying, 
cool.
  Have them do this for the next five channels, and you're done.  You now have 
a startup screen with only one button--well, plus the arrows, but they won't do 
anything accept change pages and you just hit the minus button to get back to 
the first page--no harm done.  So now all you do is move the Wiimote around 
till it vibrates and you're there.  Make sure that your assistant moves the 
channel you want--the start channel which, if they can't figure it out, will 
say Wii sports, on it if that CD is in, to a place far away from the 
arrows--the upper left corner perhaps. I can now start the game almost every 
time I try it, although somehow another channel appeared on the first page--but 
that's what happens when you let your children play with adults' toys!  LOL
  Well, if any of you have or are considering to purchase a Wii, I hope this 
helps.
  Ken D
  DTI
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Re: [Audyssey] Good news: how to make the WII a wholelotmoreaccessible

2009-02-10 Thread Steady Goh
Yes, wii does. The music or sound could be a loop or short depending on 
individual games. For mortal kombat armageddon is a simple 2 fierce notes.


Steady Goh
  - Original Message - 
  From: Clement Chou 
  To: Gamers Discussion list 
  Sent: Wednesday, February 11, 2009 1:42 AM
  Subject: Re: [Audyssey] Good news: how to make the WII a 
wholelotmoreaccessible


  Not sure if the wii or xbox360 have this, but I know for sure the ps3 does. 
  For most games there's a little thing called the XMB media bar and when you 
  highlight the game disc, it plays a 10-15 second video of the game, complete 
  with music, so we know exactly what game it is. As an example, if I was to 
  highlight the game disc for heavenly sword in the ps3, it would play a 
  heavy, movie-style orchestral track as opposed to the video acompanied by 
  applause and cheering from a crowd with the rock band and rock band 2 discs.
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Re: [Audyssey] Good news: how to make the WIIawholelotmoreaccessible

2009-02-10 Thread Steady Goh
Yes, right, but if that is not the disc you want, you can eject the disc and 
put in another want and wii will read and play the music. So it still works. 
Don't have to click the back icon and re-enter.
The plus key is often used to enter the options menu when you are in the game. 
As for games not using the DPad to nevigate through the menus, you can try 
using the nunchuck. Some works and some don't. If you are into sports games, 
give mario and sonic at the olympic games a shot.


Steady Goh
  - Original Message - 
  From: Ken 
  To: Gamers Discussion list 
  Sent: Wednesday, February 11, 2009 1:40 PM
  Subject: Re: [Audyssey] Good news: how to make the WIIawholelotmoreaccessible


  That's after you click the icon though--not just for pointing at it.
  - Original Message - 
  From: Steady Goh stea...@gmail.com
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Tuesday, February 10, 2009 1:11 PM
  Subject: Re: [Audyssey] Good news: how to make the WII 
  awholelotmoreaccessible


   Yes, wii does. The music or sound could be a loop or short depending on 
   individual games. For mortal kombat armageddon is a simple 2 fierce notes.
  
  
   Steady Goh
- Original Message - 
From: Clement Chou
To: Gamers Discussion list
Sent: Wednesday, February 11, 2009 1:42 AM
Subject: Re: [Audyssey] Good news: how to make the WII a 
   wholelotmoreaccessible
  
  
Not sure if the wii or xbox360 have this, but I know for sure the ps3 
   does.
For most games there's a little thing called the XMB media bar and when 
   you
highlight the game disc, it plays a 10-15 second video of the game, 
   complete
with music, so we know exactly what game it is. As an example, if I was 
   to
highlight the game disc for heavenly sword in the ps3, it would play a
heavy, movie-style orchestral track as opposed to the video acompanied by
applause and cheering from a crowd with the rock band and rock band 2 
   discs.
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Re: [Audyssey] sound RTS

2008-08-24 Thread Steady Goh
Hi, if you allow traffic through port 2500, others will be able to login to 
your server. Anyway, there are usually 2 or more servers up and are quite 
active. If others can't connect to you, you can still login to other active 
servers and find players there.
The latest version of sound rts is 1.0 beta 10o. You should upgrade if you 
haven't. Great improvements and many new maps added. Get it from 
http://jlpo.free.fr/soundrts/


锦发/Steady Goh
  - Original Message - 
  From: Casey Mathews 
  To: Gamers Discussion list 
  Sent: Saturday, August 23, 2008 9:00 PM
  Subject: Re: [Audyssey] sound RTS


  It is very easy. Just press enter on Server, then go to either simple server 
  where only you can create games, or public server where others can create 
  games. You can also create a  private server and it won't be added to the 
  public list of servers.

  Hope this helps.


  Casey Mathews
  Web Friendly Help | Demystifying Tech
  www.webfriendlyhelp.com


  - Original Message - 
  From: aiden gardiner [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Friday, August 22, 2008 11:29 PM
  Subject: [Audyssey] sound RTS


   Hi all,
  
   Is there a way of setting up a server with sound RTS without needing to 
   know so mutch about networking? I've noticed that setting up a server in a 
   game like top speed is as easy as selecting that you want to hoste a game. 
   It seems to me that Sound RTS assumes quite a bit of networking knowledge. 
   someone please correct me if I'm mistaken here, I don't want to sound like 
   i'm criticising the game, it's ausum in single player, it's just getting 
   that part going.
  
   Aiden
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Re: [Audyssey] sound RTS

2008-08-24 Thread Steady Goh
Hi Aiden, when players enter sound rts multi player mode, we can either choose 
the server from the list or enter through the IP adress. If you host a server 
and give your IP adress, we will be able to login to your server even if your 
port 2500 is blocked. This is how topspeed does anyway.


锦发/Steady Goh
  - Original Message - 
  From: aiden gardiner 
  To: Gamers Discussion list 
  Sent: Monday, August 25, 2008 1:36 AM
  Subject: Re: [Audyssey] sound RTS


  Thanks thomas, I'll get my dad to help me have a look, see if I can squash 
  this little problem, because I really want to be able to hoste games.

  Aiden
  - Original Message - 
  From: Thomas Ward [EMAIL PROTECTED]
  To: Gamers Discussion list gamers@audyssey.org
  Sent: Sunday, August 24, 2008 6:29 PM
  Subject: Re: [Audyssey] sound RTS


   Hi Aiden,
   Well, it all depends on what ports are blocked by the router.
   Obviously,the ports Topspeeed uses are not filtered and that is why you
   are getting a two way connection. However, the port that SoundRTS is
   either being blocked by your router, or you have a firewall program
   blocking the port. Either way chances are good that the port is closed
   or filtered by an application or the router.
  
   aiden gardiner wrote:
   Thomas,
  
   That seems to be the problem. I can get the server running, but noone can
   connect. the router I use is manufactured by my ISP, and is not very
   accessible. What I don't understand is, how can top speed go straight
   through the firewall, without me doing any setup on the router, when 
   sound
   RTS can't?
  
   Aiden
  
  
  
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Re: [Audyssey] sound RTS

2008-08-24 Thread Steady Goh
Your external IP.


锦发/Steady Goh
  - Original Message - 
  From: aiden gardiner 
  To: Gamers Discussion list 
  Sent: Monday, August 25, 2008 3:28 AM
  Subject: Re: [Audyssey] sound RTS


  Hi,

  Is it my internal IP I need to give out, IE 192.168.xx.xx, or my external 
  IP?

  Thanks,

  Aiden
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Re: [Audyssey] rail racer new verssion.

2008-08-08 Thread Steady Goh
Hi, try this. First, start rail racer and backup your settings to the web. Quit 
out of the game when is done. Next, go to c:\program files\rail racer and 
delete config.xml. Now, unzip the files from rr153Update.zip to c:\program 
files\rail racer. You should then be able to load the game. Retrieve your 
settings from the web and you are good to go.

ps: There is a pre tournament race tonight at 11pm eastern on daytona. Come 
join in the fun.

锦发/Steady Goh
  - Original Message - 
  From: ian mcnamara 
  To: Gamers Discussion list 
  Sent: Saturday, August 09, 2008 4:54 AM
  Subject: [Audyssey] rail racer new verssion.


  hi all i have a problem with rail racer 1.53 the new up date i extracted this 
verssion and tried to run the game but it would not run so i went back and 
installed 1.51 so it would run again and now i am trying oto re install 1.53 it 
keeps telling me their is a password needed to extract the files. 
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