Re: [Audyssey] MOTA questions
Hi Charles, Hmm...To be honest I haven't decided. Since they were released to the general public and there are no legal restrictions I suppose if you want to keep them and continue playing them go ahead and do so. Although, the games themselves are technically abandonware now the sounds, music, characters, etc are still the property of USA Games and will be used in Ark of Hope so as long as people don't take my intellectual property rights I'm fine with people playing the old betas. Basically, I am not going to support them, but I am not going to be a jerk and say don't play them either. Cheers! On 5/3/13, Charles Rivard wrote: > Tom: What should, and what should we not, do with the MOTA betas? Thanks. > > --- > Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
[Audyssey] MOTA questions
Tom: What should, and what should we not, do with the MOTA betas? Thanks. --- Shepherds are the best beasts, but Labs are a close second. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA QUESTIONS
Hi Che, Yeah, threading is definitely my friend right now. I spent an hour or so last night splitting the game into multiple threads and it is running far better than I had expected. As for the speech issue now that I have started breaking the game down into individual threads the speech is working far better. It doesn't hang the input thread up, and I've got it so it will interrupt the speech most of the time. With a day or two of work I think I'll have this major issue solved soon. Smile. Che wrote: Hi, Regarding the interruption of the speaking of .wav files, you should be able to put the code that handles that in a separate thread, then continue to run the main game loop. If the interrupt key is hit, you can just abort and join that thread, stopping the speaking of the wav sounds. I do something similar with the simulation of poker hands with the new hold em game,and it works perfectly. Threads are definately your friend in the accessible gaming world. HTH, che --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA QUESTIONS
Lol, just got this message about threading after I sent mine about the same solution. Yes I think doing multiple threads here will possibly answer some other problems you are having as well, and should help with the overall smoothness of the game. Just a word of advice from someone that has been there a lot the past two years, keep your threads very very well organized, and locked up as much as possible. If they cross rails at any point, the code blows up real good. Good luck, Che - Original Message - From: "Thomas Ward" To: "Gamers Discussion list" Sent: Sunday, March 08, 2009 5:10 PM Subject: Re: [Audyssey] MOTA QUESTIONS Hi Aaron, Aaron Said: Nod, I just figured those sounds were queued up for the engine to play, and all you had to doo to make it stop was just send the direct x a command to stop and it would make everything stop. Tom Says: No, it certainly doesn't. I know some game developers such as Justin and Dan use to load all of there common speech files into sound buffers and when they wanted to stop speech they would have a function that stops any or all of the voice files that are being played back. This is certainly one possible solution to the whole speech problem. Aaron Said: I see now it doesn't quite work like that. From your explanation it looks like you have a while loop that keeps going and checking to see if the sound is playing. When the sound is not playing the loop plays the next sound and somehow in so doing initiates itself again. Tom Says: That's not exactly how it works, but close enough to get the point across. The while loop that monitors the speech state is actually what is holding up the active game thread. It has the input threads attention and why the game stops responding while it is active. Aaron Said: I don't know if the input still workks but a though I have is an if statement inside that could check to see if a variable interupt is set to 1. If it were, it could pull out of the loop. Only problem there is is there enough input support while this is going on to be able to set a variable if I press a key while it's looping. And, would it slow the speech down to be checking that variable every time it loops. I know in vb it does. In vb if I loop something the whole program seems to stop and give all it's attention to the loop. If that's the case input support wouldn't get any attention. Tom Says: That is true. What is happening here is that the speech is currently operating on the same thread/process as the master input loop so wwhenever you start speech the input and everything else operating on that thread waits for the speech to stop. Fortunately, since I am using C-Sharp I do have an option open to me that VB 6 programmers don't have. Are you familiar with multithreading? Basically, what multithreading does is you split your application into multiple concurrent streams that allows the program to perform several different actions virtually at the same time. If I put speech on its own thread, input on another, then it would be possible to press a keywhich tells the sspeech thread to shut up. Also doing this would allow you to continue walking while checking direction, location, whatever without the speech interfering with your movement. So this is definitely something I need to look in to for Beta 3. What I am saying here is I think it is possible to interrupt the speech, but I just need some time to work out the technicalities. I've never done this before so it could take me anything from an hour or a entire month to come up with the right solution. Although, I am fairly certain I'll be able to do it by splitting the game into concurrent threads. That almost certainly has to be part of the solution right there. HTH --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA QUESTIONS
Hi, Regarding the interruption of the speaking of .wav files, you should be able to put the code that handles that in a separate thread, then continue to run the main game loop. If the interrupt key is hit, you can just abort and join that thread, stopping the speaking of the wav sounds. I do something similar with the simulation of poker hands with the new hold em game,and it works perfectly. Threads are definately your friend in the accessible gaming world. HTH, che --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA QUESTIONS
Hi Aaron, Aaron Said: Nod, I just figured those sounds were queued up for the engine to play, and all you had to doo to make it stop was just send the direct x a command to stop and it would make everything stop. Tom Says: No, it certainly doesn't. I know some game developers such as Justin and Dan use to load all of there common speech files into sound buffers and when they wanted to stop speech they would have a function that stops any or all of the voice files that are being played back. This is certainly one possible solution to the whole speech problem. Aaron Said: I see now it doesn't quite work like that. From your explanation it looks like you have a while loop that keeps going and checking to see if the sound is playing. When the sound is not playing the loop plays the next sound and somehow in so doing initiates itself again. Tom Says: That's not exactly how it works, but close enough to get the point across. The while loop that monitors the speech state is actually what is holding up the active game thread. It has the input threads attention and why the game stops responding while it is active. Aaron Said: I don't know if the input still workks but a though I have is an if statement inside that could check to see if a variable interupt is set to 1. If it were, it could pull out of the loop. Only problem there is is there enough input support while this is going on to be able to set a variable if I press a key while it's looping. And, would it slow the speech down to be checking that variable every time it loops. I know in vb it does. In vb if I loop something the whole program seems to stop and give all it's attention to the loop. If that's the case input support wouldn't get any attention. Tom Says: That is true. What is happening here is that the speech is currently operating on the same thread/process as the master input loop so wwhenever you start speech the input and everything else operating on that thread waits for the speech to stop. Fortunately, since I am using C-Sharp I do have an option open to me that VB 6 programmers don't have. Are you familiar with multithreading? Basically, what multithreading does is you split your application into multiple concurrent streams that allows the program to perform several different actions virtually at the same time. If I put speech on its own thread, input on another, then it would be possible to press a keywhich tells the sspeech thread to shut up. Also doing this would allow you to continue walking while checking direction, location, whatever without the speech interfering with your movement. So this is definitely something I need to look in to for Beta 3. What I am saying here is I think it is possible to interrupt the speech, but I just need some time to work out the technicalities. I've never done this before so it could take me anything from an hour or a entire month to come up with the right solution. Although, I am fairly certain I'll be able to do it by splitting the game into concurrent threads. That almost certainly has to be part of the solution right there. HTH --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] MOTA QUESTIONS
Hi. Woo, Now we're all on the same pages. I'm going to comment in a couple of places below. Hopefully this email isn't getting too big for the mailman thing. Aaron Asked: The guns don't do any damage to the giant it seems. Why is this? I can't imagine why arrows would hurt him but guns don't even begin to. Tom Says: That's because those are enchanted arrows not normal arrows. Magic weapons have a much higher melee rating than standard ones. Once the User's Guide gets completed all of this will become more clear, and hopefully make much more sense. Aaron said: Ah, nod this makes sence now. I figured it was something like that but I wanted to find out for sure. Aaron Asked: I'm wondering if we can re-implimint ducking the way it used to be, so you can stay ducked as long as you want, it just doesn't do you any good to stay ducked down for more than one hit because the enemy will compensate. Tom Says: I suppose so. However, that feature is going to take a lot of time and energy to get working properly, and just be patient with me please. That is only one of several issues I am trying to work on as I find the time to do so. Aaron Said: Nod I'm not going to get out my sub machine gun and wave it around screaming and jumping up and down yelling at you to hurry up or else! lol I'll just let Lara do that. Aaron Said: I also believe the pistol and the combat knife should still be useable in such close contact. The pistol could be jammed against the enemy and fired that way, and the knife could be jabbed at the enemy from the side etc. Tom Says: I've already explained the reason why I used a minimum range for each weapon. Basically, if you are too close to an enemy creature the firing code starts screwing up. To fix that problem means I basically have to completely rewrite the firing code from scratch. Since this is not a simple or easy job I'd truly appreciate if all of you would lay off the subject for a while. I'm really beginning to feel a bit irritated about the constant requests for me to fix this. I will, but don't keep on my case. Besides that the minimum range constants are usually what you would expect any way. For example the knife has a minimum range of 0.5 units which is equal to 6 inches. That should be close enough anyway for most purposes. So I don't really understand why most of you are complaining about the minumum range values. Most of the time you probably don't even notice them except in a case where you need to backup to give yourself a little more room. Aaron Said: Ok. I'm following. Aaron Asked: In the menues, should the first item in the menu be selected automatically and spoken after the menu title is heard? Tom Says: No, and I have a very good reason not to do so. The main reason is I am having a technical issue with DirectInput where a key repetes even when it shouldn't. For example if you were to press enter on new game and you landed on the first item in the mode menu it would automatically select arcade mode, open the experience menu, automatically select beginner, and continue until you either released the key or it could no longer open any menus. To solve that problem for the moment I pass a 0 to the new menu function so that enter can't do anything until you scroll to an actual valid menu option. Does this make sense? aaron Said: yes, it does make sence. It's not a show stopper by any means so we can do without for sure. Aaron Asked: In some cases when speech is happening it is impossible to interrupt speech. These include when the score is being spoken, when some things are being performed status keys like s for score, a for ammo. When the game is started and the copywrite information is being spoken, etc. Should it be made possible to press any key and interrupt these things? Tom Says: I'm not really sure how Draconis, GMA, etc handles using speech with wav files, but I know the way I wrote the SpeakMessage function it can not be interrupted when speaking a long string of stuff like numbers. The way it works is like this. Load message wav file. Play the wav file. Wait for wav file to finish. Load another wav file. Play the wav file. Wait for wav file to finish. The way this works everything else is haulted why the while loop is waiting on the wav file to finish. If someone has a better suggestion or better way of handling this I am all ears. Otherwise things are going to work the same until I find a better way to process wav files and speak status messages etc. What you and and others are asking for is beyond my technical and programming skill right now. Sorry, but I really can't help on this issue at the moment. As for interrupting the intro message I can do that. In fact it is on my todo list for Beta 3, and will be available in the ne
Re: [Audyssey] MOTA QUESTIONS
hi, I think it's important to thank tom for all he does despite the constant requests. keep up the good work! Cory On Sun, 08 Mar 2009 11:40:47 -0500, Thomas Ward wrote: >Hi, >ok, there are alot of questions and ansers here and i'll try and answer >them all as best I can. Here goes. > >Aaron Asked: >When I get too close to the giant to hit, he can still hit me. Is this >supposed to >be the case? > >Tom Says: >There is no minimum range feature for the enemy AI so for the moment it >works like it is suppose too. That could change in a future release, but >for the moment it is only doing what it is programmed to do. > >Aaron Asked: >The guns don't do any damage to the giant it seems. Why is this? I can't >imagine >why arrows would hurt him but guns don't even begin to. > >Tom Says: >That's because those are enchanted arrows not normal arrows. Magic >weapons have a much higher melee rating than standard ones. Once the >User's Guide gets completed all of this will become more clear, and >hopefully make much more sense. > >Aaron Asked: >I'm wondering if we can re-implimint ducking the way it used to be, so >you can stay >ducked as long as you want, it just doesn't do you any good to stay >ducked down for >more than one hit because the enemy will compensate. > >Tom Says: >I suppose so. However, that feature is going to take a lot of time and >energy to get working properly, and just be patient with me please. That >is only one of several issues I am trying to work on as I find the time >to do so. > >Aaron Said: >I also believe the pistol and the combat knife should still be useable >in such close >contact. The pistol could be jammed against the enemy and fired that >way, and the >knife could be jabbed at the enemy from the side etc. > >Tom Says: >I've already explained the reason why I used a minimum range for each >weapon. Basically, if you are too close to an enemy creature the firing >code starts screwing up. To fix that problem means I basically have to >completely rewrite the firing code from scratch. Since this is not a >simple or easy job I'd truly appreciate if all of you would lay off the >subject for a while. I'm really beginning to feel a bit irritated about >the constant requests for me to fix this. I will, but don't keep on my case. >Besides that the minimum range constants are usually what you would >expect any way. For example the knife has a minimum range of 0.5 units >which is equal to 6 inches. That should be close enough anyway for most >purposes. So I don't really understand why most of you are complaining >about the minumum range values. Most of the time you probably don't even >notice them except in a case where you need to backup to give yourself a >little more room. > >Aaron Asked: >In the menues, should the first item in the menu be selected >automatically and spoken >after the menu title is heard? > >Tom Says: >No, and I have a very good reason not to do so. The main reason is I am >having a technical issue with DirectInput where a key repetes even when >it shouldn't. For example if you were to press enter on new game and you >landed on the first item in the mode menu it would automatically select >arcade mode, open the experience menu, automatically select beginner, >and continue until you either released the key or it could no longer >open any menus. To solve that problem for the moment I pass a 0 to the >new menu function so that enter can't do anything until you scroll to an >actual valid menu option. Does this make sense? > >Aaron Asked: >In the view scores menu, should the score be spoken without having to >press enter? > >Tom Says: >No. Since you can not interrupt the SpeakNumber function when it is >speaking using it in the high scores menu would be a lot worse than >having to press enter. Basically, if you pressed down arrow and it >started speaking the score you couldn't down arrow again until the score >finished speaking. So I felt it was more practical to press enter on a >menu option instead. > >Aaron Asked: >In some cases when speech is happening it is impossible to interrupt >speech. These >include when the score is being spoken, when some things are being >performed status >keys like s for score, a for ammo. When the game is started and the >copywrite information >is being spoken, etc. Should it be made possible to press any key and >interrupt >these things? > >Tom Says: >I'm not really sure how Draconis, GMA, etc handles using speech with wav >files, but I know the way I wrote the SpeakMessage function it can not >be interrupted when speaking a long string of stuff like numbers. The >way it works is like this. > >Load message wav file. >Play the wav file. >Wait for wav file to finish. >Load another wav file. >Play the wav file. >Wait for wav file to finish. > >The way this works everything else is haulted why the while loop is >waiting on the wav file to finish. If someone has a better suggestion or >better way
Re: [Audyssey] MOTA QUESTIONS
Hi, ok, there are alot of questions and ansers here and i'll try and answer them all as best I can. Here goes. Aaron Asked: When I get too close to the giant to hit, he can still hit me. Is this supposed to be the case? Tom Says: There is no minimum range feature for the enemy AI so for the moment it works like it is suppose too. That could change in a future release, but for the moment it is only doing what it is programmed to do. Aaron Asked: The guns don't do any damage to the giant it seems. Why is this? I can't imagine why arrows would hurt him but guns don't even begin to. Tom Says: That's because those are enchanted arrows not normal arrows. Magic weapons have a much higher melee rating than standard ones. Once the User's Guide gets completed all of this will become more clear, and hopefully make much more sense. Aaron Asked: I'm wondering if we can re-implimint ducking the way it used to be, so you can stay ducked as long as you want, it just doesn't do you any good to stay ducked down for more than one hit because the enemy will compensate. Tom Says: I suppose so. However, that feature is going to take a lot of time and energy to get working properly, and just be patient with me please. That is only one of several issues I am trying to work on as I find the time to do so. Aaron Said: I also believe the pistol and the combat knife should still be useable in such close contact. The pistol could be jammed against the enemy and fired that way, and the knife could be jabbed at the enemy from the side etc. Tom Says: I've already explained the reason why I used a minimum range for each weapon. Basically, if you are too close to an enemy creature the firing code starts screwing up. To fix that problem means I basically have to completely rewrite the firing code from scratch. Since this is not a simple or easy job I'd truly appreciate if all of you would lay off the subject for a while. I'm really beginning to feel a bit irritated about the constant requests for me to fix this. I will, but don't keep on my case. Besides that the minimum range constants are usually what you would expect any way. For example the knife has a minimum range of 0.5 units which is equal to 6 inches. That should be close enough anyway for most purposes. So I don't really understand why most of you are complaining about the minumum range values. Most of the time you probably don't even notice them except in a case where you need to backup to give yourself a little more room. Aaron Asked: In the menues, should the first item in the menu be selected automatically and spoken after the menu title is heard? Tom Says: No, and I have a very good reason not to do so. The main reason is I am having a technical issue with DirectInput where a key repetes even when it shouldn't. For example if you were to press enter on new game and you landed on the first item in the mode menu it would automatically select arcade mode, open the experience menu, automatically select beginner, and continue until you either released the key or it could no longer open any menus. To solve that problem for the moment I pass a 0 to the new menu function so that enter can't do anything until you scroll to an actual valid menu option. Does this make sense? Aaron Asked: In the view scores menu, should the score be spoken without having to press enter? Tom Says: No. Since you can not interrupt the SpeakNumber function when it is speaking using it in the high scores menu would be a lot worse than having to press enter. Basically, if you pressed down arrow and it started speaking the score you couldn't down arrow again until the score finished speaking. So I felt it was more practical to press enter on a menu option instead. Aaron Asked: In some cases when speech is happening it is impossible to interrupt speech. These include when the score is being spoken, when some things are being performed status keys like s for score, a for ammo. When the game is started and the copywrite information is being spoken, etc. Should it be made possible to press any key and interrupt these things? Tom Says: I'm not really sure how Draconis, GMA, etc handles using speech with wav files, but I know the way I wrote the SpeakMessage function it can not be interrupted when speaking a long string of stuff like numbers. The way it works is like this. Load message wav file. Play the wav file. Wait for wav file to finish. Load another wav file. Play the wav file. Wait for wav file to finish. The way this works everything else is haulted why the while loop is waiting on the wav file to finish. If someone has a better suggestion or better way of handling this I am all ears. Otherwise things are going to work the same until I find a better way to process wav files and speak status messages etc. What you and and others are asking for is beyond my technical and programming skill right now. Sorry, but I really can'
[Audyssey] MOTA QUESTIONS
Hi. I figured I would repeat all of my questions in one place. When I get too close to the giant to hit, he can still hit me. Is this supposed to be the case? I just hit the giant on advanced difficulty with 10 arrows and he didn't die. Is this reasonable? This isn't a complaint btw I'm just observing and makeing sure this stuff is working the way it's expected to. The guns don't do any damage to the giant it seems. Why is this? I can't imagine why arrows would hurt him but guns don't even begin to. I'm wondering if we can re-implimint ducking the way it used to be, so you can stay ducked as long as you want, it just doesn't do you any good to stay ducked down for more than one hit because the enemy will compensate. It is confusing when you duck and stand up again, I find that it makes it difficult to keep track of what's going on. I would like to be able to duck, shoot, stand up, then maybe jump and shoot, but the way ducking works in beta 2 this isn't realy possible to control, because ducking works for it's own amount of time and all that. You mentioned possibly impliminting keystrokes to be able to walk while ducked down. I can see some reasons to do this. If you code in a new kind of obsticle, an air duct, or something like that, or a ledge is too low to the ground, you have to duck to go under it. There's been a lot of discussion regarding your range to an enemy. I think I believe that the character should be blocked by the enemy and thus unable to pass the enemy. I also believe the pistol and the combat knife should still be useable in such close contact. The pistol could be jammed against the enemy and fired that way, and the knife could be jabbed at the enemy from the side etc. If the character is blocked from passing the enemy, when the enemy tries to fire a weapon too close to the enemy, the weapon is not fired at all. In the menues, should the first item in the menu be selected automatically and spoken after the menu title is heard? Select a menu item. new game. press enter. Select a game. Arcade. Press enter. Select a difficulty level. Beginner. Down arrow. intermediate. press enter. for yes no prompts if an option is selected automatically it should be no, not yes. Just a thought. In the view scores menu, should the score be spoken without having to press enter? Intermediate. 20, 5, thousand, 9, hundred, 40, 5. In some cases when speech is happening it is impossible to interrupt speech. These include when the score is being spoken, when some things are being performed status keys like s for score, a for ammo. When the game is started and the copywrite information is being spoken, etc. Should it be made possible to press any key and interrupt these things? I know that for instance when you check your ammo the game is paused until the speech is complete. what i'm after is the possibility to just stop speech and have the timer resume. I could press control, or press an arrow key to walk etc. One problem with this is that I like to hold down navigation keys and do other stuff simultaneously, it would be nice if the keys could avoid interrupting speech unless they are released and pressed, not if they have been held down from the begin with. Did you receive my improved 5 sound? I have noticed that my character can get hit even after the eneemy is dead by the dead eneemy, or after the view or inventory menues are brought up. Say I walk into that giant. I hear the character scream. I press tab because I have the wrong weapon and I want to switch useing that menu because I'm not comfortable pressing the numbers to change weapons just yet. So I press tab, the menu comes up, the voice says select a menu item. and then I hear the character scream again. I have been killed this way. I have also been killed after having already killed the enemy that killed me, more than once in a row. For example imagine I go aft3er a harpy with my 9mm. I blast 5 times, but I had 40 percent health, I got hit once while I was banging away. The harpy dies and hits the floor, and then, almost a full second later, I hear angela cry, and collapse to the floor. I am useing a netbook. The performance could, but probably isn't the issue. I have a 1.7ghz processor and 2gb of ram on windows xp. I have been able to run any audio game I want without a single performance related problem that I am aware of. I am going to regret this change if it is impliminted, but I think it should be impossible to fire the bow quickly. There should probably be a two second delay or there abouts. The pistol makes sense but you know the 9mm probably can only hold 15 shots. Have you thought about makeing it complicated and you have to change clips or something like that? I don't know anything about those guns really but the shotgun can probably only fire one shot, or maybe two if it is a side by side or over and under. It could also be a revolver but those things are huge and cu