Re: [Audyssey] USA Games Holiday News.
Hi Ian, if you'd like, I have two installs at: http://tbrn.net/modgirl in the AQ folder. One install just installs the game, and the other installs the game along with extra XP voices if you'd like. If neither of these are what you want, let me know and I'll send along a set of links for the agrip site... Smiles, Cara At 01:02 PM 12/28/2006 +, you wrote: >On the agrip sight wheir do I go to get audio quake > > >-Original Message- >From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On >Behalf Of Thomas Ward >Sent: 28 December 2006 12:31 >To: Gamers Discussion list >Subject: Re: [Audyssey] USA Games Holiday News. > >Hi Cara, >Yes, doing true sequential play would be very prohibitive. Even though I >lost much of the 1.0 source do to an accident some of the original >source code can be saved and reused to recreate v2.0. >I'd like to save much of the original v1.0 game source as possible to >jump-start v2.0. > >Cara Quinn wrote: > >Actually Tom, Quake generates messages as different players / bots do > > different things in real time, but I think the work involved in making >this > > happen for the Trek game would make it prohibitive; in other words, a > > complete rewrite. ICK!!! > > > >-And again, your point with the explosions and such happening all at > > once and people not knowing what's going on is a valid one, as many of you > > > have reported that very thing in Quake, even though there are messages to > > let players know, so unless someone actually knows a little bit about the > > game ahead of time, and what to expect, it could be rather > > disconcerting. Anyway, just a few thoughts > > > >Have a great evening!... > > > > Smiles, > > > > Cara > > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >___ >Try the all-new Yahoo! Mail. "The New Version is radically easier to use" > The Wall Street Journal >http://uk.docs.yahoo.com/nowyoucan.html > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.29/607 - Release Date: 12/28/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
On the agrip sight wheir do I go to get audio quake -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Thomas Ward Sent: 28 December 2006 12:31 To: Gamers Discussion list Subject: Re: [Audyssey] USA Games Holiday News. Hi Cara, Yes, doing true sequential play would be very prohibitive. Even though I lost much of the 1.0 source do to an accident some of the original source code can be saved and reused to recreate v2.0. I'd like to save much of the original v1.0 game source as possible to jump-start v2.0. Cara Quinn wrote: >Actually Tom, Quake generates messages as different players / bots do > different things in real time, but I think the work involved in making this > happen for the Trek game would make it prohibitive; in other words, a > complete rewrite. ICK!!! > >-And again, your point with the explosions and such happening all at > once and people not knowing what's going on is a valid one, as many of you > have reported that very thing in Quake, even though there are messages to > let players know, so unless someone actually knows a little bit about the > game ahead of time, and what to expect, it could be rather > disconcerting. Anyway, just a few thoughts > >Have a great evening!... > > Smiles, > > Cara > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Try the all-new Yahoo! Mail. "The New Version is radically easier to use" The Wall Street Journal http://uk.docs.yahoo.com/nowyoucan.html ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Christopher, Now, that sounds more reasonable now that I have a clearer idea of what you are talking about. I'll see what I can do. Christopher Bartlett wrote: > Tom, > > I think you misunderstand my idea. Let me clarify. > > There is a game called Diplomacy, originally put out by the > Avalon Hill company that was a strategic-level WWI game. Players > take the part of one of the seven major powers in Europe circa > 1901. Turns consist of three phases, diplomacy, during which > players negotiate alliances, peace treaties, etc, orders writing, > during which each player writes a set of orgers for his or her > units and the resolution phase, where all the orders are compared > and resolved. > > Each player has no advance knowledge of the opponents' orders, > and must construct his or her orders based on an assessment of > what the others are going to do, based on tactical position and > clues gained through diplomacy. As such, the strategic problem > is somewhat more complex, since the game is a game of in-plete > information. > > What I proposed for STFC was a similar concept. You'd eliminate > the preliminary diplomatic phase of course, but the player(s) > would use the normal input methods to plot orders. Other players > computer or human, would do the same. After all moves are > plotted, the game would execute the orders, describe the results > and give messages to the human player(s). > > There is no need for multithreading, simply process all turns > without knowledge of the next turn's movements. The order of > oper'ns might look like: > 1. Get input for all human player turns. > 2. Create computer player turns, based on present positions, not > including knowledge about the human players' moves. > 3. Process weapon firing. Give messages describing results. > 4. Move all ships according to their orders, subject to changes > from weapons damage. > 5. Lather, rinse, repeat until end of game. > > Note that the only change from the way things happen now is that > moves are calculated before the computer paayers know what the > human player(s) are doing. > > Christopher Bartlett > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Christopher, There is allot of ways of doing this, but i'd still like to keep the game in the turn based relm. I've seen board games randomise games by making each player roll to go first, second, third, etc... I think STFC could be quite successful doing this. Sequentual play isn't something I personally would like to work towards at this point. Smile. Christopher Bartlett wrote: > The initiative idea is a good one, but why not extend it from > races to shipsingstarbases. There are, what, 28 objects to > track? It's no harder to track 28 objects for initiative value > then it is to track 4 race values. > > Note that you can combine Phil's suggestion and mine by having > initiative affect weapons firing, while still having movement be > simultaneous. In fact, you'd have to do it this way if you were > going to track individual ship's initiative, since ships would > move as fleets, not individually. > > Christopher Bartlett > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Cara, Yes, doing true sequential play would be very prohibitive. Even though I lost much of the 1.0 source do to an accident some of the original source code can be saved and reused to recreate v2.0. I'd like to save much of the original v1.0 game source as possible to jump-start v2.0. Cara Quinn wrote: >Actually Tom, Quake generates messages as different players / bots do > different things in real time, but I think the work involved in making this > happen for the Trek game would make it prohibitive; in other words, a > complete rewrite. ICK!!! > >-And again, your point with the explosions and such happening all at > once and people not knowing what's going on is a valid one, as many of you > have reported that very thing in Quake, even though there are messages to > let players know, so unless someone actually knows a little bit about the > game ahead of time, and what to expect, it could be rather > disconcerting. Anyway, just a few thoughts > >Have a great evening!... > > Smiles, > > Cara > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Actually Tom, Quake generates messages as different players / bots do different things in real time, but I think the work involved in making this happen for the Trek game would make it prohibitive; in other words, a complete rewrite. ICK!!! -And again, your point with the explosions and such happening all at once and people not knowing what's going on is a valid one, as many of you have reported that very thing in Quake, even though there are messages to let players know, so unless someone actually knows a little bit about the game ahead of time, and what to expect, it could be rather disconcerting. Anyway, just a few thoughts Have a great evening!... Smiles, Cara At 06:21 AM 12/26/2006 -0500, you wrote: >Hi Christopher, >Ummm... How exactly am I suppose to make all moves sequential? I mean >after all each ship has to take it's own turn and messages are announced >on who did what as they happen. If we are talking true sequential play >then we are talking about multi-threading the game, no messages, and >when moves start basically you would hear is lots of shooting, >explosions, and no idea of what is happening. >Basically, my idea for STFC was of an up-to-date version of Trek 2000 or >Battle Begins. Nothing more nothing less. Smile. > > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. > > > > >-- >No virus found in this incoming message. >Checked by AVG Free Edition. >Version: 7.1.409 / Virus Database: 268.15.26/601 - Release Date: 12/24/2006 --- View my on-line portfolio at: http://www.onemodelplace.com/CaraQuinn "The only things I really think are important, are love, and each other. -Then, anything is possible..." http://home.earthlink.net/~cara-quinn -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.409 / Virus Database: 268.15.26/601 - Release Date: 12/24/2006 ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
The initiative idea is a good one, but why not extend it from races to shipsingstarbases. There are, what, 28 objects to track? It's no harder to track 28 objects for initiative value then it is to track 4 race values. Note that you can combine Phil's suggestion and mine by having initiative affect weapons firing, while still having movement be simultaneous. In fact, you'd have to do it this way if you were going to track individual ship's initiative, since ships would move as fleets, not individually. Christopher Bartlett ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Tom, I think you misunderstand my idea. Let me clarify. There is a game called Diplomacy, originally put out by the Avalon Hill company that was a strategic-level WWI game. Players take the part of one of the seven major powers in Europe circa 1901. Turns consist of three phases, diplomacy, during which players negotiate alliances, peace treaties, etc, orders writing, during which each player writes a set of orgers for his or her units and the resolution phase, where all the orders are compared and resolved. Each player has no advance knowledge of the opponents' orders, and must construct his or her orders based on an assessment of what the others are going to do, based on tactical position and clues gained through diplomacy. As such, the strategic problem is somewhat more complex, since the game is a game of in-plete information. What I proposed for STFC was a similar concept. You'd eliminate the preliminary diplomatic phase of course, but the player(s) would use the normal input methods to plot orders. Other players computer or human, would do the same. After all moves are plotted, the game would execute the orders, describe the results and give messages to the human player(s). There is no need for multithreading, simply process all turns without knowledge of the next turn's movements. The order of oper'ns might look like: 1. Get input for all human player turns. 2. Create computer player turns, based on present positions, not including knowledge about the human players' moves. 3. Process weapon firing. Give messages describing results. 4. Move all ships according to their orders, subject to changes from weapons damage. 5. Lather, rinse, repeat until end of game. Note that the only change from the way things happen now is that moves are calculated before the computer paayers know what the human player(s) are doing. Christopher Bartlett ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Phil, Now, that is a slick idea. So esentually each race gets a number 1 through 4. A random generator can pick if Cardassians, Federation, Romulans, Klingons, can move first, second, third, etc.. If the Cardassians get to go first and you happen to be fighting them you might get attacked first throwing your battle plan out the window. However if you are also attacking the Klingons and you come up before them you get the edge on them while losing the Cardassian front. That is pretty cool. That would certainly mix things up a bit. Phil Vlasak wrote: > Hi Tom, > Dungeons and dragons has a way of randomizing how battles are played. At the > beginning of each round of play everyone rolls initiative and those with the > lowest roll goes first. > This is modified by the time it takes to do an attack. > So a swing of a dagger will take a shorter time than a swing with a large > sword. > In Star Trek you could have the same system in that all moves are planned, > then the random initiative factor sets who goes first. > If the enemy decides to knock out your torpedoes and you plan on launching > them on the same move and they go first then you either have no torpedoes to > shoot or they blow up our ship! > Smiles, > Phil > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Tom, Dungeons and dragons has a way of randomizing how battles are played. At the beginning of each round of play everyone rolls initiative and those with the lowest roll goes first. This is modified by the time it takes to do an attack. So a swing of a dagger will take a shorter time than a swing with a large sword. In Star Trek you could have the same system in that all moves are planned, then the random initiative factor sets who goes first. If the enemy decides to knock out your torpedoes and you plan on launching them on the same move and they go first then you either have no torpedoes to shoot or they blow up our ship! Smiles, Phil - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Tuesday, December 26, 2006 6:21 AM Subject: Re: [Audyssey] USA Games Holiday News. > Hi Christopher, > Ummm... How exactly am I suppose to make all moves sequential? I mean > after all each ship has to take it's own turn and messages are announced > on who did what as they happen. If we are talking true sequential play > then we are talking about multi-threading the game, no messages, and > when moves start basically you would hear is lots of shooting, > explosions, and no idea of what is happening. > Basically, my idea for STFC was of an up-to-date version of Trek 2000 or > Battle Begins. Nothing more nothing less. Smile. > > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
I came up with these ideas because I did not know what else to get you for Christmas! - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Tuesday, December 26, 2006 6:25 AM Subject: Re: [Audyssey] USA Games Holiday News. Hi guys, Thanks. That is all I need is a bigger headache. Smile. At the moment though I am caught up in getting Montezuma's Revenge working. I just got the sound processing code in, and am debugging it. It took me a good part of late Christmas afternoon while not much was happening to figure out why the potion sound effects were not turning on and off. I still need to get the monster sounds working now as well as the environmental effects like ledges, ropes, vines, lava pits, etc. Lots and lots of work to keep me busy. K4NKZ SICK and derange Jim wrote: > yes! your idea is good! > looks like we will give tom a bigger head ache! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi guys, Thanks. That is all I need is a bigger headache. Smile. At the moment though I am caught up in getting Montezuma's Revenge working. I just got the sound processing code in, and am debugging it. It took me a good part of late Christmas afternoon while not much was happening to figure out why the potion sound effects were not turning on and off. I still need to get the monster sounds working now as well as the environmental effects like ledges, ropes, vines, lava pits, etc. Lots and lots of work to keep me busy. K4NKZ SICK and derange Jim wrote: > yes! your idea is good! > looks like we will give tom a bigger head ache! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Christopher, Ummm... How exactly am I suppose to make all moves sequential? I mean after all each ship has to take it's own turn and messages are announced on who did what as they happen. If we are talking true sequential play then we are talking about multi-threading the game, no messages, and when moves start basically you would hear is lots of shooting, explosions, and no idea of what is happening. Basically, my idea for STFC was of an up-to-date version of Trek 2000 or Battle Begins. Nothing more nothing less. Smile. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Jim, These days I am personally on the road allot with my laptop disconnected from the web so I need games that are portible and don't need network connections to play. That is the major drawback to networked on line games is you can't take them on the road and play them. So what would half to happen to make this on line play possible is esentually two modes in one. A player vs computer mode, and a on line version. I am sure you have no idea how much work is involved with that. Smile. For the moment I am just looking how to improve the imediate STFC game. As a free game I don't want to put to much work in to it unless people are willing to pay for an online version. K4NKZ SICK and derange Jim wrote: > hi tom, > I have 1 more idea for stfc, it mite be for stfc version 3. make it a on > line game. so if I want too, I can play you, and the computer at the same > time. or I mite be able to play 3 other players. still being a move base > game. lets say I am player 1, and there are 3 other players. the game will > decide who will go first, second, and so on.so the game decided that player > 3 will go first, player 1 goes second, player 4 goes next, and player 2 goes > last.and we all just take are turns and attack each other.it would be like > playing chess with 4 players. and if we only have 2 players, the game would > be the 2 other players. > I only came up with this idea too give you a nice big head ache for > Christmas! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
yes! your idea is good! looks like we will give tom a bigger head ache! - Original Message - From: "Christopher Bartlett" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Sent: Monday, December 25, 2006 12:10 PM Subject: Re: [Audyssey] USA Games Holiday News. While I like the idea of an on-line version, one change I'd like to see from sequential play is to make all turns execute simultaneously. All players plot their orders simultaneously before the turns are processed. This would be true whether or not one had human or computer opponents. This changes the strategic equation since it adds an element of prediction to your choices that isn't there in a strictly turn-based game. Actually, this would be a good compromise for making the game seem more real-time that would be easier to implement than true real-time play. Christopher Bartlett ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
While I like the idea of an on-line version, one change I'd like to see from sequential play is to make all turns execute simultaneously. All players plot their orders simultaneously before the turns are processed. This would be true whether or not one had human or computer opponents. This changes the strategic equation since it adds an element of prediction to your choices that isn't there in a strictly turn-based game. Actually, this would be a good compromise for making the game seem more real-time that would be easier to implement than true real-time play. Christopher Bartlett ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
hi tom, I have 1 more idea for stfc, it mite be for stfc version 3. make it a on line game. so if I want too, I can play you, and the computer at the same time. or I mite be able to play 3 other players. still being a move base game. lets say I am player 1, and there are 3 other players. the game will decide who will go first, second, and so on.so the game decided that player 3 will go first, player 1 goes second, player 4 goes next, and player 2 goes last.and we all just take are turns and attack each other.it would be like playing chess with 4 players. and if we only have 2 players, the game would be the 2 other players. I only came up with this idea too give you a nice big head ache for Christmas! - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Sunday, December 24, 2006 9:26 AM Subject: [Audyssey] USA Games Holiday News. USA games news Dec, 24, 2006. Intro Greetings gamers, Welcome to this special edition of the USA Games news. We at USA Games would like to wish everyone a Merry Christmas, and a happy new year. If you don't celebrate Christmas we will simply wish you a happy holidays. As the year 2006 ends we would like to announce where we are in development of our projects, and let you all know what is in store for 2007. We expect 2007 to be a big year for USA Games with Montezuma's Revenge at the forefront of development, Raceway starting it's real development, and perhaps laying the groundwork for STFC 2.0. Montezuma's Revenge News Many of you are no doubt wondering what is happening with Montezuma's Revenge. The short answer is we have chosen to rewrite allot of the engine for greater stability, better features, and to make it more like James North's original vision for the game. As a result Montezuma's Revenge is going through a long and complicated upgrade cycle. With the end result hopefully more feature filled, stable, and more like what some of you requested. As many of you requested Angela was removed completely from the game and Arizona Smith has made a return to the game. All of his sound effects have been restored, and the storyline, plot, etc will follow the original one from Alchemy. One of the major changes that is taking so long is we needed to remap the temples. In Alpha 1 we created the temples to large, and many of you didn't like that. In this version we are resizing the temples to the original size they were in the Alchemy version. In short most temples are about 75 by 36 units in length. For the most part the levels will be exactly as James North created them, but we have decided to make a couple of miner changes for realism sake. For example in rooms where there were metal ladders we felt it would be better if we used stone steps. So we replaced all the ladders with stone steps. Another important issue we are addressing in this upgrade is the way sounds are loaded and played back. In Alpha 1 all sounds were loaded and started playing. The problem of this was if you walked near a wall you could here the skull, spider, gem, gold, etc even if it was in a different room. Now, sounds are based on your specific location. If you are in room 1 and there is a potion in room 1 it is loaded and played while you are in the room./ If you move in to room 2 the potion effect is stopped, and the gems are loaded and played. This isn't perfect yet, but we are working on it. One feature we have started work on is a high score tracking feature. We haven't yet worked on any sort of on line posting feature, but the game itself will keep track of your high scores for easy, medium, hard, and insane levels. You can access your high scores from the game's main menu. Finally, one other massive area undergoing work is the games environmental effects. We did find the games original ambiance was cool, and it might be placed back in the release. Some effects are going away since we have found better ones while some classic sounds are returning. What exactly it will sound like by Alpha 2 remains to be seen. Raceway News I know it has been ages since we talked about Raceway. In truth not much is going on to report. Although, thanks to one of the beta testers of ESP Raceway I now have the original sound effects which by accident or design Alchemy Game Studios failed to give me. Although, a few effects I think I will not use as I have higher quality ones laying around on my hard drive. With the sound effects in hand, the original source code, and my own ideas for the game I think Raceway should turn out to be a really good racing game. STFC News As most of you are now aware STFC 1.0 was released earlier this month. Do to losing the source code I was not able to fix everything or complete the game the way I had hoped to. Although, all hope is not lost. I have decided to begin work on STFC 2.0 sometime next year once Montezuma's Revenge and Raceway is well on their way.I
[Audyssey] USA Games Holiday News.
USA games news Dec, 24, 2006. Intro Greetings gamers, Welcome to this special edition of the USA Games news. We at USA Games would like to wish everyone a Merry Christmas, and a happy new year. If you don't celebrate Christmas we will simply wish you a happy holidays. As the year 2006 ends we would like to announce where we are in development of our projects, and let you all know what is in store for 2007. We expect 2007 to be a big year for USA Games with Montezuma's Revenge at the forefront of development, Raceway starting it's real development, and perhaps laying the groundwork for STFC 2.0. Montezuma's Revenge News Many of you are no doubt wondering what is happening with Montezuma's Revenge. The short answer is we have chosen to rewrite allot of the engine for greater stability, better features, and to make it more like James North's original vision for the game. As a result Montezuma's Revenge is going through a long and complicated upgrade cycle. With the end result hopefully more feature filled, stable, and more like what some of you requested. As many of you requested Angela was removed completely from the game and Arizona Smith has made a return to the game. All of his sound effects have been restored, and the storyline, plot, etc will follow the original one from Alchemy. One of the major changes that is taking so long is we needed to remap the temples. In Alpha 1 we created the temples to large, and many of you didn't like that. In this version we are resizing the temples to the original size they were in the Alchemy version. In short most temples are about 75 by 36 units in length. For the most part the levels will be exactly as James North created them, but we have decided to make a couple of miner changes for realism sake. For example in rooms where there were metal ladders we felt it would be better if we used stone steps. So we replaced all the ladders with stone steps. Another important issue we are addressing in this upgrade is the way sounds are loaded and played back. In Alpha 1 all sounds were loaded and started playing. The problem of this was if you walked near a wall you could here the skull, spider, gem, gold, etc even if it was in a different room. Now, sounds are based on your specific location. If you are in room 1 and there is a potion in room 1 it is loaded and played while you are in the room./ If you move in to room 2 the potion effect is stopped, and the gems are loaded and played. This isn't perfect yet, but we are working on it. One feature we have started work on is a high score tracking feature. We haven't yet worked on any sort of on line posting feature, but the game itself will keep track of your high scores for easy, medium, hard, and insane levels. You can access your high scores from the game's main menu. Finally, one other massive area undergoing work is the games environmental effects. We did find the games original ambiance was cool, and it might be placed back in the release. Some effects are going away since we have found better ones while some classic sounds are returning. What exactly it will sound like by Alpha 2 remains to be seen. Raceway News I know it has been ages since we talked about Raceway. In truth not much is going on to report. Although, thanks to one of the beta testers of ESP Raceway I now have the original sound effects which by accident or design Alchemy Game Studios failed to give me. Although, a few effects I think I will not use as I have higher quality ones laying around on my hard drive. With the sound effects in hand, the original source code, and my own ideas for the game I think Raceway should turn out to be a really good racing game. STFC News As most of you are now aware STFC 1.0 was released earlier this month. Do to losing the source code I was not able to fix everything or complete the game the way I had hoped to. Although, all hope is not lost. I have decided to begin work on STFC 2.0 sometime next year once Montezuma's Revenge and Raceway is well on their way.I don't know weather or not the game will be TNG, DS9, etc. However, I do know there will be many things I will do differently. In version 2.0 I fully plan to include a save game feature so games won't get lost as it happened to me a few days ago when my laptop battery suddenly died in the middle of a game. Not only that I have found more and more often the need to save so I can do something else, and come back to the game. Another feature I think esentual in 2.0 is the ability or possibility of your shots or enemy shots missing there target. The chance, no matter how remote, often can change the tide of battle. If you lose all your torpedoes on a failed attempt the enemy might be able to rip you apart. If one enemy hits you, and the second misses you might be able to cut down one or both of the attackers. I am sure many of you can see how this would turn out. Thanks to all of your suggestions the w
Re: [Audyssey] USA Games Holiday News.
Hi, STDW stands for Star Trek Dominion War. It is another title on the future projects list. It will be based on the Dominion War, will be in real time, and will be an interesting title when it gets off the drawing bord. As for SWJS the game is still in the works, but very slowly. I have to get Monty and Raceway completed before tackling the Star Wars and new Star Trek games. Dark wrote: > exellant, I'll look forward to showing the Borg some non-futile resistance! > > Please excuse my ignorance, but what's Stdw? another star trek game in > developement? a title change to Starwars Jedi Strike? (I hope that one is > stil in developement). > > I'm sorry if this is a stupid question, but I do like to keep up with audio > games in developement, even at risk of appearing a bit dim. > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
exellant, I'll look forward to showing the Borg some non-futile resistance! Please excuse my ignorance, but what's Stdw? another star trek game in developement? a title change to Starwars Jedi Strike? (I hope that one is stil in developement). I'm sorry if this is a stupid question, but I do like to keep up with audio games in developement, even at risk of appearing a bit dim. Beware the grue! Dark. - Original Message - From: "shaun everiss" <[EMAIL PROTECTED]> To: "Gamers Discussion list" Cc: "Gamers Discussion list" Sent: Friday, December 01, 2006 8:12 AM Subject: Re: [Audyssey] USA Games Holiday News. > not really, stfc will be free. > Stdw will start, whenever it starts. > At 04:07 AM 12/1/2006, Thomas Ward wrote: >>Hi, >>Yes, the TNG/DS9 sounds are still apart of STFC 1.0. >> >>Dark wrote: >>> Great news! >>> >>> I'm certainly looking forward to trying both games out, and I'm very >>> glad >>> that problems in final Conflict developement have been gotten around. >>> sinse >>> NExt Gen is by far my favourite Trek series, a stratogy game based on >>> it, >>> fighting enemies like The Borg and the cardassians as well as the >>> traditional Trek enemies would deffinately be a good thing. Does the >>> game >>> stil use the next gen sounds? I do remember reading somewhere that it >>> did, >>> but I could well be wrong, or things might have been changed around >>> sinse >>> then. >>> >>> Beware the grue! >>> >> >> >>___ >>Gamers mailing list .. Gamers@audyssey.org >>To unsubscribe send E-mail to [EMAIL PROTECTED] You can >>visit >>http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >>any subscription changes via the web. > > > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
not really, stfc will be free. Stdw will start, whenever it starts. At 04:07 AM 12/1/2006, Thomas Ward wrote: >Hi, >Yes, the TNG/DS9 sounds are still apart of STFC 1.0. > >Dark wrote: >> Great news! >> >> I'm certainly looking forward to trying both games out, and I'm very glad >> that problems in final Conflict developement have been gotten around. sinse >> NExt Gen is by far my favourite Trek series, a stratogy game based on it, >> fighting enemies like The Borg and the cardassians as well as the >> traditional Trek enemies would deffinately be a good thing. Does the game >> stil use the next gen sounds? I do remember reading somewhere that it did, >> but I could well be wrong, or things might have been changed around sinse >> then. >> >> Beware the grue! >> > > >___ >Gamers mailing list .. Gamers@audyssey.org >To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit >http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make >any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Richard, That is just the beginning. I am working on a totally unrelated area for USA Games that will begin marketing to other technologies, and I am venturing in to other types of media to give the site some life. Richard Sherman wrote: > Hi thom, > Rock on! Keep up the great work and thanks for the update. > > Rich > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. > > > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi Steve, Montezuma's Revenge is indeed a accessible remake of the old Atari classic side-scroller. I'm not exactly sure where I stand legally as for as copyrights go, but Alchemy was in development of the game before I acquired it and took over development. When I said I had acquired the rights that meant that Alchemy Games would revoke any future sales of the product, turn over all source and sound effects, and of course the customers. As far as being worried of copyrights I put that down to a personal decision as to how closely you wish to follow the copyright laws to the letter. PCS Games for example has successfully written and marketed Packman Talks without any word from the copyright holders of the game. GMA Games has produced Trek 2000 and Trek 99 without a word from Paramount. PCS Games is in development of Sarah which is a Harry Potter spin off, and so far no word from the copyright holder's legal staff. I myself have been in production of Final conflict for two years, and a demo has been on site for equally that long and no word from Paramount. I don't think it is that the companies do not care, but they don't wish to go after small fries like you and me. Paramount would gladly go after Fox, Lucasfilm, or someone like that for using Star Trek, but for some blind dev writing a game and giving it away or scraping up a few peanuts for it it's in the long term not worth their time to worry about it. Another textbook example of what I mean is take the game Asteroids. The game came out in 1979, and eventually Activision got the rights to the game, and have released Asteroids games for PC, consoles, etc. Yet, you can look just about anywhere and find free Asteroids games which are direct copies of the Asteroid games which are rewrites with this or that added. I can think of three or four for Linux such as: SDL Roids, Vectoroids, Asteroids 3D,, Mailstrem, and so on. The Linux KDE desktop ships with a sweet of games, and one of those is KPackman. As it happens the game is open source, but is also sold as a part of many Linux operating systems. No one has taken them to task for adding Asteroids 3D or KPackman to their list of games, and Linux KPackman and Asteroids have allot more users than the entire known blind gaming comunity. Steve Crawford wrote: > Hi Thomas, > > I haven't been on this list for long, nor developing accessible games all > that long either, so I'm probably going to ask a really dumb question but > here goes. Your Montezuma's Revenge sounds like a clone of the famous Parker > Brother's game of the 80s. Did you have to get permission from Parker > Brothers or did they put it in the public domain or what? Reading on your > site, you acquired the rights to the game from Alchemy Game Works so did > they have the rights. > > As a developer of commercial software I'm scared stiff that someone will > come along and threaten me with legal action for copyright infringement. I > think, under the ammendments to the copyright act here (UK) you can produce > accessible versions without seeking permission of the copyright holder but > this, of course, applies only for personal use and not for commercial > products. > > Thanks, > Steve > > Azabat Software: accessible games for visually impaired beginners > Web: www.azabat.co.uk > Email: [EMAIL PROTECTED] > Tel: 07740 777 364 > > -Original Message- > From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] > Behalf Of Thomas Ward > Sent: 29 November 2006 20:47 > To: gamers@audyssey.org > Subject: [Audyssey] USA Games Holiday News. > > > > > USA Games Entertainment > > Holiday News > > Nov. 9, 2006 > > Introduction > > Greetings gamers, > There is allot happening for USA Games customers and supporters this > holiday season. We have a couple of releases coming up as well as a > completely new and improved web site going up. So read on to get the scoop. > > Star Trek Final Conflict > > > At last after two years of development, testing, and many setbacks we > are happy to announce STFC 1.0 is nearly complete and is ready for final > release. As most of you know the code was lost for this title, but I > managed to sort through my betas and found one stable enough to release > to the general public. There will be a few miner bugs and snags in 1.0, > but for the most part it is stable and ready to ship. All that really > needs doing is finishing the users guide, rebuild the installer, and > post it on the web site for download. > As many of you may have heard this 1.0 final release will be released as > free ware. There will be no charge for the full release, and among the > changes is the full version of the game, support for DirectX 9.0C 2006, > Microsoft .NET 2.0, and uses Innoset
Re: [Audyssey] USA Games Holiday News.
Hi Thomas, I haven't been on this list for long, nor developing accessible games all that long either, so I'm probably going to ask a really dumb question but here goes. Your Montezuma's Revenge sounds like a clone of the famous Parker Brother's game of the 80s. Did you have to get permission from Parker Brothers or did they put it in the public domain or what? Reading on your site, you acquired the rights to the game from Alchemy Game Works so did they have the rights. As a developer of commercial software I'm scared stiff that someone will come along and threaten me with legal action for copyright infringement. I think, under the ammendments to the copyright act here (UK) you can produce accessible versions without seeking permission of the copyright holder but this, of course, applies only for personal use and not for commercial products. Thanks, Steve Azabat Software: accessible games for visually impaired beginners Web: www.azabat.co.uk Email: [EMAIL PROTECTED] Tel: 07740 777 364 -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] Behalf Of Thomas Ward Sent: 29 November 2006 20:47 To: gamers@audyssey.org Subject: [Audyssey] USA Games Holiday News. USA Games Entertainment Holiday News Nov. 9, 2006 Introduction Greetings gamers, There is allot happening for USA Games customers and supporters this holiday season. We have a couple of releases coming up as well as a completely new and improved web site going up. So read on to get the scoop. Star Trek Final Conflict At last after two years of development, testing, and many setbacks we are happy to announce STFC 1.0 is nearly complete and is ready for final release. As most of you know the code was lost for this title, but I managed to sort through my betas and found one stable enough to release to the general public. There will be a few miner bugs and snags in 1.0, but for the most part it is stable and ready to ship. All that really needs doing is finishing the users guide, rebuild the installer, and post it on the web site for download. As many of you may have heard this 1.0 final release will be released as free ware. There will be no charge for the full release, and among the changes is the full version of the game, support for DirectX 9.0C 2006, Microsoft .NET 2.0, and uses Innosetup for installation. Although, we know the release will between now and Christmas we aren't prepared to set a specific day and time. More information will be announced on the Audyssey mailing list, the USA Games mailing list, or our web site http://www.usagames.us when the announcement is ready to be given. Montezuma's Revenge I'm aware many of you will be interested in venturing in to temple 2. However, I've not been able to complete that level do to time. However, I do have plans to update Montezuma's Revenge with support for .NET Framework 2, a new manual, and other miner bug fixes, changes, and updates. More information will be announced as the release is nearer to completion of the next update. USA Games Web Site As mentioned before the USA Games web site http://www.usagames.us is undergoing a major upgrade. It is not certain when the new site is going to be launched, but we do intend to upgrade this month. Many of the new changes will include a slightly new look and feel to the web site. For those interested we have dropped the split frame view and have decided to switch to a more traditional table layout for our site navigation section. We feel not only is this a bit more accessible I am told the appearance of the site looks better by having two rows of organized links along the top and bottom of each page. In addition we will be adding more to our download center besides our own games. We will have links to download the latest Ubuntu Linux installation disks, links for other third party software, and we will eventually be putting up links to other places as well. This is likely to be an ongoing project through December, and probably on in 2007. However, when done USA Games will have more content, and be more than just a place holder for our games and projects. At this point we do not plan to discuss all the changes we will be doing to the site, but when it is launched we will certainly let you know. Thomas Ward President of USA Games Entertainment http://www.usagames.us ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web. -- No virus found in this incoming message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.14.14/548 - Release Date: 23/11/2006 -- No virus found in this outgoing message. Checked by AVG Free Edition. Version: 7.1.394 / Virus Database: 268.15.2/560 - Release Date: 30/11/2006 ___
Re: [Audyssey] USA Games Holiday News.
Hi, Yes, the TNG/DS9 sounds are still apart of STFC 1.0. Dark wrote: > Great news! > > I'm certainly looking forward to trying both games out, and I'm very glad > that problems in final Conflict developement have been gotten around. sinse > NExt Gen is by far my favourite Trek series, a stratogy game based on it, > fighting enemies like The Borg and the cardassians as well as the > traditional Trek enemies would deffinately be a good thing. Does the game > stil use the next gen sounds? I do remember reading somewhere that it did, > but I could well be wrong, or things might have been changed around sinse > then. > > Beware the grue! > ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Great news! I'm certainly looking forward to trying both games out, and I'm very glad that problems in final Conflict developement have been gotten around. sinse NExt Gen is by far my favourite Trek series, a stratogy game based on it, fighting enemies like The Borg and the cardassians as well as the traditional Trek enemies would deffinately be a good thing. Does the game stil use the next gen sounds? I do remember reading somewhere that it did, but I could well be wrong, or things might have been changed around sinse then. Beware the grue! Dark. - Original Message - From: "Thomas Ward" <[EMAIL PROTECTED]> To: Sent: Wednesday, November 29, 2006 8:47 PM Subject: [Audyssey] USA Games Holiday News. > > > USA Games Entertainment > > Holiday News > > Nov. 9, 2006 > > Introduction > > Greetings gamers, > There is allot happening for USA Games customers and supporters this > holiday season. We have a couple of releases coming up as well as a > completely new and improved web site going up. So read on to get the > scoop. > > Star Trek Final Conflict > > > At last after two years of development, testing, and many setbacks we > are happy to announce STFC 1.0 is nearly complete and is ready for final > release. As most of you know the code was lost for this title, but I > managed to sort through my betas and found one stable enough to release > to the general public. There will be a few miner bugs and snags in 1.0, > but for the most part it is stable and ready to ship. All that really > needs doing is finishing the users guide, rebuild the installer, and > post it on the web site for download. > As many of you may have heard this 1.0 final release will be released as > free ware. There will be no charge for the full release, and among the > changes is the full version of the game, support for DirectX 9.0C 2006, > Microsoft .NET 2.0, and uses Innosetup for installation. > Although, we know the release will between now and Christmas we aren't > prepared to set a specific day and time. More information will be > announced on the Audyssey mailing list, the USA Games mailing list, or > our web site > http://www.usagames.us > when the announcement is ready to be given. > > > Montezuma's Revenge > > > I'm aware many of you will be interested in venturing in to temple 2. > However, I've not been able to complete that level do to time. However, > I do have plans to update Montezuma's Revenge with support for .NET > Framework 2, a new manual, and other miner bug fixes, changes, and > updates. > More information will be announced as the release is nearer to > completion of the next update. > > USA Games Web Site > > As mentioned before the USA Games web site > http://www.usagames.us > is undergoing a major upgrade. It is not certain when the new site is > going to be launched, but we do intend to upgrade this month. > Many of the new changes will include a slightly new look and feel to the > web site. For those interested we have dropped the split frame view and > have decided to switch to a more traditional table layout for our site > navigation section. We feel not only is this a bit more accessible I am > told the appearance of the site looks better by having two rows of > organized links along the top and bottom of each page. > In addition we will be adding more to our download center besides our > own games. We will have links to download the latest Ubuntu Linux > installation disks, links for other third party software, and we will > eventually be putting up links to other places as well. > This is likely to be an ongoing project through December, and probably > on in 2007. However, when done USA Games will have more content, and be > more than just a place holder for our games and projects. > At this point we do not plan to discuss all the changes we will be doing > to the site, but when it is launched we will certainly let you know. > > Thomas Ward > President of USA Games Entertainment > http://www.usagames.us > > ___ > Gamers mailing list .. Gamers@audyssey.org > To unsubscribe send E-mail to [EMAIL PROTECTED] You can > visit > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make > any subscription changes via the web. ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
Re: [Audyssey] USA Games Holiday News.
Hi thom, Rock on! Keep up the great work and thanks for the update. Rich ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.
[Audyssey] USA Games Holiday News.
USA Games Entertainment Holiday News Nov. 9, 2006 Introduction Greetings gamers, There is allot happening for USA Games customers and supporters this holiday season. We have a couple of releases coming up as well as a completely new and improved web site going up. So read on to get the scoop. Star Trek Final Conflict At last after two years of development, testing, and many setbacks we are happy to announce STFC 1.0 is nearly complete and is ready for final release. As most of you know the code was lost for this title, but I managed to sort through my betas and found one stable enough to release to the general public. There will be a few miner bugs and snags in 1.0, but for the most part it is stable and ready to ship. All that really needs doing is finishing the users guide, rebuild the installer, and post it on the web site for download. As many of you may have heard this 1.0 final release will be released as free ware. There will be no charge for the full release, and among the changes is the full version of the game, support for DirectX 9.0C 2006, Microsoft .NET 2.0, and uses Innosetup for installation. Although, we know the release will between now and Christmas we aren't prepared to set a specific day and time. More information will be announced on the Audyssey mailing list, the USA Games mailing list, or our web site http://www.usagames.us when the announcement is ready to be given. Montezuma's Revenge I'm aware many of you will be interested in venturing in to temple 2. However, I've not been able to complete that level do to time. However, I do have plans to update Montezuma's Revenge with support for .NET Framework 2, a new manual, and other miner bug fixes, changes, and updates. More information will be announced as the release is nearer to completion of the next update. USA Games Web Site As mentioned before the USA Games web site http://www.usagames.us is undergoing a major upgrade. It is not certain when the new site is going to be launched, but we do intend to upgrade this month. Many of the new changes will include a slightly new look and feel to the web site. For those interested we have dropped the split frame view and have decided to switch to a more traditional table layout for our site navigation section. We feel not only is this a bit more accessible I am told the appearance of the site looks better by having two rows of organized links along the top and bottom of each page. In addition we will be adding more to our download center besides our own games. We will have links to download the latest Ubuntu Linux installation disks, links for other third party software, and we will eventually be putting up links to other places as well. This is likely to be an ongoing project through December, and probably on in 2007. However, when done USA Games will have more content, and be more than just a place holder for our games and projects. At this point we do not plan to discuss all the changes we will be doing to the site, but when it is launched we will certainly let you know. Thomas Ward President of USA Games Entertainment http://www.usagames.us ___ Gamers mailing list .. Gamers@audyssey.org To unsubscribe send E-mail to [EMAIL PROTECTED] You can visit http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make any subscription changes via the web.