Re: [Audyssey] old games was, shell shock

2011-03-31 Thread shaun everiss
every time I check to get the redist, etc the last version was for 
2010 at june some times.



Hi Shaun,

I'm not quite sure what you mean by DirectX 9 has come to end of life
now. The current version of DirectX is still 9.0C. However,
individual components have been upgraded such as Direct3D is now
v11.0, DirectInput latest is 8.1, XAudio2 has replaced DirectSound,
etc but it is still all core DirectX 9 for C++ developers. For .Net
developers XNA Framework is a wrapper for DirectX 9.0C.. So DirectX 9
is definitely not dead, but is continuing to get updated quarterly.
What people call DirectX 10 and DirectX 11 is simply DirectX 9.0C with
Direct3D 10 or Direct3D 11. That's the only difference between 9.0C
and newer DirectX versions that ship with Vista and Windows 7.

HTH


On 3/27/11, shaun everiss sm.ever...@gmail.com wrote:
 the trouble with all the dotnet stuff is that if you check all the
 boxes windows update will load it all for you, directx needs to be
 got seperately.
 The only saving grace for it  now is that
 dx9 has come to end of life now.
 At 03:52 a.m. 28/03/2011, you wrote:
Hi Dark,

Well, as a gamer I completely understand your point of view on this,
but as a developer I see the other side of the issue too. For one
thing as a professionally trained programmer I like my work to reflect
my skills, education, etc so my personal standards for quality is
fairly high. Nothing drives me crazier than an incomplete or fairly
buggy piece of software that I personally created.

For example, copyright issues aside with Montezuma's Revenge I was
going to have to eventually rewrite that program, or at least a large
part of it, to fix a couple of technical issues I made early on in
game development. One of them was the jump bug were you could jump
through walls, or jump and get stuck in mid air for no reason at all.
Obviously, these problems were fixed when I wrote the G3D engine which
MOTA uses, but I wasn't quite sure how to fix it at the time I was
working on Monte. The other problem was that I used James North's
coordinate system with (0, 0) at the top-left corner of the map and
(50, 50) at the bottom-right corner of the map. This would have been
ok accept when I wrote my trig calculations for the game my
orientation was backwards which means the game mechanics operated
incorrectly. The problem could have been fixed fairly easily, but
Utopia put an end to development before I had a chance to actually
rewrite/correct the game mechanics.so even if I had been allowed to
complete the game at some point I was going to have to correct those
bugs.


With STFC as I think you might remember I lost the source code to the
game during a system crash. As a result I was either forced to release
the game as is, I.E. release the last beta as 1.0, or rewrite it from
scratch. I chose a short-term solution which was to take the last beta
from the website, changed a few voice files to say 1.0, and released
it as is. Sure it is a good game, but there were bugs I never could
correct without the source code which I need to fix it. So as a
developer it was a little frustrating to get a support e-mail
reporting bugs I already knew about, and knowing I couldn't possibly
fix them without a complete rewrite. Plus at the time STFC and Monte
was being developed people were always having troubles installing .Net
and Managed DirectX which got to be a hastle because at the time XP
shipped with neither technology, and they had to be installed in the
exact correct order in the exact right way or STFC wouldn't run.
Although, newerWindows releases like Windows 7 have gone a long way to
resolving most problems with .Net applications its still an issue for
older XP systems. Plus I've had a few e-mails to the effect people
don't want to install .Net on their computer for one reason or
another.


The other issue was a lot of gamers felt at the time I could fix the
.Net compatibility issues simply by creating a streamline install of
all the dependencies which would simplify installing the game. They
were right I could have fixed the problems with .Net and Managed
DirectX by packing them with my installer, but instead of 25 MB the
install size would have jumped to well over 500 MB. This dependency
issue is primarily one reason I began moving away from .Net and
decided to look at C, C++, Java or something else. I didn't think it
was fare to the gamer to install a game with 500 MB of dependencies
attached. Not to mention It was going to cost me more in download
bandwidth, storage space, etc. Let's face it .Net based apps are
bloated beyond belief when you need several third-party managed
libraries that may or may not be preinstalled on your system.


To sum up the issue I don't think game developers such as Josh and
myself necessarily want to take down games that are old because they
lack maret, but do it because the game in question no longer operates
correctly or as expected on the current hardware or OS as intended.
Answering tech support 

Re: [Audyssey] old games was, shell shock

2011-03-31 Thread Thomas Ward
Hi Shaun,

Ahem...That's because that is the latest release. I'm not sure why,
but Microsoft hasn't released any updates to DirectX since last
summer. That's actually good for us game developers, because it helps
people actually catch up and have an actual version to point customers
to when using XAudio2, X3DAudio, XInput, etc. At last we have a truly
stable version that is going to remain fixed for a while.

Cheers!


On 3/29/11, shaun everiss sm.ever...@gmail.com wrote:
 every time I check to get the redist, etc the last version was for
 2010 at june some times.

---
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Re: [Audyssey] old games was, shell shock

2011-03-30 Thread The Addictor

Hey,
now that you've told Shaun that, Microsoft is sure to change everything 
around again, just in time, since they change software design as often as 
politicians change their minds.

Ken Downey
The Addictor
www.TheAddictor.com

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, March 29, 2011 1:03 PM
Subject: Re: [Audyssey] old games was, shell shock



Hi Shaun,

I'm not quite sure what you mean by DirectX 9 has come to end of life
now. The current version of DirectX is still 9.0C. However,
individual components have been upgraded such as Direct3D is now
v11.0, DirectInput latest is 8.1, XAudio2 has replaced DirectSound,
etc but it is still all core DirectX 9 for C++ developers. For .Net
developers XNA Framework is a wrapper for DirectX 9.0C.. So DirectX 9
is definitely not dead, but is continuing to get updated quarterly.
What people call DirectX 10 and DirectX 11 is simply DirectX 9.0C with
Direct3D 10 or Direct3D 11. That's the only difference between 9.0C
and newer DirectX versions that ship with Vista and Windows 7.

HTH


On 3/27/11, shaun everiss sm.ever...@gmail.com wrote:

the trouble with all the dotnet stuff is that if you check all the
boxes windows update will load it all for you, directx needs to be
got seperately.
The only saving grace for it  now is that
dx9 has come to end of life now.
At 03:52 a.m. 28/03/2011, you wrote:

Hi Dark,

Well, as a gamer I completely understand your point of view on this,
but as a developer I see the other side of the issue too. For one
thing as a professionally trained programmer I like my work to reflect
my skills, education, etc so my personal standards for quality is
fairly high. Nothing drives me crazier than an incomplete or fairly
buggy piece of software that I personally created.

For example, copyright issues aside with Montezuma's Revenge I was
going to have to eventually rewrite that program, or at least a large
part of it, to fix a couple of technical issues I made early on in
game development. One of them was the jump bug were you could jump
through walls, or jump and get stuck in mid air for no reason at all.
Obviously, these problems were fixed when I wrote the G3D engine which
MOTA uses, but I wasn't quite sure how to fix it at the time I was
working on Monte. The other problem was that I used James North's
coordinate system with (0, 0) at the top-left corner of the map and
(50, 50) at the bottom-right corner of the map. This would have been
ok accept when I wrote my trig calculations for the game my
orientation was backwards which means the game mechanics operated
incorrectly. The problem could have been fixed fairly easily, but
Utopia put an end to development before I had a chance to actually
rewrite/correct the game mechanics.so even if I had been allowed to
complete the game at some point I was going to have to correct those
bugs.


With STFC as I think you might remember I lost the source code to the
game during a system crash. As a result I was either forced to release
the game as is, I.E. release the last beta as 1.0, or rewrite it from
scratch. I chose a short-term solution which was to take the last beta
from the website, changed a few voice files to say 1.0, and released
it as is. Sure it is a good game, but there were bugs I never could
correct without the source code which I need to fix it. So as a
developer it was a little frustrating to get a support e-mail
reporting bugs I already knew about, and knowing I couldn't possibly
fix them without a complete rewrite. Plus at the time STFC and Monte
was being developed people were always having troubles installing .Net
and Managed DirectX which got to be a hastle because at the time XP
shipped with neither technology, and they had to be installed in the
exact correct order in the exact right way or STFC wouldn't run.
Although, newerWindows releases like Windows 7 have gone a long way to
resolving most problems with .Net applications its still an issue for
older XP systems. Plus I've had a few e-mails to the effect people
don't want to install .Net on their computer for one reason or
another.


The other issue was a lot of gamers felt at the time I could fix the
.Net compatibility issues simply by creating a streamline install of
all the dependencies which would simplify installing the game. They
were right I could have fixed the problems with .Net and Managed
DirectX by packing them with my installer, but instead of 25 MB the
install size would have jumped to well over 500 MB. This dependency
issue is primarily one reason I began moving away from .Net and
decided to look at C, C++, Java or something else. I didn't think it
was fare to the gamer to install a game with 500 MB of dependencies
attached. Not to mention It was going to cost me more in download
bandwidth, storage space, etc. Let's face it .Net based apps are
bloated beyond belief when you need several third-party managed
libraries

Re: [Audyssey] old games was, shell shock

2011-03-30 Thread Thomas Ward
Hi Ken,

You are probably right. I've seen more changes in APIs etc in the last
four than I have in the last 10 from Microsoft. Honestly it makes
developing software for newer Windows platforms something of a
nightmare as you litterally have to practically relearn everything
from scratch. That said, not all of it is bad. The New HTML Help
system for Vista and Windows 7 is a far cry nicer than XP and earlier.

On 3/30/11, The Addictor kenwdow...@neo.rr.com wrote:
 Hey,
 now that you've told Shaun that, Microsoft is sure to change everything
 around again, just in time, since they change software design as often as
 politicians change their minds.
 Ken Downey
 The Addictor
 www.TheAddictor.com

---
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] old games was, shell shock

2011-03-29 Thread shaun everiss
the trouble with all the dotnet stuff is that if you check all the 
boxes windows update will load it all for you, directx needs to be 
got seperately.

The only saving grace for it  now is that
dx9 has come to end of life now.
At 03:52 a.m. 28/03/2011, you wrote:

Hi Dark,

Well, as a gamer I completely understand your point of view on this,
but as a developer I see the other side of the issue too. For one
thing as a professionally trained programmer I like my work to reflect
my skills, education, etc so my personal standards for quality is
fairly high. Nothing drives me crazier than an incomplete or fairly
buggy piece of software that I personally created.

For example, copyright issues aside with Montezuma's Revenge I was
going to have to eventually rewrite that program, or at least a large
part of it, to fix a couple of technical issues I made early on in
game development. One of them was the jump bug were you could jump
through walls, or jump and get stuck in mid air for no reason at all.
Obviously, these problems were fixed when I wrote the G3D engine which
MOTA uses, but I wasn't quite sure how to fix it at the time I was
working on Monte. The other problem was that I used James North's
coordinate system with (0, 0) at the top-left corner of the map and
(50, 50) at the bottom-right corner of the map. This would have been
ok accept when I wrote my trig calculations for the game my
orientation was backwards which means the game mechanics operated
incorrectly. The problem could have been fixed fairly easily, but
Utopia put an end to development before I had a chance to actually
rewrite/correct the game mechanics.so even if I had been allowed to
complete the game at some point I was going to have to correct those
bugs.


With STFC as I think you might remember I lost the source code to the
game during a system crash. As a result I was either forced to release
the game as is, I.E. release the last beta as 1.0, or rewrite it from
scratch. I chose a short-term solution which was to take the last beta
from the website, changed a few voice files to say 1.0, and released
it as is. Sure it is a good game, but there were bugs I never could
correct without the source code which I need to fix it. So as a
developer it was a little frustrating to get a support e-mail
reporting bugs I already knew about, and knowing I couldn't possibly
fix them without a complete rewrite. Plus at the time STFC and Monte
was being developed people were always having troubles installing .Net
and Managed DirectX which got to be a hastle because at the time XP
shipped with neither technology, and they had to be installed in the
exact correct order in the exact right way or STFC wouldn't run.
Although, newerWindows releases like Windows 7 have gone a long way to
resolving most problems with .Net applications its still an issue for
older XP systems. Plus I've had a few e-mails to the effect people
don't want to install .Net on their computer for one reason or
another.


The other issue was a lot of gamers felt at the time I could fix the
.Net compatibility issues simply by creating a streamline install of
all the dependencies which would simplify installing the game. They
were right I could have fixed the problems with .Net and Managed
DirectX by packing them with my installer, but instead of 25 MB the
install size would have jumped to well over 500 MB. This dependency
issue is primarily one reason I began moving away from .Net and
decided to look at C, C++, Java or something else. I didn't think it
was fare to the gamer to install a game with 500 MB of dependencies
attached. Not to mention It was going to cost me more in download
bandwidth, storage space, etc. Let's face it .Net based apps are
bloated beyond belief when you need several third-party managed
libraries that may or may not be preinstalled on your system.


To sum up the issue I don't think game developers such as Josh and
myself necessarily want to take down games that are old because they
lack maret, but do it because the game in question no longer operates
correctly or as expected on the current hardware or OS as intended.
Answering tech support e-mails or repeatedly answering people's
question why this or that game no longer works takes time and energy
away from the current game or upgrade in development. Especially,
since the devlopers usually are the ones the support questions go to
meaning we double aas developer and on the spot e-mail tech support
person.

For example, let's assume that someone writes USA Games support
wondering why STFC 1.2 isn't working. I can talk them through
correctly installing .Net, upgrading .Net if necessary, and getting
Managed DirectX installed. That might take a couple of long winded
e-mails, but eventually we will resolve the issue. Unfortunately, for
me I could have spent that time on STFC 2.0 which will be far better
than 1.x. Its written in C++, uses cross-platform libraries like SDL
and FMOD,  and the install size shouldn't be any 

Re: [Audyssey] old games was, shell shock

2011-03-29 Thread Thomas Ward
Hi Shaun,

I'm not quite sure what you mean by DirectX 9 has come to end of life
now. The current version of DirectX is still 9.0C. However,
individual components have been upgraded such as Direct3D is now
v11.0, DirectInput latest is 8.1, XAudio2 has replaced DirectSound,
etc but it is still all core DirectX 9 for C++ developers. For .Net
developers XNA Framework is a wrapper for DirectX 9.0C.. So DirectX 9
is definitely not dead, but is continuing to get updated quarterly.
What people call DirectX 10 and DirectX 11 is simply DirectX 9.0C with
Direct3D 10 or Direct3D 11. That's the only difference between 9.0C
and newer DirectX versions that ship with Vista and Windows 7.

HTH


On 3/27/11, shaun everiss sm.ever...@gmail.com wrote:
 the trouble with all the dotnet stuff is that if you check all the
 boxes windows update will load it all for you, directx needs to be
 got seperately.
 The only saving grace for it  now is that
 dx9 has come to end of life now.
 At 03:52 a.m. 28/03/2011, you wrote:
Hi Dark,

Well, as a gamer I completely understand your point of view on this,
but as a developer I see the other side of the issue too. For one
thing as a professionally trained programmer I like my work to reflect
my skills, education, etc so my personal standards for quality is
fairly high. Nothing drives me crazier than an incomplete or fairly
buggy piece of software that I personally created.

For example, copyright issues aside with Montezuma's Revenge I was
going to have to eventually rewrite that program, or at least a large
part of it, to fix a couple of technical issues I made early on in
game development. One of them was the jump bug were you could jump
through walls, or jump and get stuck in mid air for no reason at all.
Obviously, these problems were fixed when I wrote the G3D engine which
MOTA uses, but I wasn't quite sure how to fix it at the time I was
working on Monte. The other problem was that I used James North's
coordinate system with (0, 0) at the top-left corner of the map and
(50, 50) at the bottom-right corner of the map. This would have been
ok accept when I wrote my trig calculations for the game my
orientation was backwards which means the game mechanics operated
incorrectly. The problem could have been fixed fairly easily, but
Utopia put an end to development before I had a chance to actually
rewrite/correct the game mechanics.so even if I had been allowed to
complete the game at some point I was going to have to correct those
bugs.


With STFC as I think you might remember I lost the source code to the
game during a system crash. As a result I was either forced to release
the game as is, I.E. release the last beta as 1.0, or rewrite it from
scratch. I chose a short-term solution which was to take the last beta
from the website, changed a few voice files to say 1.0, and released
it as is. Sure it is a good game, but there were bugs I never could
correct without the source code which I need to fix it. So as a
developer it was a little frustrating to get a support e-mail
reporting bugs I already knew about, and knowing I couldn't possibly
fix them without a complete rewrite. Plus at the time STFC and Monte
was being developed people were always having troubles installing .Net
and Managed DirectX which got to be a hastle because at the time XP
shipped with neither technology, and they had to be installed in the
exact correct order in the exact right way or STFC wouldn't run.
Although, newerWindows releases like Windows 7 have gone a long way to
resolving most problems with .Net applications its still an issue for
older XP systems. Plus I've had a few e-mails to the effect people
don't want to install .Net on their computer for one reason or
another.


The other issue was a lot of gamers felt at the time I could fix the
.Net compatibility issues simply by creating a streamline install of
all the dependencies which would simplify installing the game. They
were right I could have fixed the problems with .Net and Managed
DirectX by packing them with my installer, but instead of 25 MB the
install size would have jumped to well over 500 MB. This dependency
issue is primarily one reason I began moving away from .Net and
decided to look at C, C++, Java or something else. I didn't think it
was fare to the gamer to install a game with 500 MB of dependencies
attached. Not to mention It was going to cost me more in download
bandwidth, storage space, etc. Let's face it .Net based apps are
bloated beyond belief when you need several third-party managed
libraries that may or may not be preinstalled on your system.


To sum up the issue I don't think game developers such as Josh and
myself necessarily want to take down games that are old because they
lack maret, but do it because the game in question no longer operates
correctly or as expected on the current hardware or OS as intended.
Answering tech support e-mails or repeatedly answering people's
question why this or that game no longer works takes 

Re: [Audyssey] old games was, shell shock

2011-03-28 Thread dark

Hi Tom.

these shenanigans with microsoft promising one api and replacing it with 
another, and an inaccessible one at that sound fairly typical unfortunately.


Personally though as a player, there are so many direct x games out there it 
isn't funny, I'll probably need to have direct x on my system for a good 
while,  heck look at Jim and vb.


This doesn't just apply to audio games though at all. Both of my favourite 
freeware graphical Turrican projects are direct x applications.


My personal thought is, so long as a developer will provide me with either 
the dependencies themselves or a place I can get them, i really don't mind 
downloading other stuff, and in fact I suspect that in three or five years 
or so when this desktop goes caputski and I'm forced to switch to a windows 
7 machine I'll be needing direct x anyway precisely for that reason.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 28, 2011 3:44 AM
Subject: Re: [Audyssey] old games was, shell shock



Hi Dark,

Well, that's true to a point. The fact of the matter is most software
for Windows now days is being developed around the new Microsoft .Net
technologies so .Net is an essential dependency for a lot of new
software anyway. That's why Vista ships with .Net Framework 3.0 and
Windows 7 now ships with .Net 4.0 out of the box. It is now a
preinstalled core component of the operating system. So that in and of
itself doesn't bother me. In say three to five years most of the
Windows XP systems will be most likely beginning to be
updated./replaced by newer, faster, and better 64bit systems running
Windows 7 with at least .Net 4.0. So in the long term sticking with
.Net is on a developers side as the extra dependencies that were such
a pain three or four years ago are going to no longer be an issue
since Microsoft has already made them core components for every
Windows Vista and Windows 7 system built over the last three years or
so.


The real big issue I have with the current STFC and Montezuma's
Revenge is the DirectX components I used. Early in 2004 as part of
their DirectX 9 marketing campaign Microsoft unvailed there Managed
DirectX components all designed for .Net 1.1. I like a number of
independant software developers using C# .Net and Visual Basic .Net
migrated quickly to the new API. In 20006 Microsoft was hinting at
Managed DirectX 2.0 to ship with .Net Framework 2.0. It never
appeared. Instead a few days after Windows Vista was released
Microsoft pulled a double wammy on the game developers. They announced
that as of August 2008 Managed DirectX was going to be deprecated and
that there were beginning an all new API called the XNA Framework that
was suppose to work hand in hand with the cross-platform API they were
developing for the XBox 360. Well, when XNA 1.0 hit the scene I
downloaded it expecting to switch games like Monte over to it right
away only to discover it wasn't accessible to a blind developer. You
have to use a program called XAct to create pack files containing
soundbanks which then are loaded into XAudio and played based on the
settings stored in the Soundbank. So if you couldn't see to check the
boxes to loop sounds, to enable 3d positioning, etc you were pretty
much screwed. Which I royally was. Microsoft had dropped the
technology I was using and gave me one that was far less accessible
and I was stuck. At that time SlimDX didn't exist and I wasn't about
to fork over hundreds of dollars to Firelight for FMOD Ex. I might
have been satisfied with Managed DirectX as is, but it turned out it
has a few nasty bugs that Microsoft hadn't fixed and never were going
to fix. So you see in that way my games like STFC and Montezuma's
Revenge were no better off than those being written in VB 6 all
because Microsoft had pulled the rug out from under me by promising
one API and delivering a different one I couldn't use. That's what
prompted my switch to C++.


Of course, things with .Net game development is a bit different now.
Microsoft's idea to cancel Managed DirectX and replace it with XNA
didn't go over with everyone. I can say there were a number of people
on the DirectX mailing list, most of them mainstream companies, who
were up in arms about the surprise  API change. All of us were
expecting the release ofMDX 2.0 and Microsoft happily announces XNA
1.0 which meant everybody had to rewrite substantial amount of code to
use it. People were pretty steamed over it. Out of that outrage began
an open source project called SlimDX. It is essentially Managed
DirectX under a new name and written by a core group of open source
developers who wanted to maintain a .Net implamentation of DirectX
that supported DirectSound, DirectMusic, DirectPlay, DirectInput, etc.
In other words everything Microsoft was trashing like yesterdays
garbage in favor of the XNA libraries.


Then, about that time were other open

Re: [Audyssey] old games was, shell shock

2011-03-28 Thread Thomas Ward
Hi Dark,

Let's make a destinction here. DirectX and Managed DirectX are not the
same thing. Microsoft DirectX, I.E. the DirectX you are talking about,
is already a core component of the Windows operating system. The core
DirectX 8 libraries ship with XP, Vista, and Win 7 by default. Managed
DirectX, MDX,  was a very specific version of DirectX written and
created exclusively for .Net development with languages like C#.net
and VB.net. It could not be used by any other languages. So a game
like Turrican definitely does not use Managed DirectX, but core
DirectX 8. Does that make sense?

Anyway, When MDX was initially created word was that it was going to
become a core component of Windows Vista, but as I and everyone else
soon found out it didn't happen. It was pulled from the Win Vista
betas and was not included in the Vista final release. The only way to
get it was to install the full DirectX 9.0C runtime which of course
was like a 300 MB download. I personally felt lied to, and I don't
think my customers should have to install that particular component
when there are better alternatives available to them. More over at
this point I'm so absolutely disgusted with Microsoft's business
practices I'd like to distance myself from their APIs etc as much as
possible on principle. They treat both their customers and third-party
developers like crap. You know the saying, once bitten twice shy,
that's me in a nutshell. I don't trust Microsoft when it comes to
technology changes because I believe they pulled this stunt once
they'll do it again.

Cheers!


On 3/28/11, dark d...@xgam.org wrote:
 Hi Tom.

 these shenanigans with microsoft promising one api and replacing it with
 another, and an inaccessible one at that sound fairly typical unfortunately.

 Personally though as a player, there are so many direct x games out there it
 isn't funny, I'll probably need to have direct x on my system for a good
 while,  heck look at Jim and vb.

 This doesn't just apply to audio games though at all. Both of my favourite
 freeware graphical Turrican projects are direct x applications.

 My personal thought is, so long as a developer will provide me with either
 the dependencies themselves or a place I can get them, i really don't mind
 downloading other stuff, and in fact I suspect that in three or five years
 or so when this desktop goes caputski and I'm forced to switch to a windows
 7 machine I'll be needing direct x anyway precisely for that reason.

 Beware the Grue!

 Dark.

---
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,
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Re: [Audyssey] old games was, shell shock

2011-03-28 Thread dark

Ah, fair enough tom.

i admit I didn't know about the difference betwene managed direct x and 
direct x. That probably explains why so many things need direct x generally.


Beware the Grue!

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 28, 2011 5:02 PM
Subject: Re: [Audyssey] old games was, shell shock



Hi Dark,

Let's make a destinction here. DirectX and Managed DirectX are not the
same thing. Microsoft DirectX, I.E. the DirectX you are talking about,
is already a core component of the Windows operating system. The core
DirectX 8 libraries ship with XP, Vista, and Win 7 by default. Managed
DirectX, MDX,  was a very specific version of DirectX written and
created exclusively for .Net development with languages like C#.net
and VB.net. It could not be used by any other languages. So a game
like Turrican definitely does not use Managed DirectX, but core
DirectX 8. Does that make sense?

Anyway, When MDX was initially created word was that it was going to
become a core component of Windows Vista, but as I and everyone else
soon found out it didn't happen. It was pulled from the Win Vista
betas and was not included in the Vista final release. The only way to
get it was to install the full DirectX 9.0C runtime which of course
was like a 300 MB download. I personally felt lied to, and I don't
think my customers should have to install that particular component
when there are better alternatives available to them. More over at
this point I'm so absolutely disgusted with Microsoft's business
practices I'd like to distance myself from their APIs etc as much as
possible on principle. They treat both their customers and third-party
developers like crap. You know the saying, once bitten twice shy,
that's me in a nutshell. I don't trust Microsoft when it comes to
technology changes because I believe they pulled this stunt once
they'll do it again.

Cheers!


On 3/28/11, dark d...@xgam.org wrote:

Hi Tom.

these shenanigans with microsoft promising one api and replacing it with
another, and an inaccessible one at that sound fairly typical 
unfortunately.


Personally though as a player, there are so many direct x games out there 
it

isn't funny, I'll probably need to have direct x on my system for a good
while,  heck look at Jim and vb.

This doesn't just apply to audio games though at all. Both of my 
favourite

freeware graphical Turrican projects are direct x applications.

My personal thought is, so long as a developer will provide me with 
either
the dependencies themselves or a place I can get them, i really don't 
mind
downloading other stuff, and in fact I suspect that in three or five 
years
or so when this desktop goes caputski and I'm forced to switch to a 
windows

7 machine I'll be needing direct x anyway precisely for that reason.

Beware the Grue!

Dark.


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Re: [Audyssey] old games was, shell shock

2011-03-28 Thread Thomas Ward
Hi Dark,

Smile. I figured that's what happened. When a developer specifically
says Managed DirectX most gamers naturally assume they are talking
about the DirectX libraries that ship with Windows. I.E. the core
DirectX libraries that most games generally use. For whatever reason
Microsoft never made it clear to the general public that they actually
have or had two different DirectX APIs available. So when a developer
such as myself lists you need Managed DirectX for STFC, Montezuma's
Revenge, etc people automatically assume they have it installed since
DirectX comes with Windows. When the game doesn't work USA Games gets
asked why it isn't working and they say I have DirectX 8, 9.0C,  etc,
.Net Framework x, etc and most of them don't have a clue that DirectX
and Managed DirectX are two totally different things. When I tell them
they have to grab the web installer and have it install the MDX
components I generally have to explain to them that Managed DirectX
and DirectX aren't the same thing. As a developer it just gets to be a
hastle repeatedly explaining the same thing over and over again to a
customer base, because they just don't know that DirectX and Managed
DirectX aren't the same thing.

Which brings me right back to why I'd like to get the original STFC
off my website in the first place. The Managed DirectX API is
deprecated, gone, ancient history, and to make matters worse there are
still people who haven't a clue what it is or was. You mention DirectX
or Managed DirectX they just assume you are talking about one and the
same thing. As a developer who does his own tech support I'd like to
be able to simply dispose of Managed DirectX, get it out of the
picture, and adopt something most people can recognize as A, different
from DirectX, or B, just use DirectX so people won't have to ffool
with installing extra components.

Cheers!


On 3/28/11, dark d...@xgam.org wrote:
 Ah, fair enough tom.

 i admit I didn't know about the difference betwene managed direct x and
 direct x. That probably explains why so many things need direct x generally.

 Beware the Grue!

 dark.

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Re: [Audyssey] old games was, shell shock

2011-03-28 Thread Pitermach
I so totally agree with you dark. This is sort of how I feel with the PCS 
dos games which I successfully gotten the demos of to work under windows 
with nvda in the command prompt, but you can't get the full versions 
anymore. Very sad indeed since those are quite a major thing in the 
audiogame history imho.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 25, 2011 12:49 PM
Subject: [Audyssey] old games was, shell shock


While I appreciate from a programmers point of view that you want the 
latest and best version of something available and don't want your old 
work kicking around, as a player it always strikes me as A, slightly sad, 
and B, a litle pointless when a game is taken down especially when it had 
some merrit.




__ Information from ESET Smart Security, version of virus signature 
database 5266 (20100709) __

The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] old games was, shell shock

2011-03-28 Thread The Addictor
Yeah, those Dos pcs games kicked butt.  Maybe they are primative compared to 
some of the stuff that's out now, but nothing compares to, for example the 
junkyard.  I used to spend hours on that range, just waiting to see if I 
couldn't blow up that propane tank.  Cops was fun too, as well as Snipe 
Hunt.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 28, 2011 4:06 PM
Subject: Re: [Audyssey] old games was, shell shock


I so totally agree with you dark. This is sort of how I feel with the PCS 
dos games which I successfully gotten the demos of to work under windows 
with nvda in the command prompt, but you can't get the full versions 
anymore. Very sad indeed since those are quite a major thing in the 
audiogame history imho.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 25, 2011 12:49 PM
Subject: [Audyssey] old games was, shell shock


While I appreciate from a programmers point of view that you want the 
latest and best version of something available and don't want your old 
work kicking around, as a player it always strikes me as A, slightly sad, 
and B, a litle pointless when a game is taken down especially when it had 
some merrit.




__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] old games was, shell shock

2011-03-28 Thread Phil Vlasak

Hi Ken,
And don't forget PCS Space invaders with voice by
Cristina Downey and voice editing by Ken Downey.

My next project is to make a windows version of Cops with a junk yard target 
range.

Phil

- Original Message - 
From: The Addictor kenwdow...@neo.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 28, 2011 4:55 PM
Subject: Re: [Audyssey] old games was, shell shock


Yeah, those Dos pcs games kicked butt.  Maybe they are primative compared 
to some of the stuff that's out now, but nothing compares to, for example 
the junkyard.  I used to spend hours on that range, just waiting to see if 
I couldn't blow up that propane tank.  Cops was fun too, as well as Snipe 
Hunt.

Ken Downey
The Addictor
www.TheAddictor.com

- Original Message - 
From: Pitermach piterm...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, March 28, 2011 4:06 PM
Subject: Re: [Audyssey] old games was, shell shock


I so totally agree with you dark. This is sort of how I feel with the PCS 
dos games which I successfully gotten the demos of to work under windows 
with nvda in the command prompt, but you can't get the full versions 
anymore. Very sad indeed since those are quite a major thing in the 
audiogame history imho.
- Original Message - 
From: dark d...@xgam.org

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, March 25, 2011 12:49 PM
Subject: [Audyssey] old games was, shell shock


While I appreciate from a programmers point of view that you want the 
latest and best version of something available and don't want your old 
work kicking around, as a player it always strikes me as A, slightly 
sad, and B, a litle pointless when a game is taken down especially when 
it had some merrit.




__ Information from ESET Smart Security, version of virus 
signature database 5266 (20100709) __


The message was checked by ESET Smart Security.

http://www.eset.com




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Re: [Audyssey] old games was, shell shock

2011-03-27 Thread Thomas Ward
Hi Dark,

Well, as a gamer I completely understand your point of view on this,
but as a developer I see the other side of the issue too. For one
thing as a professionally trained programmer I like my work to reflect
my skills, education, etc so my personal standards for quality is
fairly high. Nothing drives me crazier than an incomplete or fairly
buggy piece of software that I personally created.

For example, copyright issues aside with Montezuma's Revenge I was
going to have to eventually rewrite that program, or at least a large
part of it, to fix a couple of technical issues I made early on in
game development. One of them was the jump bug were you could jump
through walls, or jump and get stuck in mid air for no reason at all.
Obviously, these problems were fixed when I wrote the G3D engine which
MOTA uses, but I wasn't quite sure how to fix it at the time I was
working on Monte. The other problem was that I used James North's
coordinate system with (0, 0) at the top-left corner of the map and
(50, 50) at the bottom-right corner of the map. This would have been
ok accept when I wrote my trig calculations for the game my
orientation was backwards which means the game mechanics operated
incorrectly. The problem could have been fixed fairly easily, but
Utopia put an end to development before I had a chance to actually
rewrite/correct the game mechanics.so even if I had been allowed to
complete the game at some point I was going to have to correct those
bugs.


With STFC as I think you might remember I lost the source code to the
game during a system crash. As a result I was either forced to release
the game as is, I.E. release the last beta as 1.0, or rewrite it from
scratch. I chose a short-term solution which was to take the last beta
from the website, changed a few voice files to say 1.0, and released
it as is. Sure it is a good game, but there were bugs I never could
correct without the source code which I need to fix it. So as a
developer it was a little frustrating to get a support e-mail
reporting bugs I already knew about, and knowing I couldn't possibly
fix them without a complete rewrite. Plus at the time STFC and Monte
was being developed people were always having troubles installing .Net
and Managed DirectX which got to be a hastle because at the time XP
shipped with neither technology, and they had to be installed in the
exact correct order in the exact right way or STFC wouldn't run.
Although, newerWindows releases like Windows 7 have gone a long way to
resolving most problems with .Net applications its still an issue for
older XP systems. Plus I've had a few e-mails to the effect people
don't want to install .Net on their computer for one reason or
another.


The other issue was a lot of gamers felt at the time I could fix the
.Net compatibility issues simply by creating a streamline install of
all the dependencies which would simplify installing the game. They
were right I could have fixed the problems with .Net and Managed
DirectX by packing them with my installer, but instead of 25 MB the
install size would have jumped to well over 500 MB. This dependency
issue is primarily one reason I began moving away from .Net and
decided to look at C, C++, Java or something else. I didn't think it
was fare to the gamer to install a game with 500 MB of dependencies
attached. Not to mention It was going to cost me more in download
bandwidth, storage space, etc. Let's face it .Net based apps are
bloated beyond belief when you need several third-party managed
libraries that may or may not be preinstalled on your system.


To sum up the issue I don't think game developers such as Josh and
myself necessarily want to take down games that are old because they
lack maret, but do it because the game in question no longer operates
correctly or as expected on the current hardware or OS as intended.
Answering tech support e-mails or repeatedly answering people's
question why this or that game no longer works takes time and energy
away from the current game or upgrade in development. Especially,
since the devlopers usually are the ones the support questions go to
meaning we double aas developer and on the spot e-mail tech support
person.

For example, let's assume that someone writes USA Games support
wondering why STFC 1.2 isn't working. I can talk them through
correctly installing .Net, upgrading .Net if necessary, and getting
Managed DirectX installed. That might take a couple of long winded
e-mails, but eventually we will resolve the issue. Unfortunately, for
me I could have spent that time on STFC 2.0 which will be far better
than 1.x. Its written in C++, uses cross-platform libraries like SDL
and FMOD,  and the install size shouldn't be any more than 30 MB or
so. Maybe more if I add music tracks for the various missions.
However, you need to understand my personal frustration at having to
support a technology and programming language I no longer use any more
for game production and I know that something 

Re: [Audyssey] old games was, shell shock

2011-03-27 Thread dark

Hi Tom.

this does make sense in terms of support, though I will say on the net issue 
sinse there are so many other things thaat need net it's not so bad having 
it as a dependency (there was one point where almost everything new that 
came out seemed to, I remember due to the user accounts crash which I 
couldn't resolve back in 2007 that meant I couldn't run net stuff).


At least in the case of Monti, you might however simply list the 
dependencies the way you already have on the stfc page, and just say that 
the game was a beta version where developement was stopped so may contain 
some bugs, and that your not offering tech support anymore for the game.


Anyone who wants to see your complete software and disucss Mota etc can stil 
do so, but this does at least mean your older games are stil available for 
people who want them even on the understanding that they're not complete 
projects and have their issues.


Beware the Grue!

Dark. 



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Re: [Audyssey] old games was, shell shock

2011-03-27 Thread Thomas Ward
Hi Dark,

Well, that's true to a point. The fact of the matter is most software
for Windows now days is being developed around the new Microsoft .Net
technologies so .Net is an essential dependency for a lot of new
software anyway. That's why Vista ships with .Net Framework 3.0 and
Windows 7 now ships with .Net 4.0 out of the box. It is now a
preinstalled core component of the operating system. So that in and of
itself doesn't bother me. In say three to five years most of the
Windows XP systems will be most likely beginning to be
updated./replaced by newer, faster, and better 64bit systems running
Windows 7 with at least .Net 4.0. So in the long term sticking with
.Net is on a developers side as the extra dependencies that were such
a pain three or four years ago are going to no longer be an issue
since Microsoft has already made them core components for every
Windows Vista and Windows 7 system built over the last three years or
so.


The real big issue I have with the current STFC and Montezuma's
Revenge is the DirectX components I used. Early in 2004 as part of
their DirectX 9 marketing campaign Microsoft unvailed there Managed
DirectX components all designed for .Net 1.1. I like a number of
independant software developers using C# .Net and Visual Basic .Net
migrated quickly to the new API. In 20006 Microsoft was hinting at
Managed DirectX 2.0 to ship with .Net Framework 2.0. It never
appeared. Instead a few days after Windows Vista was released
Microsoft pulled a double wammy on the game developers. They announced
that as of August 2008 Managed DirectX was going to be deprecated and
that there were beginning an all new API called the XNA Framework that
was suppose to work hand in hand with the cross-platform API they were
developing for the XBox 360. Well, when XNA 1.0 hit the scene I
downloaded it expecting to switch games like Monte over to it right
away only to discover it wasn't accessible to a blind developer. You
have to use a program called XAct to create pack files containing
soundbanks which then are loaded into XAudio and played based on the
settings stored in the Soundbank. So if you couldn't see to check the
boxes to loop sounds, to enable 3d positioning, etc you were pretty
much screwed. Which I royally was. Microsoft had dropped the
technology I was using and gave me one that was far less accessible
and I was stuck. At that time SlimDX didn't exist and I wasn't about
to fork over hundreds of dollars to Firelight for FMOD Ex. I might
have been satisfied with Managed DirectX as is, but it turned out it
has a few nasty bugs that Microsoft hadn't fixed and never were going
to fix. So you see in that way my games like STFC and Montezuma's
Revenge were no better off than those being written in VB 6 all
because Microsoft had pulled the rug out from under me by promising
one API and delivering a different one I couldn't use. That's what
prompted my switch to C++.


Of course, things with .Net game development is a bit different now.
Microsoft's idea to cancel Managed DirectX and replace it with XNA
didn't go over with everyone. I can say there were a number of people
on the DirectX mailing list, most of them mainstream companies, who
were up in arms about the surprise  API change. All of us were
expecting the release ofMDX 2.0 and Microsoft happily announces XNA
1.0 which meant everybody had to rewrite substantial amount of code to
use it. People were pretty steamed over it. Out of that outrage began
an open source project called SlimDX. It is essentially Managed
DirectX under a new name and written by a core group of open source
developers who wanted to maintain a .Net implamentation of DirectX
that supported DirectSound, DirectMusic, DirectPlay, DirectInput, etc.
In other words everything Microsoft was trashing like yesterdays
garbage in favor of the XNA libraries.


Then, about that time were other open source developers who wanted to
replace MDX with LibSDL. SDL has long been favored as the open source
answer to DirectX on Mac and Linux, and so SDL .Net began. At the time
I looked at it SDL .net wasn't that good. However, now days it is
maturing into a very nice cross-platform API for game developers. Had
I the the source code for Monte or STFC I might well just yank out the
MS garbage, replace it with SDL .Net, and release it as open source.
Indeed, I'm highly thinking of SDL more and more for my games since it
is A, very small, B, they have no problems with redistributing it, and
C, it is cross-platform. I think the only hang up is I have to put
some sort of notice in my licensing info that SDL is free and open
source, but in the main that's not a huge issue considering SDL would
solve a lot of problems with companies like Microsoft changing
technologies as quickly as they change their underware. I'd at least
have a stable API/platform to build my games upon.

Cheers!

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[Audyssey] old games was, shell shock

2011-03-25 Thread dark
While I appreciate from a programmers point of view that you want the latest 
and best version of something available and don't want your old work kicking 
around, as a player it always strikes me as A, slightly sad, and B, a litle 
pointless when a game is taken down especially when it had some merrit.


if it's replaced by a more advanced version of the same game,  fair 
enough, but there are very few games that have so litle merrit their totally 
not worth playing, especially with the limited number of audiogames 
available, which is one reason you get requests for games like shellshock, 
supershot self destruct etc,  though interestingly enough this situation 
is changing as bgt allows more people to create simple arcade style games.


This is alsow why i personally will not be getting rid of my final beta of 
montizumas return whatever the legal scumbags say, sinse even though Mota is 
undoubtedly a better game, Monti is stil worth playing, and it's level 
layout, as well as elements like electric fields which have not yet shown up 
in another game make it unique enough for me to want to keep.


In fact were it not likely to get Tom into trouble, I'd post up both a setup 
file of the last beta and my unlock code so that people could play all 
levels that Tom made.


I won't however be doing this for obvious reasons, though i do think it's 
rather a shame that all! tom's work there is wasted even if he's doing 
something better now,  one reason why I'd like to see the title sound 
replaced with a generic name (miktanticutli's vengence? ;d), and the game 
with all levels unlocked or with a keygen stuck up as a free download, just 
so that it's unique elements, ie, level design and those features not 
present in Mota or other titles (which up until recently included vanishing 
platforms), aren't completely lost.


Beware the grue!

Dark. 



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