Re: [Audyssey] MOTA beta 19 released!

2011-05-30 Thread Hayden Presley

Hi,
Maybe it's only me, but with eeverything else Thomas needs to do before 
getting this thing out the door, you are concerned about an HTML separater 
vs an === separator?

Best Regards,
Hayden

--
From: Bryan Peterson bpeterson2...@cableone.net
Sent: Wednesday, May 25, 2011 7:38 PM
To: Gamers Discussion list gamers@audyssey.org
Subject: Re: [Audyssey] MOTA beta 19 released!


I think he was talking about the User's Gide.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 25, 2011 5:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Shiny protector

Hi Tom,

What exactly do you mean by updating the attack function? I do not 
understand.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 12:16 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters 
got

in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Alfredo_The_Music_maker

He means the way you attack players so you can get a faster response.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-28 Thread Crash

Sounds like Kun Fooey, to me?

Gary
- Original Message - 
From: Alfredo_The_Music_maker birdlover2...@hotmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, May 28, 2011 12:49 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



He means the way you attack players so you can get a faster response.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-26 Thread shaun everiss

well the engine is quite stable and sounds are real cool.
At 11:26 a.m. 26/05/2011, you wrote:

Hi Phil,

As Willem and I were just discussing off list the issue is that FMOD
and DirectSound use two completely different mathematical scales to
pan sounds and control volume. DirectSound uses a Linear scale to roll
off where FMOD, OpenAL, and XAudio2 use a Logarithmic  scale to roll
off. What I'm going to have to eventually do is create a linniar to
Logarithmic converter which will allow me to pan sounds similar to
DirectSound but convert them to a Logarithmic setting. Its probably
not that hard to do, but I wanted to see how well the new engine
worked in general before attending to these miner issues like this.

Of course, as usual the winers and complainers decided to focus on
this one single issue and run with it. They are making a bigger deal
out of this than it marets. The game is certainly playable as is, and
eventually I'm certain I'll find a decent conversion from DirectSound
to FMOD. It just requires a bit of patients and understanding from the
community at large. I'm getting neither. Instead I'm getting swamped
with moaning, growning, and complaining about it. That's not helping
things.

Cheers!



On 5/25/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
 Then far right would be 1.0, and one step closer would be 0.5
 then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

 Is this what you tried to do?
 Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

great.
So again we have this issue.
I am downloading it now but wander if I should hold off I couldn't 
finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or 15.

At 02:44 p.m. 25/05/2011, you wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 24, 2011 9:19 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA beta 19 released!

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release


==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing


==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss

in beta 16 we had sfml which had videocard issues.
This shouldn't be a problem on most newer systems but laptops and 
some other manufacturers are especially prone on having custom 
drivers which can not be updated at all necessarily.

At 03:01 p.m. 25/05/2011, you wrote:

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
I also think that was before you went to DirectX for panning but I 
could be wrong.

Phil


- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 10:53 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger karl.belan...@comcast.net wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread burakyuksek

Ah good new!
saygilar sevgiler.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, May 25, 2011 4:19 AM
Subject: [Audyssey] MOTA beta 19 released!



Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Phil Vlasak

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters 
got

in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread shaun everiss
Well I played mota, and wll being in front of an item works but hmmm 
Its  hardish something I will have to get used to I guess.


At 11:16 p.m. 25/05/2011, you wrote:

Hi Thomas,
I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
Then far right would be 1.0, and one step closer would be 0.5
then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

Is this what you tried to do?
Phil

- Original Message - From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:43 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got
in range.
So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and
windows 7.
I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil


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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Shaun,

If you are talking about the analog jumps they aren't even in beta 19.
So you might have less problems playing beta 19. In any case from here
on out beta 19 will be the platform I'll be working from. I'll
probably release patches, updates, bug fixes for that release so
you'll need the main setup file until I say other wise.

Cheers!


On 5/25/11, shaun everiss sm.ever...@gmail.com wrote:
 great.
 So again we have this issue.
 I am downloading it now but wander if I should hold off I couldn't
 finnish 18 anyway, beta 16 was the last one I could finnish or was it 17 or
 15.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Phil,

As Willem and I were just discussing off list the issue is that FMOD
and DirectSound use two completely different mathematical scales to
pan sounds and control volume. DirectSound uses a Linear scale to roll
off where FMOD, OpenAL, and XAudio2 use a Logarithmic  scale to roll
off. What I'm going to have to eventually do is create a linniar to
Logarithmic converter which will allow me to pan sounds similar to
DirectSound but convert them to a Logarithmic setting. Its probably
not that hard to do, but I wanted to see how well the new engine
worked in general before attending to these miner issues like this.

Of course, as usual the winers and complainers decided to focus on
this one single issue and run with it. They are making a bigger deal
out of this than it marets. The game is certainly playable as is, and
eventually I'm certain I'll find a decent conversion from DirectSound
to FMOD. It just requires a bit of patients and understanding from the
community at large. I'm getting neither. Instead I'm getting swamped
with moaning, growning, and complaining about it. That's not helping
things.

Cheers!



On 5/25/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I suggest with FMOD Ex panning sounds from -1.0 to 1.0,
 Then far right would be 1.0, and one step closer would be 0.5
 then, each step closer would be half, 0.25, 0.125, 0.0625, 0.03125, etc.

 Is this what you tried to do?
 Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi,

Yeah, but we aren't using SFML any more. The 3.0 G3D Engine uses SDL
1.2.13. That doesn't have any video issues that I am aware of. In
fact, over all the new 3.0 engine is rock solid stable. Other than the
audio and support for some game controllers like joysticks and mice
the engine is ready to roll.

Cheers!


On 5/25/11, shaun everiss sm.ever...@gmail.com wrote:
 in beta 16 we had sfml which had videocard issues.
 This shouldn't be a problem on most newer systems but laptops and
 some other manufacturers are especially prone on having custom
 drivers which can not be updated at all necessarily.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Thomas Ward
Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hi, I have a question to ask. Could you explain how the === separator
 works? Why not use an html separator. I am sure that would work fine as
 well.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Mich
hi Tom. I think he is talking about the separations in the manuwil to 
separate the different sections of the text. some of them use a +++ hth. 
from Mich.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 25, 2011 7:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-25 Thread Bryan Peterson

I think he was talking about the User's Gide.
We are the Knights who say...Ni!
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: birdlover2...@hotmail.com; Gamers Discussion list 
gamers@audyssey.org

Sent: Wednesday, May 25, 2011 5:32 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Alfredo,

Mind telling us what you are talking about? I haven't a clue what you
are asking.

Cheers!


On 5/25/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:

Hi, I have a question to ask. Could you explain how the === separator
works? Why not use an html separator. I am sure that would work fine as
well.

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[Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Ryan Conroy
Why was analogue jumping removed? Just curious. I kinda liked that feature.

-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

---
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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Tommy

Thanks Thomas!

Tommy

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Zachary Kline
Hi Thomas,
Is there any possibility of an OS X version?  I can always run MOTA under my 
WIndows or Linux VMs, but it would be great if I didn't have to do it this way. 
 I look forward to trying the release regardless
Best and thanks,
Zack.
On May 24, 2011, at 6:19 PM, Thomas Ward wrote:

 Hello gamers,
 
 USA Games would like to announce the immediate release of Mysteries of
 the Ancients beta 19. This all new release includes a number of
 changes, bug fixes, and new features.
 
 What's New in This Release
 
 ==
 
 * Added the ability to run, jump, attack, etc while the game is speaking.
 * Added the ability to silence speech with the escape key.
 * Added the ability to skip the game intro with the escape key.
 * Added the ability to skip cutscenes with the escape key.
 * Added KeyDown function to check
 when a key is down but not pressed.
 * Disabled analog jumping
 and use standard jump code from beta 17 and earlier.
 * Created both Linux and Windows x86 builds.
 * Fixed the bug where the alt key brings up the context menu.
 * Fixed the bug where the s key fails to open the sounds menu
 while in the main menu.
 * Fixed the bug with player's health not being restored
 after drinking a healing potion.
 * Fixed the bug where the player isn't poisoned when being attacked
 by a poisonous enemy.
 * Removed joystick profiler.
 * Removed joystick support.
 * Removed mouse support.
 * Replaced character string constants with standard C++ string class.
 * Replaced exit menu with quit menu.
 * Replaced Microsoft DirectInput with SDL input.
 * Replaced Microsoft Windows API with SDL window API.
 * Replaced Microsoft DirectSound support with FMOD Ex sound API.
 * Updated Area class.
 * Updated enemy class.
 * Updated enemy A.I.
 * Updated Nemean Lion sounds.
 * Updated level1.
 * Updated level 2.
 * Updated LoadGame() function.
 * Updated LoadLevel() function.
 * Updated PlayerAttackEnemy() function.
 * Updated PlayerTargetTracking() function.
 * Updated SaveGame() function.
 * Updated SaveLevel() function.
 * Updated User's Guide.
 
 Downloading and Installing
 
 ==
 
 Before downloading and installing beta 19 be sure to remove beta 18
 and earlier as it conflicts with the new cross-platform engine. To
 download beta 19 visit
 http://www.usagamesinteractive.com/mota.php
 and have fun.
 
 Sincerely,
 Thomas Ward
 President of USA Games Interactive
 http://www.usagamesinteractive.com
 
 ---
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 All messages are archived and can be searched and read at
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 If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Bryan Peterson
Because apparently it was causing some problems with the game either 
crashing or going into an endless loop where Angela would either keep 
jumping forward constantly or suddenly start running uncontrollably with no 
way for the player to stop her.

We are the Knights who say...Ni!
- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Tuesday, May 24, 2011 7:48 PM
Subject: Re: [Audyssey] MOTA beta 19 released!


Why was analogue jumping removed? Just curious. I kinda liked that 
feature.


-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

---
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If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Tommy

I notice that too. I thought that's just me.

Tommy

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Karl Belanger
I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with DirectX,
but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to give
you positional information.
Karl

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Tuesday, May 24, 2011 9:19 PM
To: Gamers Discussion list
Subject: [Audyssey] MOTA beta 19 released!

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release


==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
 after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing


==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Ryan and all,

The analog jumping wasn't permanently removed, but just disabled for
this release. The reason is because when I recompiled Mysteries of the
Ancients using the Genesis 3.0 engine I found out my implamentation of
the analog jump system was causing problems with SDL input. Instead of
stopping a jump it would cause the game to go into an infinit loop,
lockup, and crash. The only way to get out of it was to alt+f4 out of
the game completely. I can't tell you exactly why it worked with
DirectX and not SDL, but all I can say for sure as it was causing some
nasty bugs and major instability. So I did the only thing I could do
and disabled analog jumping until I can work the bugs out of it, and
will put analog jumping etc back into the game as soon as I'm sure it
is stable enough to do so. Diddo for some of the other things I
disabled or removed like joystick and mouse support.

Basicly, what we have here is an updated Genesis Engine based
primarily on the cross-platform version i designed for Linux and Mac
OS, I recently ported to Windows, and some of the things aren't
altogether working properly like joystick and mouse support. In fact,
I'm not all that happy with the way SDL handles joysticks in general,
lacks advanced features like force feedback so what I might have to do
is settle for using some Windows proprietary APIs like DirectInput or
XInput for joysticks, SAPI for TTS support, and use SDL, ESpeak, etc
on the non-Windows side. That's in the future though. For now I do
have a cross-platform engine that seems to work fairly decently on
Windows, Mac OS,  and Linux now and can build upon that framework
assuming we have everything working properly.

HTH


On 5/24/11, Ryan Conroy staindadd...@juno.com wrote:
 Why was analogue jumping removed? Just curious. I kinda liked that feature.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger karl.belan...@comcast.net wrote:
 I noticed that the bug from a much earlier cross-platform beta is back,
 namely that sounds are again not panning properly. They stay all the way
 over to one side, or exactly in the center, and do not pan at all like in
 beta 18. I realize that you may not be able to get as exact as with DirectX,
 but I strongly feel that there must be some level of panning. It is very
 hard to tell if a monster is in range or not if there is no panning to give
 you positional information.
 Karl


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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Phil Vlasak

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
I also think that was before you went to DirectX for panning but I could be 
wrong.

Phil


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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 10:53 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi all,

Well, its not a bug persay, but just the way FMOD Ex seems to position
sounds. Trust me, I'm doing everything possible to try and get this as
close to DirectSound as possible, but haven't found the proper
conversion to get it just right. For now if this truly bothers you use
the laser sight to target enemies. Personally, I'm happy with the way
it is, think it sounds decent, but I've been use to listening to it
like this for over a month. Its something you get use to over time.

Anyway, just keep in mind I'm working on it. So reporting the problem
etc isn't going to help things. I know all about it, and if and when i
find a solution for it you'll know about it.

Cheers!


On 5/24/11, Karl Belanger karl.belan...@comcast.net wrote:

I noticed that the bug from a much earlier cross-platform beta is back,
namely that sounds are again not panning properly. They stay all the way
over to one side, or exactly in the center, and do not pan at all like in
beta 18. I realize that you may not be able to get as exact as with 
DirectX,

but I strongly feel that there must be some level of panning. It is very
hard to tell if a monster is in range or not if there is no panning to 
give

you positional information.
Karl



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-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1375 / Virus Database: 1509/3657 - Release Date: 05/24/11




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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Bryan,

Exactly. There were all kinds of funky things like that happening. I
might hjump a fire pit, Angela would run forward directly into the
second fire pit. There were times where Angela would continue jumping
into walls over and over, and over again until I just used alt+f4 to
exit or ran the kill command from the command line. I couldn't stop
her, and the player totally lost control of the keyboard after the
analog jumps. Since it made the game next to impossible to play in
that state the only thing I could do was copy the jump code out of a
much earlier version of the game and the problem went away. That's in
a nutshell why we no longer have analog jumping in the current beta.

Cheers!





On 5/24/11, Bryan Peterson bpeterson2...@cableone.net wrote:
 Because apparently it was causing some problems with the game either
 crashing or going into an endless loop where Angela would either keep
 jumping forward constantly or suddenly start running uncontrollably with no
 way for the player to stop her.
 We are the Knights who say...Ni!

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread The Addictor

Yeah, me too
Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Ryan Conroy staindadd...@juno.com

To: gamers@audyssey.org
Sent: Tuesday, May 24, 2011 9:48 PM
Subject: Re: [Audyssey] MOTA beta 19 released!


Why was analogue jumping removed? Just curious. I kinda liked that 
feature.


-- Original Message --
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Subject: [Audyssey] MOTA beta 19 released!
Date: Tue, 24 May 2011 21:19:18 -0400

Hello gamers,

USA Games would like to announce the immediate release of Mysteries of
the Ancients beta 19. This all new release includes a number of
changes, bug fixes, and new features.

What's New in This Release

==

* Added the ability to run, jump, attack, etc while the game is speaking.
* Added the ability to silence speech with the escape key.
* Added the ability to skip the game intro with the escape key.
* Added the ability to skip cutscenes with the escape key.
* Added KeyDown function to check
when a key is down but not pressed.
* Disabled analog jumping
and use standard jump code from beta 17 and earlier.
* Created both Linux and Windows x86 builds.
* Fixed the bug where the alt key brings up the context menu.
* Fixed the bug where the s key fails to open the sounds menu
while in the main menu.
* Fixed the bug with player's health not being restored
after drinking a healing potion.
* Fixed the bug where the player isn't poisoned when being attacked
by a poisonous enemy.
* Removed joystick profiler.
* Removed joystick support.
* Removed mouse support.
* Replaced character string constants with standard C++ string class.
* Replaced exit menu with quit menu.
* Replaced Microsoft DirectInput with SDL input.
* Replaced Microsoft Windows API with SDL window API.
* Replaced Microsoft DirectSound support with FMOD Ex sound API.
* Updated Area class.
* Updated enemy class.
* Updated enemy A.I.
* Updated Nemean Lion sounds.
* Updated level1.
* Updated level 2.
* Updated LoadGame() function.
* Updated LoadLevel() function.
* Updated PlayerAttackEnemy() function.
* Updated PlayerTargetTracking() function.
* Updated SaveGame() function.
* Updated SaveLevel() function.
* Updated User's Guide.

Downloading and Installing

==

Before downloading and installing beta 19 be sure to remove beta 18
and earlier as it conflicts with the new cross-platform engine. To
download beta 19 visit
http://www.usagamesinteractive.com/mota.php
and have fun.

Sincerely,
Thomas Ward
President of USA Games Interactive
http://www.usagamesinteractive.com

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Groupon.com Official Site
1 huge daily deal on the best stuff to do in your city. Try it today!
http://thirdpartyoffers.juno.com/TGL3131/4ddc5ffd59de627694st04vuc

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Phil,

No, beta 16 was built using the Windows engine. I never did exactly
find a way to get OpenAL to pan correctly, and am having the same
issue with FMOD Ex. There probably is a way to correct the problem, or
simulate DirectX using FMOD, but honestly this isn't the biggest issue
here.  Right now my objective is to finish MOTA 1.0, and then go back
in and try and handle or correct some of these issues during the
release candidate phase of the project which we are nearing. My
primary focus for beta 20 is to add levels 3 through 12 to the game,
add the end user game registration, and the game is basically done.
Debugging panning issues etc is the least of my worries right now.
That can wait until I actually get MOTA 1.0 nearly ready for release.
Right now I'm looking for a possible 1.0 target release schedule about
mid summer. Possably mid July if everything goes as planned.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I think in MOTA 14 you had the same panning problem and fixed it in beta 16.
 I also think that was before you went to DirectX for panning but I could be
 wrong.
 Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Zack,

That's on our todo list, but not for some time. That's for two
reasons. One, I don't have regular access to a Mac so I can't really
port and test the Genesis 3D engine and games on Mac OS X directly.
When I eventually get enough money to invest in a MacBook or something
like that I'll certainly be looking at a Mac OS port of my games.
Second, there is a huge financial aspect to consider. FMOD Ex is not
free, and I'm already looking at something like $600 to support
Windows and Linux for Mysteries of the Ancients alone. Adding Mac OS
support puts another $300 onto that bringing my licensing fees up to
nearly a thousand. If I'm going to do it I need to be sure I'll not
only get my money back on my investment but I'd like to make something
extra for time, labor, etc. So if it weren't for those two issues I'd
be happy to port MOTA and any other games to Mac OSX. The thing to
keep in mind here though is since I have designed a cross-platform
engine that works on Linux I don't think it would take me too long to
create a Mac OSX port if and when I have access to a Mac OS machine
for development.

HTH


On 5/24/11, Zachary Kline zkl...@speedpost.net wrote:
 Hi Thomas,
 Is there any possibility of an OS X version?  I can always run MOTA under my
 WIndows or Linux VMs, but it would be great if I didn't have to do it this
 way.  I look forward to trying the release regardless
 Best and thanks,
 Zack.

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Phil Vlasak

Hi Thomas,
I forgot you put the targeting scope on s to help you when the monsters got 
in range.

So that makes the panning glitch not as critical as I thought.
I had a similar problem panning sounds with the GMA engine for Vista and 
windows 7.

I solved it by panning sounds in doubling steps.
instead of panning volume 100, 200, 300, 400, etc.
I used 10, 20, 40, 80, 160, 320, etc.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, May 24, 2011 11:15 PM
Subject: Re: [Audyssey] MOTA beta 19 released!



Hi Phil,

No, beta 16 was built using the Windows engine. I never did exactly
find a way to get OpenAL to pan correctly, and am having the same
issue with FMOD Ex. There probably is a way to correct the problem, or
simulate DirectX using FMOD, but honestly this isn't the biggest issue
here.  Right now my objective is to finish MOTA 1.0, and then go back
in and try and handle or correct some of these issues during the
release candidate phase of the project which we are nearing. My
primary focus for beta 20 is to add levels 3 through 12 to the game,
add the end user game registration, and the game is basically done.
Debugging panning issues etc is the least of my worries right now.
That can wait until I actually get MOTA 1.0 nearly ready for release.
Right now I'm looking for a possible 1.0 target release schedule about
mid summer. Possably mid July if everything goes as planned.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I think in MOTA 14 you had the same panning problem and fixed it in beta 
16.
I also think that was before you went to DirectX for panning but I could 
be

wrong.
Phil


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Version: 10.0.1375 / Virus Database: 1509/3657 - Release Date: 05/24/11




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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Thomas Ward
Hi Phil,

Yeah, the laser scope makes things easier. The panning issue really
isn't a big issue with that. That's what I meant by its ok with me
because if I'm not sure I can enable/disable a targeting beep.

Anyway, with DirectSound sounds are panned from a range of -1 to
1000 and in FMOD Ex sounds are from -1.0 to 1.0. I thought if I
created a formula to convert DirectSound pan settings to FMOD Ex pan
settings it would work. Nothing doing. While FMOD Ex can and does pan
sounds its not nearly as smooth or realistic as DirectSound. However,
I'm personally willing to forgo DirectSound's panning just for the
ability to write games on Windows and Linux giving me the option to
use either one. However, I'm far from finished looking at how to
improve the panning here.

Cheers!


On 5/24/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I forgot you put the targeting scope on s to help you when the monsters got
 in range.
 So that makes the panning glitch not as critical as I thought.
 I had a similar problem panning sounds with the GMA engine for Vista and
 windows 7.
 I solved it by panning sounds in doubling steps.
 instead of panning volume 100, 200, 300, 400, etc.
 I used 10, 20, 40, 80, 160, 320, etc.

 Phil

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Re: [Audyssey] MOTA beta 19 released!

2011-05-24 Thread Alfredo_The_Music_maker
Hi, I have a question to ask. Could you explain how the === separator 
works? Why not use an html separator. I am sure that would work fine as 
well.


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