Re: [Audyssey] [MOTA] Weapons Firing Glitch
Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] [MOTA] Weapons Firing Glitch
Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] [MOTA] Weapons Firing Glitch
Mythbusters prooved that firing a gun under water would damage the gun Now a bullet can be fired in to water, but it greatly decreases the velocity. It seems that the higher the gage, the more kinetic energy is imparted from the bullet hitting the water causing it to break up in to pieces. So for insttance, you'd get greater results firing say a 9mm handgun as opposed to like a 12 gage shotgun in to a pool. -Original Message- From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On Behalf Of Scott Chesworth Sent: Thursday, February 26, 2009 6:44 AM To: Gamers Discussion list Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] [MOTA] Weapons Firing Glitch
Hi Scott, This sounds like something I might want to save for the second Tomb Hunter game in the series. Scott Chesworth wrote: Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] [MOTA] Weapons Firing Glitch
Its pretty much impossible to fire a gun underwater. You can fire, but, and keep in mind this isn't from personal experience, from what I've read a bullet loses pretty much all of its velocity pretty much right out of the barrel due to water resistance. So while it'd probably clear the barrel provided the gun didn't misfire with water filling the barrel, it wouldn't get much farther after that. Maybe if there's ever any plans to create some kind of underwater enemy, a dart gun could be created? I can't remember what they were called but there's a spacific type of gun that fires darts that fly similar to harpoons or spears under water. As for firing down onto water, thato ne can be a lot more deadly, since water can actually be quite reflective if hit hard enough. -- From: Scott Chesworth scottcheswo...@gmail.com Sent: Thursday, February 26, 2009 5:43 AM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] [MOTA] Weapons Firing Glitch
A spear gun. --- If guns cause crime, pencils cause misspelled words. - Original Message - From: Shadow Dragon elementalult...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, February 26, 2009 11:42 AM Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Its pretty much impossible to fire a gun underwater. You can fire, but, and keep in mind this isn't from personal experience, from what I've read a bullet loses pretty much all of its velocity pretty much right out of the barrel due to water resistance. So while it'd probably clear the barrel provided the gun didn't misfire with water filling the barrel, it wouldn't get much farther after that. Maybe if there's ever any plans to create some kind of underwater enemy, a dart gun could be created? I can't remember what they were called but there's a spacific type of gun that fires darts that fly similar to harpoons or spears under water. As for firing down onto water, thato ne can be a lot more deadly, since water can actually be quite reflective if hit hard enough. -- From: Scott Chesworth scottcheswo...@gmail.com Sent: Thursday, February 26, 2009 5:43 AM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via
Re: [Audyssey] [MOTA] Weapons Firing Glitch
There's that too, but I was thinking of something else. It fires miniature darts that fly like spears. -- From: Charles Rivard woofer...@sbcglobal.net Sent: Thursday, February 26, 2009 3:10 PM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch A spear gun. --- If guns cause crime, pencils cause misspelled words. - Original Message - From: Shadow Dragon elementalult...@hotmail.com To: Gamers Discussion list gamers@audyssey.org Sent: Thursday, February 26, 2009 11:42 AM Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Its pretty much impossible to fire a gun underwater. You can fire, but, and keep in mind this isn't from personal experience, from what I've read a bullet loses pretty much all of its velocity pretty much right out of the barrel due to water resistance. So while it'd probably clear the barrel provided the gun didn't misfire with water filling the barrel, it wouldn't get much farther after that. Maybe if there's ever any plans to create some kind of underwater enemy, a dart gun could be created? I can't remember what they were called but there's a spacific type of gun that fires darts that fly similar to harpoons or spears under water. As for firing down onto water, thato ne can be a lot more deadly, since water can actually be quite reflective if hit hard enough. -- From: Scott Chesworth scottcheswo...@gmail.com Sent: Thursday, February 26, 2009 5:43 AM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] [MOTA] Weapons Firing Glitch Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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
Re: [Audyssey] [MOTA] Weapons Firing Glitch
well I could help with sfx for that, I have a load of free sfx for this. At 01:43 a.m. 27/02/2009, you wrote: Just to add to this, Kai's point about guns decaying is a great one. Something else that would also go a long way toward realistic weapons is bullets falling and ricocheting. True it'd mean finding sounds for each surface, but it would give you some more real physics to play with, specially if you could take into account water. I've never been swimming with a gun, honest, but I'm taking an uneducated guess that water messes with velocities and suchlike. On 2/26/09, Thomas Ward thomasward1...@gmail.com wrote: Hi kai, Thanks for the bug report/note. I just wrote it down in the todo file, and I'll take care of that issue for you in Beta 2. Smile. Kai wrote: Greetings Thom et al. The game code isn't taking into consideration the sound being played when a weapon is fired, and apparently thinks the sound is about 0 seconds long. If you fire the pistol, for example, you have to wait a while before the pistol sound will play again (simulating pistol speed / delay?). However, if you keep tapping your firing button even while the sound is playing for your first shot, you lose ammo, but no further sounds occupy the usage of said ammo. Furthermore, I'm not sure that the lost ammo is affecting any damage to an available target (I unloaded about 20 magnum bullets (only two or three shots actually sounded) on the cyclops (on intermediate) in this fashion without ever killing him). Given the modular design of the sounds in MOTA, is there a delay function on slower weapons that will only let the firing button use ammo when it actually is supposed to? And, in that case, can subsequent sounds for the same weapon overlap, rather than replace previous sounds? Reasoning: A weapon's speed/sound is probably pretty short, whereas the sound's decay time can be long (echo effect). This way, guns would sound more realistic. If the sounds were simply to replay themselves, interrupting the previous shot's decay, you'd have some very cut-off sounds for shots, with unnatural ending effects. Kai --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gam...@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.