Re: [Audyssey] MOTA Beta 21 Released

2011-08-16 Thread burakyuksek

Hi,
Can't you make an option to turn on or off analog jumping? Is it hard?
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 8:34 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Hayden,

Right you are. I've discovered don't release a public beta until you
are prepared to stick with feature x as if you remove it or change it
somebody is bound to not like it and want the old one back. That said,
I think people forget that this is a work in progress and I'm
experimenting a bit with this and that. That's in part why there are
so many betas. Although, now we have passed the experiment part and
beta 21 and upcoming beta 22 are bug fix releases trying to get the
game ready for final release.

Cheers!

On 8/7/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi,
Lol...I'm not surprised. It seems whenever you change a feature of the 
game

that has been there forever, peoplewant the old one back.

Best Regards,
Hayden


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Valiant8086

Hi.
I'm curious, what would you do if you started using sapi for output when 
it came to mac and linux? Would you use speech dispatcher or what ever 
they call the sapi-like system they have on those platforms? Also I had 
a bit of a brainstorm. I know ESpeak is pretty much considered dreadful, 
but it's so small and open source. Do you think you could use the 
library version of ESpeak legally in all of your games as an option?


I never finished it, but I have a bgt script that can play wav files if 
it can find them, otherwise it will speak using SAPI. I wonder if you 
would be better off if you wrote something like it to handle use of 
sapi, speech dispatcher or what ever other options there are on each 
platform you will work with. It will use the correct speech api, but if 
there are sounds it will play those. Then almost automatically you could 
allow for use of voice packs, or you could be able to switch to sapi or 
similar if the user chooses in the menu to do it or if it is on a 
platform who's speech api you don't support.


There is one big problem with that. That is you have to send the right 
chunks of text speech that will work with speech files. You can't just 
send your whole sentence to the script or what ever it would be called 
in your case and expect it to load the right individual files. Oh it 
would work with sapi fine, but not playing files. So if you took the 
time to send it individual chunks of text, it would load files who's 
names are the same as each chunk of text or if not found it will speak 
that chunk. But if you send it a bunch of stuff to speak and there are 
no files, it will make sapi pause similar to how voiceovers do, that 
probably isn't desirable. Actually. my script spells anything it doesn't 
have files for because when I wrote it sapi wasn't supported quite yet. 
I stopped because Angel script had a limitation I couldn't find a way to 
get around. I should go ahead and finish it, I think lots of bgt 
programmers could make good use of it.


Sent with Thunderbird 3.1.10 portable.

On 8/7/2011 4:07 PM, Thomas Ward wrote:

Hi Bryan,

Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi
support without too much trouble with it.  It is, in fact, becoming a
standard among audio game developers as a common API we use to speak
information in our games.

The longer I've been  with this community  and have been developing
games I've found that Sapi actually resolves a lot more problems than
it causes. That's why I am strongly considering making Sapi support a
standard option in my future games for the reasons below.

First, there is the matter of end user preference. I'm talking about
that big thread back in June about which voice someone likes or
doesn't like, the rate is too fast or too slow, the pitch is too high
or too low, etc can be solved by switching to Sapi. If someone doesn't
like the default Sapi voice on their computer weather it is Microsoft
Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com
and buy a different one. Given the number of audio games that rely on
Sapi support I figure most people probably own at least one Sapi voice
they like by now.

Second, using Sapi, from a programming standpoint, is quicker and
easier.  To use *.wav files as I've been doing slows production down
alot because I have to record the speech files, edit the speech files,
and then write a bunch of code to load the proper *.wav file when it
is needed. With Sapi all I have to do is pass a string of text to the
Sapi-Speak() function and I'm done. No recording, editing, or extra
coding required.

Third, it saves money. If I have to higher someone to do the voice
overs that can cost quite a bit to have someone speak the menus,
status messages, and so on all be it the end result will sound more
professional. Even if I continue recording and using Sapi voices
that's not exactly free either. I have to license the voice, and pay
for the rights to use those voice clips in my game. That costs money
and will come out of any game I produce.

Finally, it makes the installation smaller. Last time I checked I
think MOTA's speech directory was close to 50 MB or something like
that.  While its not a problem for a modern PC its the idea that there
is an easier and simpler way to self-voice a game that doesn't wack
off 50 MB of your hard drive space right off the bat. That 50 MB could
be used for something else like audio books, mp3s, more games, etc. No
sense waisting space if you don't have to is basically what I mean.


I know the counter arguments as well. Not everyone has a good Sapi
voice. The default sapi voice sucks. Sapi support can break. Those are
all good points, but the reasons 

Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Michael Gauler

Hi Thomas,
regarding the music for the intro, I'd like to say that I am a fan of such 
pieces of music and I had expected to find it somewhere in the game itself.
About the cutscenes, many games do have them in some form to tell a story 
instead of saying for example level complete or something . If you have 
scenes, things flow better in my opinion.

And I have another question, why were door sounds changed in Beta 21?
I don't expect modern day room doors in an ancient temple. The door sounds 
before were way better.
I am still not sure whether I like the previous weapon sounds more than the 
current, but before Beta 18, the attacking sound of the sword sounded better 
than it does now.
Again this is my opinion, but I wanted to say it. 



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi phil,

Sure, its not a problem. As I said the mechanics of beta 17 and
earlier was totally different, and when I added the analog jumping
support  in beta 18 and later I didn't really think about
pan/reposition the sounds as you were jumping in the air. So its not a
huge update to add that feature now.

Cheers!

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I guess that is what I was experiencing. While you are jumping the sound of
 the obstacle should be moving from your right to your left during the jump.
 I hope you can fix that.
 Phil

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi Michael,

As I said previously the little game intro music was a very short
track recorded for that cutscene specifically. It wouldn't really fit
anywhere else in my opinion so didn't put it in the list of music
tracks that get played during game play.

As for cutscenes ingeneral I am well aware of what they are used for.
However, I currently don't have the voice talent I need to actually
record the cutscenes for the game. I'm still searching for an actress
to voice Angela Carter, and since I don't currently have anyone for
the final release of the game I obviously can not create the cutscenes
yet. Besides as I said they aren't necessary at the moment anyway.
This is a development release, and all of the cutscenes that were
there in earlier betas were place holders. Nothing more and nothing
less.

As for changing the door sounds its simple. Greek temples generally
had wooden doors not large stone doors. I felt it would make more
sense to remove the stone doors and replace them with wooden doors. So
I tried my best to create some old squeeky wooden door sounds. I
thought they came out decently myself.

Cheers!



On 8/9/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi Thomas,
 regarding the music for the intro, I'd like to say that I am a fan of such
 pieces of music and I had expected to find it somewhere in the game itself.
 About the cutscenes, many games do have them in some form to tell a story
 instead of saying for example level complete or something . If you have
 scenes, things flow better in my opinion.
 And I have another question, why were door sounds changed in Beta 21?
 I don't expect modern day room doors in an ancient temple. The door sounds
 before were way better.
 I am still not sure whether I like the previous weapon sounds more than the
 current, but before Beta 18, the attacking sound of the sword sounded better
 than it does now.
 Again this is my opinion, but I wanted to say it.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi Valiant,

Well, assuming we do decide to use Sapi on Windows I'd obviously have
to modify the engine to use whatever TTS API was available for Mac OS
and Linux. Linux has the Speec-Dispatcher API which is similar to Sapi
in a sense. Mac OS has its own Speech API, I forget what its called,
but serves a similar purpose as Sapi.

As for using open source TTS Engines like ESpeak or Festival I
certainly could include them as a part of my games provided I stuck to
the terms of the license agreement. Using/including them in my game
engine isn't a problem. The issue with those voices is they are so
dreadful sounding that I think it would be a major detraction from the
game for most gamers including me. I can listen to ESpeak only for so
long before I switch over to a higher quality voice.

Lastly, as for your script its a good idea in theory, but very very
resource intensive. Parcing a string of text and loading *.wav files
on the fly isn't really an effective way to handle speech output for a
number of reasons. Generally when and where I have to do something
like that, such as speaking a number, I have all of the numbers loaded
into individual speech buffers when the game loads, and play the
numbers as needed. If I were to load one.wav and play it, load
hundred.wav and play it, and then load two.wav and play it, that's
waisting resources on file IO as the program accesses the hard drive
to load the files in real time. You should have all of them loaded at
once, store them in memory, until they are needed.

Cheers!

On 8/9/11, Valiant8086 valiant8...@lavabit.com wrote:
 Hi.
 I'm curious, what would you do if you started using sapi for output when
 it came to mac and linux? Would you use speech dispatcher or what ever
 they call the sapi-like system they have on those platforms? Also I had
 a bit of a brainstorm. I know ESpeak is pretty much considered dreadful,
 but it's so small and open source. Do you think you could use the
 library version of ESpeak legally in all of your games as an option?

 I never finished it, but I have a bgt script that can play wav files if
 it can find them, otherwise it will speak using SAPI. I wonder if you
 would be better off if you wrote something like it to handle use of
 sapi, speech dispatcher or what ever other options there are on each
 platform you will work with. It will use the correct speech api, but if
 there are sounds it will play those. Then almost automatically you could
 allow for use of voice packs, or you could be able to switch to sapi or
 similar if the user chooses in the menu to do it or if it is on a
 platform who's speech api you don't support.

 There is one big problem with that. That is you have to send the right
 chunks of text speech that will work with speech files. You can't just
 send your whole sentence to the script or what ever it would be called
 in your case and expect it to load the right individual files. Oh it
 would work with sapi fine, but not playing files. So if you took the
 time to send it individual chunks of text, it would load files who's
 names are the same as each chunk of text or if not found it will speak
 that chunk. But if you send it a bunch of stuff to speak and there are
 no files, it will make sapi pause similar to how voiceovers do, that
 probably isn't desirable. Actually. my script spells anything it doesn't
 have files for because when I wrote it sapi wasn't supported quite yet.
 I stopped because Angel script had a limitation I couldn't find a way to
 get around. I should go ahead and finish it, I think lots of bgt
 programmers could make good use of it.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-09 Thread Thomas Ward
Hi,

Well, for what its worth I'm trying not to overly complicate the traps
etc in MOTA as there are enough new concepts here for most VI gamers.
Although, I certainly might put traps closer together on higher game
levels, make hem more difficult to jump safely, etc once I feel sure
people have gotten the hang of analog jumping etc in general. That's
why the traps on levels 1 and 2 are fairly simple. You have to learn
to walk before you can run as the saying goes.

Cheers!

On 8/7/11, Yohandy yohand...@gmail.com wrote:
 actually, no it wouldn't. it would with how the game is set up right now,
 but what if you had to jump 5 firepits in a row with only a 1 step boundary
 between them? you'd need to know exactly when you land. or how about if you
 had many vanishing platforms you need to jump to in a row before the one
 you're standing on vanishes? it's definitely a good compromise. of course if
 traps don't get any harder than they currently are, then it's best to leave
 game as is, but I'd personally love some extreme challenge in MOTA

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Hayden Presley
Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice to
Heather?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

I can wait, because I can imagine how awesome it will be.  (grinning in 
anticipation)

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


 I'm downloading it now. I can't wait for the full game!
 We are the Knights who say...Ni!
 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 06, 2011 12:14 PM
 Subject: [Audyssey] MOTA Beta 21 Released


 Hello Gamers,

 USA Games Interactive would like to announce the immediate release of
 Mysteries of the Ancients Beta 21 for public testing. This all new
 test release addresses a number of bugs and key issues present in
 betas 18 through 20. This is most likely the most stable test release
 of the game since beta 18, and hopefully resolves most of the issues
 found in prior releases.

 What's New

 * Added the ability to automatically save checkpoints.
 * Fixed the bug where the game crashes
 when switching between windows with alt+tab.
 * Fixed the bug where the game crashes on exit.
 * Fixed the timing bug where torches burned out too quickly,
 locks were reset too soon, and Angela's health was updated too quickly.
 * Fixed the bug in the settings menu
 where it fails to display all the menu options.
 * Removed cutscenes between levels.
 * Replaced Scansoft Tom with Acapela Heather.
 * Updated the LoadGame() function.
 * Updated the SaveGame() function.
 * Updated the actions menu.
 * Updated the information menu.
 * Updated the load game menu.
 * Updated the save game menu.
 * Updated the settings menu.
 * Updated the sound descriptions menu.
 * Updated the weapons menu.
 * Updated/replaced weapon sounds.
 * Updated end user documentation.

 Downloading and Installing

 For maximum stability please do not install this over an older
 release, and remove any and all prior releases before installing beta
 21. You can download Mysteries of the Ancients from the official
 Mysteries of the Ancients home page:
 http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Hayden Presley
Hi,
I can't see why you'd want to order a 35 dollar game if you're only going to
play it once.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 6:56 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hmm.  Why not help with the testing?  Your input could be part of what makes

the game better.  And why do you only play a game once?  Unless I'm not 
understanding your meaning, that would sure be a waste of money to buy the 
game and only play it one time.

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Alfredo birdlover2...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 6:25 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


 Hello,
 I just want to say that I will not play MOAT until the full release has 
 been made. Usually I just play a game once and that is it. To say that I 
 only play if I feel the need for some action.
 Is there a way I can order the game?
 Alfredo

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael,

Well, there are a couple of reasons why I removed the cutscenes. For
one thing most people skip them, and ever since switching to C++
sounds and levels load much faster than with the .Net versions so they
really aren't needed. The other is that I'm still looking for voice
talent for the game. I may choose to re do Angela's voice overs as
well as have someone do Athena which means that I'd have to redo the
cutscenes anyway. So I removed them until I decide what to do next as
far as voice overs etc goes.

As for the game intro I felt it was more appropriate at the beginning
of the game as as an intro for the game rather than for any specific
level. The music played during the game intro was selected and chosen
for that cutscene specifically, and isn't used anywhere else in the
game.

Cheers!

On 8/6/11, Michael Gauler michael.gau...@gmx.de wrote:
 Hi,
 I also had the problem of  the scope not working, but if it is a missing
 file, that's no problem.
 I haven't played the new version for long yet, but I have some questions not
 related to bugs.
 Why did you remove the cut-scenes and made the first scene apear before you
 come into the main menu instead as the intro to level 1?
 And  I also like to know what piece of music is played during this first
 scene, because I haven't found any representation of it in the main menu or
 during game play at all. I might have overlooked something here, but if not,
 then I wonder why the intro has music not found somewhere else.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 I've tried it, and I am impressed. However, why did you change the voice to
 Heather?

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger karl.belan...@comcast.net wrote:
 Hi,
 I have two minor bugs and suggestions. First, when I am running and press
 enter, the running seems to pause for a second which it did not used to do.
 This isn't a big issue, but it's something I noticed. The second suggestion
 is that I would like to be able to hold control and tap right repeatedly in
 order to jump quickly. This would help with situations such as vanishing
 platforms.
 Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Alfredo,

No, the game is still in development. I.E. beta stage. I have not even
added the game's registration system let alone can take orders. So in
answer to your question it isn't for sale yet, but I'm thinking in the
next couple of months or so as we have plans to get it done by the
Christmas season for sure.

As to your decision not to play the game until the full release that's
your choice, of course, but I'm just interested to know why. So far
beta 21 seems to be pretty stable except for a few minor bugs/issues
I'm fixing right now. I'll probably have a patch out by the end of the
day addressing the problems encountered. So if your afraid of
something blowing up your computer beta 21 is pretty safe as far as
that goes.

Cheers!

On 8/6/11, Alfredo birdlover2...@hotmail.com wrote:
 Hello,
 I just want to say that I will not play MOAT until the full release has
 been made. Usually I just play a game once and that is it. To say that I
 only play if I feel the need for some action.
 Is there a way I can order the game?
 Alfredo


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
HI Tommy,

Well, I really don't know what to tell you. The link is there as I
said at the bottom of the page. Click on the Windows (X86) link and
you will get the file. Perhaps if I rename the link to something else
more explanitory you can find it easier. Its not that hard to find
though.

Cheers!


On 8/6/11, Tommy to...@sirinet.net wrote:
 Hey Tom!

 I still didn't see anywhere. Still said, N/a.

 Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

I really haven't noticed it to be honest.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:04 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger karl.belan...@comcast.net wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I really haven't noticed it to be honest.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread shaun everiss

Tom, Just got the game.
The sound for the scope does not seem to work though there is a scope 
tracking sound in the folder.

 At 09:38 p.m. 7/08/2011, you wrote:

Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I really haven't noticed it to be honest.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Karl Belanger
I can easily ignore the running thing.
As for jumping you misunderstood me. I was rather referring to that when you
press control+right to jump, when you land I would like to be able to jump
again without having to release and press the control key again.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 5:04 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Karl,

As for running and pausing when you press enter I have no clue as to what
causes it. People have been complaining about that for a while now, I've
looked, and can't find any reason for the problem. I can't fix what I don't
know is wrong. Best thing to do right now is to ignore or overlook it
because fixing things like that is really, really, really low on my list of
priorities right now. Its not something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar to
many mainstream PC and console games. I'm not going to totally rewrite the
jump system to allow you to press control and press right arrow x number of
times because its not a standard method of jumping and I personally don't
like it. This methodology of pressing jump and hitting an arrow several
times is something the audio games community came up with and it is not
standard. I'm trying to introduce some true mainstream standards into my
projects so I'm sorry, but I'm not going to change it for something I
consider to be contrary to those standards and quality I'm trying to
introduce here.

Cheers!


On 8/6/11, Karl Belanger karl.belan...@comcast.net wrote:
 Hi,
 I have two minor bugs and suggestions. First, when I am running and 
 press enter, the running seems to pause for a second which it did not used
to do.
 This isn't a big issue, but it's something I noticed. The second 
 suggestion is that I would like to be able to hold control and tap 
 right repeatedly in order to jump quickly. This would help with 
 situations such as vanishing platforms.
 Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
True. If you or I were running along and found/dropped something we would 
have to pause even just briefly to pick it up. THe same would hold true for 
opening a door.

We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:38 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:

I really haven't noticed it to be honest.
We are the Knights who say...Ni!


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

As he said, it's a known issue that'll be fixed in a patch.
We are the Knights who say...Ni!
- Original Message - 
From: shaun everiss sm.ever...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:26 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Tom, Just got the game.
The sound for the scope does not seem to work though there is a scope 
tracking sound in the folder.

 At 09:38 p.m. 7/08/2011, you wrote:

Hi Bryan,

Well, I have a theory about the pause thing, and I may be right or
wrong. It is completely possible that this is a system specific issue
rather than anything to do with the engine or game itself. No program
runs exactly the same on every computer. There are differences in CPU
speed, memory, hardware, Windows versions, etc and the best a
developer can hope for is that it works correctly on the majority of
systems and the rest is given over to luck and chance.

Of course, it could always be the engine as well. I updated or
corrected a few things in the G3D input module, and by fixing some
bugs/problems it might have effected other things like running and
picking stuff up at the same time. I'm obviously not going to change
it back as that wouldn't help matters. Besides realistically a person
can't run and pick things up off the ground at the same time anyway.
Let's get real here.

Cheers!


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I really haven't noticed it to be honest.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread fred olver
Thomas, I see several posts by you concerning MODA BETA 21. Is it possible 
for you to consulidate your posts in to say one or two rather than 15 or 20. 
I know I have a delete key.

Fred Olver

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:14 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


 HI Tommy,

 Well, I really don't know what to tell you. The link is there as I
 said at the bottom of the page. Click on the Windows (X86) link and
 you will get the file. Perhaps if I rename the link to something else
 more explanitory you can find it easier. Its not that hard to find
 though.

 Cheers!


 On 8/6/11, Tommy to...@sirinet.net wrote:
 Hey Tom!

 I still didn't see anywhere. Still said, N/a.

 Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
Just a slight correction. It's M O T A, not M O D A. Stands for Mysteries of 
the Ancients. And not to be rude or anything but if you have a Delete key 
Thomas' messages shouldn't be an issue.

We are the Knights who say...Ni!
- Original Message - 
From: fred olver goodfo...@charter.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 5:41 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


Thomas, I see several posts by you concerning MODA BETA 21. Is it possible 
for you to consulidate your posts in to say one or two rather than 15 or 
20. I know I have a delete key.


Fred Olver

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:14 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



HI Tommy,

Well, I really don't know what to tell you. The link is there as I
said at the bottom of the page. Click on the Windows (X86) link and
you will get the file. Perhaps if I rename the link to something else
more explanitory you can find it easier. Its not that hard to find
though.

Cheers!


On 8/6/11, Tommy to...@sirinet.net wrote:

Hey Tom!

I still didn't see anywhere. Still said, N/a.

Tommy


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
Instead of Windows/86 you could put
MOTA-Standard-Beta21.exe
on the link.
By the way, I got the 
Scope_Target.wav

and
Scope_Track.wav
from beta 18 and now the scope works fine.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson
I do have one question. I can't seem to find the lever that unlocks the last 
door in the first level. I killed the boss but the door is locked. I 
backtracked several times through the level but I can't seem to find 
whatever lever I'm missing.

We are the Knights who say...Ni!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 6:19 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
Instead of Windows/86 you could put
MOTA-Standard-Beta21.exe
on the link.
By the way, I got the Scope_Target.wav
and
Scope_Track.wav
from beta 18 and now the scope works fine.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Tommy

Thanks Tom!

I found it!

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Karl,

Ah, I see what you mean, but there is a very good reason why you have
to release the jump keys and press them again to jump again.
Basically, what it boils down to if I didn't do it this way Angela
would jump, land, and immediately jump again before you had a chance
to release the controls. I've jumped into fire pits, into spike traps,
or jumped face first into walls because I never really had any
opertunity to let go of the controls before Angela starts into that
second jump. Especially, with game pads and mice.

I don't know about you, but ever since I added joystick support I play
the game quite a lot using a game pad, and the input is so rapid that
there really is no responce time when jumping. I might press the jump
button and press the stick left or right and Angela jumps two or three
times right into a trap before I let go of the controls. So the
solution for that nasty problem was when Angela lands to wait for you
to release the joystick, keyboard, or mouse controls before jumping
again. It resolves that problem for all input devices equally so
that's pretty much why it works the way it does.

HTH

On 8/7/11, Karl Belanger karl.belan...@comcast.net wrote:
 I can easily ignore the running thing.
 As for jumping you misunderstood me. I was rather referring to that when you
 press control+right to jump, when you land I would like to be able to jump
 again without having to release and press the control key again.
 Karl

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Smile. The lever is where it has been for the last few versions.

S
p
o
i
l
e
r

There is a secret room behind a fake wall. Its in the room below the
room with the vanishing platform.

HTH


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I do have one question. I can't seem to find the lever that unlocks the last
 door in the first level. I killed the boss but the door is locked. I
 backtracked several times through the level but I can't seem to find
 whatever lever I'm missing.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Phil,

The thing is as I'm producing both a Windows and Linux version of this
game its essential to identify which is for Windows and which is for
Linux here. I'm thinking something like
Mysteries of the Ancients (Windows X86)
Mysteries of the Ancients (Linux X86)
to identify the downloads for each version. It tells you exactly what
the link is for including platform, and processor type.


As far as the sounds goes that's good, but I believe I updated them
since that version so the tone and pitch changes will be off though.
FMOD and DirectSound change the pitch differently therefore I had to
modify and change the pitch of the files to sound correct for each
platform.

HTH

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 Instead of Windows/86 you could put
 MOTA-Standard-Beta21.exe
 on the link.
 By the way, I got the
 Scope_Target.wav
 and
 Scope_Track.wav
 from beta 18 and now the scope works fine.
 Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Michael Taboada (AI5HF)

Hi,
I was just curious, since in one of your previous emails you mentioned 
voiceovers. Have you thought to make the game fully self-voiced by a human? 
Just curious, as that is what I prefer, although I'm sure it could be a bit 
more expensive if you don't want to do it yourself.

Cheers,

-Michael.



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Michael Taboada (AI5HF)

Hi,
Would you mind explaining to me how this analog jump system works, as I've 
never used or heard of it before, having not played many mainstream pc or 
other games.

Thanks,

-Michael.

From: Thomas Ward thomasward1...@gmail.com
Sent: Sunday, August 07, 2011 4:04 AM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA Beta 21 Released


Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger karl.belan...@comcast.net wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Hayden Presley
Hi,
Lol...I'm not surprised. It seems whenever you change a feature of the game
that has been there forever, peoplewant the old one back.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Sunday, August 07, 2011 3:49 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 I've tried it, and I am impressed. However, why did you change the voice
to
 Heather?

 Best Regards,
 Hayden

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No virus found in this message.
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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael,

Yes, I've considered and have looked at possible voice talent to voice
the game. However, to get quality voice talent to do the entire game
would cost quite a lot of money, and I haven't found any free voice
talent that really worked out. Of the two women I tried both ended up
having to quit about half way through recording for personal reasons.
So I fell back on using Sapi voices for the time being.

As for doing it myself that's a bad idea. For one I don't have a very
good voice, and do to some nerve damage in my face its sometimes
difficult to speak clearly without mumbling or slering my words.
Besides that I'd prefer a female do the voice overs, since the lead
character is female, and I don't qualify for that position at all. :D

Cheers!

On 8/7/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
 Hi,
 I was just curious, since in one of your previous emails you mentioned
 voiceovers. Have you thought to make the game fully self-voiced by a human?
 Just curious, as that is what I prefer, although I'm sure it could be a bit
 more expensive if you don't want to do it yourself.
 Cheers,

 -Michael.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Hayden,

Right you are. I've discovered don't release a public beta until you
are prepared to stick with feature x as if you remove it or change it
somebody is bound to not like it and want the old one back. That said,
I think people forget that this is a work in progress and I'm
experimenting a bit with this and that. That's in part why there are
so many betas. Although, now we have passed the experiment part and
beta 21 and upcoming beta 22 are bug fix releases trying to get the
game ready for final release.

Cheers!

On 8/7/11, Hayden Presley hdpres...@hotmail.com wrote:
 Hi,
 Lol...I'm not surprised. It seems whenever you change a feature of the game
 that has been there forever, peoplewant the old one back.

 Best Regards,
 Hayden

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
I don't like the change, either, but after discussion on the list, he made 
the decision.  I would like to have the option to use the voice of my 
choice, but that would be a heck of a lot of work for Tom.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 07, 2011 1:46 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

I can wait, because I can imagine how awesome it will be.  (grinning in
anticipation)

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Michael and all,

Well, an analog jump system generally works like this. The longer the
jump buttons or keys are held down the further and higher the
character will jump with in reason. A character can't jump forever,
but can jump pretty high or far if the keys or buttons are held down
long enough. The shorter time the jump buttons or keys are held down
the shorter distance the character will jump. So depending on how long
the key or button is pressed you can get anything from a short hop to
a long jump over a pit, spikes, or similar trap. Make sense?

The primary advantage of an analog jump system over a fixed jump
system is you can time your jumps and jump only as high or far as you
need to. It also adds more challenge to the game as if you don't hold
down the jump buttons/keys long enough you might just miss the edge of
atrap and fall into it, or if you hold down the jump buttons/keys too
long you might clear the first trap and land in a second trap. I've
minimized some of this since its kind of hard to judge distances, but
that's generally how many mainstream games work.

HTH

On 8/7/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
 Hi,
 Would you mind explaining to me how this analog jump system works, as I've
 never used or heard of it before, having not played many mainstream pc or
 other games.
 Thanks,

 -Michael.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

Well, I've considered doing voice packs for the game at some point.
I.E. zip up something like Scansoft Tom and offer it for download if
Heather isn't your forte etc. Those kinds of things are certainly
possible. Its just I don't really have time to update the Scansoft Tom
recordings at the moment, and I'm thinking of doing these kinds of add
ons after 1.0 is released. If people are in favor of this idea let me
know, and I'll look at these kind of mods after we have something
ready to sell.

The other alternative is just scrap the speech directory altogether
and use Sapi support. Unfortunately, that would work for some people,
but not for others. Not everyone owns high quality Sapi voices like
Heather, Tom, the Ivona voices, so we are right back to where we
started. We can not possibly satisfy everyone here.

Cheers!

On 8/7/11, Charles Rivard woofer...@sbcglobal.net wrote:
 I don't like the change, either, but after discussion on the list, he made
 the decision.  I would like to have the option to use the voice of my
 choice, but that would be a heck of a lot of work for Tom.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Bryan Peterson

I remember when he tried that. People kept having Sapi issues.
We are the Knights who say...Ni!
- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 11:43 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released


I don't like the change, either, but after discussion on the list, he made 
the decision.  I would like to have the option to use the voice of my 
choice, but that would be a heck of a lot of work for Tom.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Sunday, August 07, 2011 1:46 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Charles Rivard
Sent: Saturday, August 06, 2011 8:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

I can wait, because I can imagine how awesome it will be.  (grinning in
anticipation)

---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard

Aw nuts!

---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:49 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Hayden,

Remember that big discussion over voices a couple of months back? Most
of the customers/players wanted Acapella Heather so I took out Tom and
put Heather back in. That's why Heather is in beta 21, and will remain
the voice for the game from here on out.

Cheers!

On 8/7/11, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
I've tried it, and I am impressed. However, why did you change the voice 
to

Heather?

Best Regards,
Hayden


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
If you try to fix the minor hesitation that he found when pressing the enter 
key while running, who knows what you might, to coin a word, unfix.  (grin)


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:04 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

As for running and pausing when you press enter I have no clue as to
what causes it. People have been complaining about that for a while
now, I've looked, and can't find any reason for the problem. I can't
fix what I don't know is wrong. Best thing to do right now is to
ignore or overlook it because fixing things like that is really,
really, really low on my list of priorities right now. Its not
something I personally consider critical.

/As for jumping the Genesis Engine uses an analog jump system similar
to many mainstream PC and console games. I'm not going to totally
rewrite the jump system to allow you to press control and press right
arrow x number of times because its not a standard method of jumping
and I personally don't like it. This methodology of pressing jump and
hitting an arrow several times is something the audio games community
came up with and it is not standard. I'm trying to introduce some true
mainstream standards into my projects so I'm sorry, but I'm not going
to change it for something I consider to be contrary to those
standards and quality I'm trying to introduce here.

Cheers!


On 8/6/11, Karl Belanger karl.belan...@comcast.net wrote:

Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to 
do.
This isn't a big issue, but it's something I noticed. The second 
suggestion
is that I would like to be able to hold control and tap right repeatedly 
in

order to jump quickly. This would help with situations such as vanishing
platforms.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Bryan,

Well, yes and no. Its true that a handful of people had problems with
Sapi support, because for some strange reason Sapi is easy to screw
up. Yet, it was under ten people who had problems. From a technical
standpoint that's probably worth the risk of supporting the technology
as Jeremy, Jim Kitchen, GMA, and other audio game developers use Sapi
support without too much trouble with it.  It is, in fact, becoming a
standard among audio game developers as a common API we use to speak
information in our games.

The longer I've been  with this community  and have been developing
games I've found that Sapi actually resolves a lot more problems than
it causes. That's why I am strongly considering making Sapi support a
standard option in my future games for the reasons below.

First, there is the matter of end user preference. I'm talking about
that big thread back in June about which voice someone likes or
doesn't like, the rate is too fast or too slow, the pitch is too high
or too low, etc can be solved by switching to Sapi. If someone doesn't
like the default Sapi voice on their computer weather it is Microsoft
Sam or Microsoft Anna they can head over to Nextup.com or Cepstral.com
and buy a different one. Given the number of audio games that rely on
Sapi support I figure most people probably own at least one Sapi voice
they like by now.

Second, using Sapi, from a programming standpoint, is quicker and
easier.  To use *.wav files as I've been doing slows production down
alot because I have to record the speech files, edit the speech files,
and then write a bunch of code to load the proper *.wav file when it
is needed. With Sapi all I have to do is pass a string of text to the
Sapi-Speak() function and I'm done. No recording, editing, or extra
coding required.

Third, it saves money. If I have to higher someone to do the voice
overs that can cost quite a bit to have someone speak the menus,
status messages, and so on all be it the end result will sound more
professional. Even if I continue recording and using Sapi voices
that's not exactly free either. I have to license the voice, and pay
for the rights to use those voice clips in my game. That costs money
and will come out of any game I produce.

Finally, it makes the installation smaller. Last time I checked I
think MOTA's speech directory was close to 50 MB or something like
that.  While its not a problem for a modern PC its the idea that there
is an easier and simpler way to self-voice a game that doesn't wack
off 50 MB of your hard drive space right off the bat. That 50 MB could
be used for something else like audio books, mp3s, more games, etc. No
sense waisting space if you don't have to is basically what I mean.


I know the counter arguments as well. Not everyone has a good Sapi
voice. The default sapi voice sucks. Sapi support can break. Those are
all good points, but the reasons I mentioned above actually proves
Sapi is still probably the best option to self-voice a game on Windows
right now. That's why I'm strongly thinking about using it in Raceway
and any other games I might produce in the future.

Cheers!


On 8/7/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 I remember when he tried that. People kept having Sapi issues.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
The way it currently is set to operate makes sense.  I don't think that you 
would usually jump, land, jump, land, and so on without pausing.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 9:00 AM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Karl,

Ah, I see what you mean, but there is a very good reason why you have
to release the jump keys and press them again to jump again.
Basically, what it boils down to if I didn't do it this way Angela
would jump, land, and immediately jump again before you had a chance
to release the controls. I've jumped into fire pits, into spike traps,
or jumped face first into walls because I never really had any
opertunity to let go of the controls before Angela starts into that
second jump. Especially, with game pads and mice.

I don't know about you, but ever since I added joystick support I play
the game quite a lot using a game pad, and the input is so rapid that
there really is no responce time when jumping. I might press the jump
button and press the stick left or right and Angela jumps two or three
times right into a trap before I let go of the controls. So the
solution for that nasty problem was when Angela lands to wait for you
to release the joystick, keyboard, or mouse controls before jumping
again. It resolves that problem for all input devices equally so
that's pretty much why it works the way it does.

HTH

On 8/7/11, Karl Belanger karl.belan...@comcast.net wrote:

I can easily ignore the running thing.
As for jumping you misunderstood me. I was rather referring to that when 
you
press control+right to jump, when you land I would like to be able to 
jump

again without having to release and press the control key again.
Karl


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

Unfix? That's a new one on me, but you are right. I'm learning after
10 years of programming sometimes its best to leave well enough alone.
Sometimes when trying to fix something I end up breaking it instead.
:D

Cheers!


On 8/7/11, Charles Rivard woofer...@sbcglobal.net wrote:
 If you try to fix the minor hesitation that he found when pressing the enter
 key while running, who knows what you might, to coin a word, unfix.  (grin)

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

That's a good point. A human being would have to pause even if it was
a second or so before trying to jump again. To rest if nothing else.
The way it worked in beta 18 was totally unrealistic because as soon
as Angela's feet hit the ground she bounced straight back up into the
air like a jack rabit, and was half way through a second jump before
you let go of the controls and the results might be, well, unexpected.
 Hahahahahaha!

Let's put it this way. I cursed a lot before that problem was fixed.
Angela would successfully jump over trap number 1, and bounce up into
the air, I'd let go of the joystick button to stop her from jumping
and she'd land smack dab in trap number 2. Totally not cool. :D

Cheers!

On 8/7/11, Charles Rivard woofer...@sbcglobal.net wrote:
 The way it currently is set to operate makes sense.  I don't think that you
 would usually jump, land, jump, land, and so on without pausing.

 ---
 Security is not the absence of danger.  It is the presence of the Lord.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
How's this for an idea.  For those who want to jump as soon as they land, 
put a pogo stick somewhere in the game for them to use when they want to. 
It would not be necessary to use it, though.  (grin)


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:19 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Charles,

That's a good point. A human being would have to pause even if it was
a second or so before trying to jump again. To rest if nothing else.
The way it worked in beta 18 was totally unrealistic because as soon
as Angela's feet hit the ground she bounced straight back up into the
air like a jack rabit, and was half way through a second jump before
you let go of the controls and the results might be, well, unexpected.
Hahahahahaha!

Let's put it this way. I cursed a lot before that problem was fixed.
Angela would successfully jump over trap number 1, and bounce up into
the air, I'd let go of the joystick button to stop her from jumping
and she'd land smack dab in trap number 2. Totally not cool. :D

Cheers!

On 8/7/11, Charles Rivard woofer...@sbcglobal.net wrote:
The way it currently is set to operate makes sense.  I don't think that 
you

would usually jump, land, jump, land, and so on without pausing.

---
Security is not the absence of danger.  It is the presence of the Lord.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
That would deduct from the replay value.  It's more of a challenge to have 
to judge your distance.  I can see where you're coming from, though.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it is. :D

Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I think a way to tell when you have jumped past an obstacle is needed.
 I think an increase in volume might do the trick.
 For example the sound of the pit or spikes could be set at
 50 percent volume.
 As you jump when you reach the near edge the volume of the obstacle
 increases to 100 percent.
 When you have passed the far edge the volume reduces to
 50 per cent.
 Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Charles Rivard
Something else for beta 21's patch?  Seeing as we're testing ideas in betas, 
it's a thought, and I can see how it would give a more realistic feel to the 
game, too.  I can be happy with or without it.  It would be worth trying.


---
Security is not the absence of danger.  It is the presence of the Lord.

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it 
is. :D


Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle
increases to 100 percent.
When you have passed the far edge the volume reduces to
50 per cent.
Phil



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Thomas Ward
Hi Charles,

I'm certainly going to look into it. After all as Angela jumps the
audio perspective should change in real time so I'm going to update
that code shortly.

As for the beta 21 patch. Its beginning to look like a full upgrade as
tbetween the suggestions and bug fixes sent in by the list there are a
number of additions or changes I've added to the mix and I've got
enough here for a beta 22 release.

On 8/7/11, Charles Rivard woofer...@sbcglobal.net wrote:
 Something else for beta 21's patch?  Seeing as we're testing ideas in betas,
 it's a thought, and I can see how it would give a more realistic feel to the
 game, too.  I can be happy with or without it.  It would be worth trying.


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Phil Vlasak

Hi Thomas,
I guess that is what I was experiencing. While you are jumping the sound of 
the obstacle should be moving from your right to your left during the jump.

I hope you can fix that.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 5:00 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Phil,

Grown. Please, no more work. I've already got too much work to do as it 
is. :D


Actually, I know what the problem is, and it might not be too hard to
fix. While jumping the sounds are not repositioned or updated as
Angela jumps. That's a hold over from before we actually had analog
jumping. I think that shouldn't be to difficult to change. Probably
one or two lines of code should do it.

Cheers!

On 8/7/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle
increases to 100 percent.
When you have passed the far edge the volume reduces to
50 per cent.
Phil



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-07 Thread Yohandy
actually, no it wouldn't. it would with how the game is set up right now, 
but what if you had to jump 5 firepits in a row with only a 1 step boundary 
between them? you'd need to know exactly when you land. or how about if you 
had many vanishing platforms you need to jump to in a row before the one 
you're standing on vanishes? it's definitely a good compromise. of course if 
traps don't get any harder than they currently are, then it's best to leave 
game as is, but I'd personally love some extreme challenge in MOTA




- Original Message - 
From: Charles Rivard woofer...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 4:47 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released


That would deduct from the replay value.  It's more of a challenge to have 
to judge your distance.  I can see where you're coming from, though.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, August 07, 2011 3:37 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hi Thomas,
I think a way to tell when you have jumped past an obstacle is needed.
I think an increase in volume might do the trick.
For example the sound of the pit or spikes could be set at
50 percent volume.
As you jump when you reach the near edge the volume of the obstacle 
increases to 100 percent.

When you have passed the far edge the volume reduces to
50 per cent.
Phil


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Tommy

Hey Tom!

I didn't see anywhere to download. It's n/a n/a.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Thomas Ward
Hi Tommy,

Try again. Near the bottom of the Mysteries of the Ancients home page
you will see a link labeled Windows (X86) in the downloads section.
That is the link to download the 32-bit version for Windows. The only
version currently with not available status is the Linux version as I
still need to update the Linux version of the game engine.

HTH


On 8/6/11, Tommy to...@sirinet.net wrote:
 Hey Tom!

 I didn't see anywhere to download. It's n/a n/a.

 Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Angela Lerma
The download link is there.  The laser sight still does not work though.  It 
says sight on but it doesn't turn it on.



- Original Message - 
From: Tommy to...@sirinet.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 2:28 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hey Tom!

I didn't see anywhere to download. It's n/a n/a.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Darren Duff
Hi. Well here are my thoughts after quickly playing through the beta. I like
the new sounds for the weapons. It also seems that she can't wheeled a sword
for very long. Will there be a way to upgrade your strength in later
versions of the game? Next, I really miss her saying looks like a dead end
when she can't go anymore rather then here in her run in to walls. It sounds
like she is getting injured. Other then this it's really turning out to be a
great game. I can't wait to see more levels, and to see chasms back in the
game. IT will be neat to see how it works when you change the wind sounds so
we can tell how far we need to jump and to see if it will work.
 Great job and thanks. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, August 06, 2011 2:35 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Tommy,

Try again. Near the bottom of the Mysteries of the Ancients home page you
will see a link labeled Windows (X86) in the downloads section.
That is the link to download the 32-bit version for Windows. The only
version currently with not available status is the Linux version as I still
need to update the Linux version of the game engine.

HTH


On 8/6/11, Tommy to...@sirinet.net wrote:
 Hey Tom!

 I didn't see anywhere to download. It's n/a n/a.

 Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Thomas Ward
Hi Angela,

Thanks for letting me know. It appears the file Scope_Target.wav is
missing from the installation directory. That's why the laser sight
isn't working. I'll uploade a patch to correct this problem tonight or
tomorrow.

Other than that is anyone else experiencing any more problems, bugs,
or issues I should be aware of? If I'm going to release a patch I'd
like to fix as many problems as possible in one patch if I can to save
confusion.

Cheers!


On 8/6/11, Angela Lerma amle...@roadrunner.com wrote:
 The download link is there.  The laser sight still does not work though.  It
 says sight on but it doesn't turn it on.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Thomas Ward
Hi Darren,

I'm glad you like the new weapon sounds. I recently purchased them and
felt they sounded better than the ones I was using. So put them in
beta 21.

As for the dead end message Angela says when walking into a wall no
problem. I've got to release a patch anyway to fix the laser sight so
this is a relatively simple modification I can make in that patch. So
that should be in the next version.

As for strength that stat is fixed. I can however lower the amount of
points the sword removes from Angela's strength every time she swings
it. I'll take a look at perhaps lowering the amount of strength it
requires to swing the sword.

Cheers!

On 8/6/11, Darren Duff duff...@gmail.com wrote:
 Hi. Well here are my thoughts after quickly playing through the beta. I like
 the new sounds for the weapons. It also seems that she can't wheeled a sword
 for very long. Will there be a way to upgrade your strength in later
 versions of the game? Next, I really miss her saying looks like a dead end
 when she can't go anymore rather then here in her run in to walls. It sounds
 like she is getting injured. Other then this it's really turning out to be a
 great game. I can't wait to see more levels, and to see chasms back in the
 game. IT will be neat to see how it works when you change the wind sounds so
 we can tell how far we need to jump and to see if it will work.
  Great job and thanks.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Michael Gauler

Hi,
I also had the problem of  the scope not working, but if it is a missing 
file, that's no problem.
I haven't played the new version for long yet, but I have some questions not 
related to bugs.
Why did you remove the cut-scenes and made the first scene apear before you 
come into the main menu instead as the intro to level 1?
And  I also like to know what piece of music is played during this first 
scene, because I haven't found any representation of it in the main menu or 
during game play at all. I might have overlooked something here, but if not, 
then I wonder why the intro has music not found somewhere else. 



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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Tommy

Hey Tom!

I still didn't see anywhere. Still said, N/a.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Alfredo

Hello,
I just want to say that I will not play MOAT until the full release has 
been made. Usually I just play a game once and that is it. To say that I 
only play if I feel the need for some action.

Is there a way I can order the game?
Alfredo

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Karl Belanger
Hi,
I have two minor bugs and suggestions. First, when I am running and press
enter, the running seems to pause for a second which it did not used to do.
This isn't a big issue, but it's something I noticed. The second suggestion
is that I would like to be able to hold control and tap right repeatedly in
order to jump quickly. This would help with situations such as vanishing
platforms.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Saturday, August 06, 2011 4:20 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi Darren,

I'm glad you like the new weapon sounds. I recently purchased them and felt
they sounded better than the ones I was using. So put them in beta 21.

As for the dead end message Angela says when walking into a wall no
problem. I've got to release a patch anyway to fix the laser sight so this
is a relatively simple modification I can make in that patch. So that should
be in the next version.

As for strength that stat is fixed. I can however lower the amount of points
the sword removes from Angela's strength every time she swings it. I'll take
a look at perhaps lowering the amount of strength it requires to swing the
sword.

Cheers!

On 8/6/11, Darren Duff duff...@gmail.com wrote:
 Hi. Well here are my thoughts after quickly playing through the beta. 
 I like the new sounds for the weapons. It also seems that she can't 
 wheeled a sword for very long. Will there be a way to upgrade your 
 strength in later versions of the game? Next, I really miss her saying 
 looks like a dead end when she can't go anymore rather then here in 
 her run in to walls. It sounds like she is getting injured. Other then 
 this it's really turning out to be a great game. I can't wait to see 
 more levels, and to see chasms back in the game. IT will be neat to 
 see how it works when you change the wind sounds so we can tell how far we
need to jump and to see if it will work.
  Great job and thanks.

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Darren Duff
You can press escape if you don't wish to hear the intro. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Michael Gauler
Sent: Saturday, August 06, 2011 6:04 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] MOTA Beta 21 Released

Hi,
I also had the problem of  the scope not working, but if it is a missing
file, that's no problem.
I haven't played the new version for long yet, but I have some questions not
related to bugs.
Why did you remove the cut-scenes and made the first scene apear before you
come into the main menu instead as the intro to level 1?
And  I also like to know what piece of music is played during this first
scene, because I haven't found any representation of it in the main menu or
during game play at all. I might have overlooked something here, but if not,
then I wonder why the intro has music not found somewhere else. 


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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Bryan Peterson

I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Tommy

Where can I downloaded? I didn't see it anywhere on the webpage.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Charles Rivard
Hmm.  Why not help with the testing?  Your input could be part of what makes 
the game better.  And why do you only play a game once?  Unless I'm not 
understanding your meaning, that would sure be a waste of money to buy the 
game and only play it one time.


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Alfredo birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 6:25 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Hello,
I just want to say that I will not play MOAT until the full release has 
been made. Usually I just play a game once and that is it. To say that I 
only play if I feel the need for some action.

Is there a way I can order the game?
Alfredo

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Charles Rivard
Go to the products page, then to Mysteries of the Ancients.  The download is 
there.  HTH.


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Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Tommy to...@sirinet.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 7:45 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Where can I downloaded? I didn't see it anywhere on the webpage.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Charles Rivard
I can wait, because I can imagine how awesome it will be.  (grinning in 
anticipation)


---
Security is not the absence of danger.  It is the presence of the Lord.

- Original Message - 
From: Bryan Peterson bpeterson2...@cableone.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 7:27 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



I'm downloading it now. I can't wait for the full game!
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 12:14 PM
Subject: [Audyssey] MOTA Beta 21 Released



Hello Gamers,

USA Games Interactive would like to announce the immediate release of
Mysteries of the Ancients Beta 21 for public testing. This all new
test release addresses a number of bugs and key issues present in
betas 18 through 20. This is most likely the most stable test release
of the game since beta 18, and hopefully resolves most of the issues
found in prior releases.

What's New

* Added the ability to automatically save checkpoints.
* Fixed the bug where the game crashes
when switching between windows with alt+tab.
* Fixed the bug where the game crashes on exit.
* Fixed the timing bug where torches burned out too quickly,
locks were reset too soon, and Angela's health was updated too quickly.
* Fixed the bug in the settings menu
where it fails to display all the menu options.
* Removed cutscenes between levels.
* Replaced Scansoft Tom with Acapela Heather.
* Updated the LoadGame() function.
* Updated the SaveGame() function.
* Updated the actions menu.
* Updated the information menu.
* Updated the load game menu.
* Updated the save game menu.
* Updated the settings menu.
* Updated the sound descriptions menu.
* Updated the weapons menu.
* Updated/replaced weapon sounds.
* Updated end user documentation.

Downloading and Installing

For maximum stability please do not install this over an older
release, and remove any and all prior releases before installing beta
21. You can download Mysteries of the Ancients from the official
Mysteries of the Ancients home page:
http://www.usagamesinteractive.com/mota.php

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Greg Steel
Hi Tommy go to the website and go to the products page and then go to the 
mysteries of the ancients page and you will see it.  It will say windows x86
- Original Message - 
From: Tommy to...@sirinet.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 06, 2011 5:45 PM
Subject: Re: [Audyssey] MOTA Beta 21 Released



Where can I downloaded? I didn't see it anywhere on the webpage.

Tommy

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Re: [Audyssey] MOTA Beta 21 Released

2011-08-06 Thread Tommy

Thanks! I found it!

Tommy

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