Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Munawar,
Yes, all too true. Back around 2002/2003 when I began learning .NET it 
clearly seamed to be the way to go. The way of the future and all that. 
The early .NET books on VB .NET and C# .NET praised .NET as some great 
and wonderful API which in many ways it was. However, after you have 
worked with .NET a while its disadvantages begin to come quite apparent.
For example, a lot of people here probably don't know I actually 
originally created STFC in C++ using LibSDL for sound and input on Red 
Hat Linux around 2002/2003. When .NET came out I immediately switched to 
C# .NET, rewrote the program for .NET, and released the .NET version we 
all know and love. However, over time I have really come to regret that 
decision for a number of reasons.
First, I tied STFC to a Windows API, and made the game and code too 
platform specific. I used Managed DirectX which is now not even being 
supported by Microsoft. All I really had to do back then was modify and 
recompile the game using Visual C++ and shipped the Windows version of 
the SDL libraries with it. I could have actually had a Windows and a 
Linux version of the game way back then. So there is greavence number one.
Second, when I began learning C# .NET and VB .NET I wasn't aware I 
needed to use obfuscation tools to protect my programs. I was well in to 
STFC's .NET rewrite  when someone asked me what program I was using for 
.NET obfuscation. At the time I was like, "what the heck are you talking 
about?"
Of course, it was explained to me I had to use an obfuscation tool like 
Dotfuscator to scramble my MSIL code so no one could reverse engineer my 
programs. Naturally, I was pretty miffed at Microsoft for leaving such 
an obvious and huge security risk open to hackers and crackers. So I had 
to whip out a hunk of change to secure my programs. That was greavence 
number two.
Third, there is the entire issue of Windows 32 byt and 64 byt additions. 
If you use a free tool like Visual C# 2008 Express you can't change the 
target platform easily, and it defaults to AnyCPU. This is major bad 
news as I've got experience the AnyCPU option often fails to work 
because if you use a managed library compiled for a different platform 
than .NET thinks you are running Crash City here we come. You can force 
Visual C# Express to compile for X86, or x64 but it is a matter of 
enabling a bunch of stuff they turned off by default. If you ask 
Microsoft how to do this they will lie and tell you the express versions 
can not be compiled for x86 or x64 target platforms, and you must 
purchase the professional version. I should know as that is what they 
told me, and i found out from someone else that Microsoft was lying 
through their teeth. Someone walked me through the steps setting up 
Visual C# Express for creating the x86and x64 target platforms, and it 
worked like a charm. So it is obvious Microsoft is using the ability to 
change the target platform in the IDE as a selling point for their 
professional versions even though we don't need to upgrade for that 
feature, and they know better than anyone that this ability is needed 
more than ever given the number of Windows 64 byt systems out there now. 
That's major greavence number three.
Fourth, there is the old problem of native code verses runtime code. 
With .NET even though the .NET Framework is powerful it still falls 
short of giving you full access to everything you may want or need for 
an application. You can't simply use DirectX without using a third-party 
API like SlimDX for sound/input support. There are plenty of other Win32 
API libraries like kernel32.dll or user32.dll you can't access unless 
you write a .NET wrapper for them. Why do this when a language like C++ 
can use them without any extra steps of writing a managed wrapper for 
them. That's greavence number four.
Fifth, with the growth of Mac OS and Linux these days it is a good idea 
to try and be as platform independent as possible. At least make the 
software product so it can be easily modified and ported to other 
platforms as needed. Originally this is one of the ideas behind the Mono 
Project using C# .NET. However, over time legal issues have arisen 
between the Mono Project's founders  and Microsoft making the future of 
.NET on non-Windows platforms very uncertain. Any developer might want 
to think twice about developing .NET based products for Mac OS and Linux 
given the legality of the open source Mono Project.  That's greavence 
number five.
Finally, .NET does a lot of things that are nice for newbies, but isn't 
so great for time critical programming. Most new programmers can take 
advantage of the .NET Framework's garbage collecter for cleaning up 
after the program, but that isn't always the best thing to do. Some 
applications will run better if the developer does his/her own garbage 
collection, memory management, and doesn't rely on some universal vacuum 
cleaner to clean up after his/her mess. It just seams more l

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Yohandy

I agree with this as well. no need for thomas to do so much extra work.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Sunday, December 13, 2009 9:37 AM
Subject: Re: [Audyssey] Important MOTA Announcement



Hi Dark,
Almost exactly how I feel-in my opinion Thomas, you might aought get the 
1.0

out there, and if and when you port the Genesis Engine over to C++, you
could use that for the 2.0 upgrade.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 7:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA Announcement

hello Tom.

While this does make infinite amounts of sense,  my only concern is 
you

yourself.

You mentioned wanting to get Mota out of your hair and work on other
projects,  which is quite understandable given the multiple 
shinanigans

you've had with the game.

While I certainly understand the logic of having the genesis engine in
general in C++ for future work,  that does also mean more work and 
delay


on Mota.

if your happy with this,  that's fine,  but I don't think anyone
would blame you if you wanted to get Mota itself finished quicker, then 
move


on to the C++ coding for the genesis engine, Stfc raceway, and designer of
any future projects,  afterall, a few extra minutes installing for the
user is rather different from months more coding for the developer.

Of course, it's entirely your decision,  I'm just conscious how much 
of
your sweat and blood has already gone into the project thus far,  and 
I
think it would be a terrible shame if you just burnt out mid way through 
due


to complications and the game never got released.

Ultimately though, it's your game of course,  just know that not
everyone who plays it is a rabid slave driver who expects you to code all
day and night without rest!

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement



Hi everyone,
Over the passed few months many of you have reported to me a problem with
Mysteries of the Ancients where it crashes suddenly and often times
without warning. Some times an error will come up stating that a certain
*.wav file could not be found, DirectX passes an illegal argument
exception, and so on all of which seam to be related to Managed DirectX.
I've confirmed this problem is related to Managed DirectX itself, not my
games, from various sources so it is quite apparent that the Managed
DirectX API for .NET programs needs to be taken out of the game and be
replaced with something else much more stable and reliable. I agree that
this should be done before Mysteries of the Ancients 1.0 is released.
Obviously this will take some time, but there are various options and
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply 
upgrade



the existing Genesis Engine written in C# .NET with alternative sound and
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA
Framework, and SlimDX just to name a few options here. While upgrading 
the


engine to use one or more of these APIs wouldn't take too long I do 
wonder



if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET 
altogether


and begin converting the code over to C++ now. Two of my projects STFC 
and



USA Raceway are already in the process of being written in C++, and it
would be in my long term interests to go ahead and switch the Genesis
Engine and Mysteries of the Ancients to c++ now rather than wait to do it
later on.
For one thing I've been in the process of converting the Genesis Engine
over to C++ anyway as well as some on going projects like the new STFC 
and



USA Raceway. Rather than go through the trouble of removing Managed
DirectX from the .NET based engine, upgrading it for this one game, it
makes more practical sense to save myself the time and work by completing
the C++ version of the Genesis Engine. Once that task is completed I 
could



conceivably produce a better more stable version of Mysteries of the
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted
to C++ has to do with long term technical support on my end of things.
Ever since I began releasing games based on Microsoft's .NET technology 
my



number one technical support issue has been related to downloading,
installing, and upgrading the various .NET components you need such as 
the



.NET Framework and Managed DirectX. Were i to switch to C++ I could save
both you and I a lot of work downloading, i

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi,
Ah, that is the million dollar question isn't it? I ask myself that 
question all the time. I guess the best answer is I'm a believer in the 
Paradoxical Commandments. Kent M. Keith once said, "if you give the 
world your best you'll get kicked in the teeth. Give the world your best 
anyway."
If you have ever read Kent M. Keith's Paradoxical Commandments they make 
a lot of sense. They speak of how people should do the right thing 
regardless of what happens. Yeah, you'll be falsely accused of selfish 
motives, be kicked in the teeth, make your share of enemies, etc, but 
don't let those things stop you from doing the right thing anyway. It is 
doing good simply for the sake of doing good, and knowing at the end of 
the day you made a difference regardless if the good you do is appreciated.





Mauricio Almeida wrote:

alison, your post is totally "for the win" as people would say. Thomas,
being a developer with your talent, why do you still listen to immature
babys who want things half ready or with not as high quality, is
something i can't know.
  



---
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] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi,
Agreed. It's sad because when .NET was first released it looked so 
promising, but I think the main factor the market will end up moving away 
from it is the same reason people don't favor Java: it's not  native code 
and can be decompiled using Reflector or Microsoft's own ILDisassembler into 
raw source code. It's good for large corporations because they have the 
money to spend on security, but it's too costly for lone developers. For 
instance, I've spent about $200 just for a security patch. Otherwise, the 
TDV source code would be all over the net.


--
From: "Thomas Ward" 
Sent: Sunday, December 13, 2009 2:24 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA Announcement


Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only delaying 
what I plan to do anyway. I've already decided to rewrite the Genesis 
Engine in C++ for all of my future FPS and side-scroller projects. So the 
choice is I can either do it now developing it along side MOTA, testing 
it, debugging it, etc so that future games will get done quicker, or I can 
put it off until next year and still have to do it anyway. Personally, I'm 
of the opinion it is better in the long hall to go ahead and do it now so 
the conversion is done and over with. If I hurry up and get the game done 
now, using .NET, I'm just waisting time to get a few people off my back, 
to get the game out of my hair, and then will turn around in a year maybe 
two and convert it to C++ anyway. So it ends up putting off the 
inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer use 
.NET, the development release of Raceway no longer uses .NET, and I'd 
prefer just to stop using .NET for MOTA as well. Make a clean and final 
break from that API. It is a good development API, has good languages, but 
based on personal experience isn't the best option for games 
unfortunately.


*Smile*


---
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] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Munawar,
Thanks for the advice. Yeah, i know a conversion from C# .NET to C++ 
isn't quite as easy as I made it sound in my e-mail, but I've got a 
fairly good idea of what needs to be done to speed up that conversion 
process. Once I take care of the C++ specific stuff like the sound 
manager, input, timers, threads, etc converting the rest of the stuff 
should be fairly easy to convert. Most of my function calls in the .NET 
engine are  abstract interfaces for speech, sound, input, whatever so 
the key here is to write those abstract interfaces in C++ and the rest 
of the code should be a sinch to convert with only miner changes here 
and there as needed.
As it happens I did port the Genesis Engine to Java last year, and it 
took me about four months to create a working version in Java with a  
very early prototype of Mysteries of the Ancients. I'm going to assume I 
can make this conversion in more or less the same time window give or 
take a month for debugging and possably some extra research for this or 
that. It is always possible I might fall flat on my face here, but I 
think letting go of .NET is the best long term solution available to me.
Like you said Microsoft seams to have distanced themselves from .NET of 
late. Releasing Managed DirectX and dumping it for the XNA Framework was 
not only bad form, but some developers like me are concerned how much 
long term support Microsoft is going to lend for their .NET APIs. Every 
time I turn around they are releasing a new and improved .NET Framework 
with updated classes, methods, and so on which sounds good, but in 
actuality just ends up being bloatware. I remember once upon a time the 
first .NET framework was something around 99 MB, and now 4.0 is three 
times the size. I don't even use half of it, and that's a lot to 
download if you are someone over seas who has dialup or certain 
bandwidth restrictions.  Not to mention a bit confusing for some end users.
For example, I recently took care of a technical support problem where 
the person has Windows Vista, he knew Vista came with the .NET 
Framework, but he was running 3.0. However, MOTA was written using the 
3.5 version of the framework which meant he needed to update .NET. It 
was an easy problem to fix, but still are we as developers suppose to 
expect our customers to know the difference between .NET 1.1, 2.0, 3.0, 
3.5, or 4.0 and figure out which version they have?
As a developer I love .NET because of it's ease of use. It has very high 
level wrappers for the win32, API, and so on. Plus handling things like 
arrays, strings, etc are so much nicer in .NET. However, .NET certainly 
has its down side which isn't quite so nice. Which is why I'd just 
assume part ways with it for my games.


*Smile*


---
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] Important MOTA Announcement

2009-12-13 Thread Mauricio Almeida
alison, your post is totally "for the win" as people would say. Thomas,
being a developer with your talent, why do you still listen to immature
babys who want things half ready or with not as high quality, is
something i can't know.
-Mensagem original-
De: "Allison Mervis" 
Para: "Gamers Discussion list" 
Data: Domingo, 13 de Dezembro de 2009 14:05
Assunto: Re: [Audyssey] Important MOTA Announcement

I would hope that most people would be mature enough to wait, and would
realize that the delay is for our benefit as players and consumers. Thomas,
I personally think that you should do whatever will be best in the long run.
>From what you said in your original post, it sounds like that would be
taking the time necessary to recode, so I say go for it, and don't listen to
the winers.
Allison
Allison
http://www.allisonmervis.com/
- Original Message -
From: "shaun everiss" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 12:50 AM
Subject: Re: [Audyssey] Important MOTA Announcement


> well I think you should do what you can to at least get the registered
> version going even if this is just adding the reg support in the game so
> that those that are waiting for the game due to the pree orders and such
> don't whine at you, they have been waiting long enough.
> However since I didn't do the preorder thing when it was mont I say go for
> it man.
> I have seen wh what your work is nice and if its going  to be better than
> it actually is which by the way actually is quite good then go nock
> yourself out.
> At 02:39 p.m. 13/12/2009, you wrote:
>>Hi everyone,
>>Over the passed few months many of you have reported to me a problem with
>>Mysteries of the Ancients where it crashes suddenly and often times
>>without warning. Some times an error will come up stating that a certain
>>*.wav file could not be found, DirectX passes an illegal argument
>>exception, and so on all of which seam to be related to Managed DirectX.
>>I've confirmed this problem is related to Managed DirectX itself, not my
>>games, from various sources so it is quite apparent that the Managed
>>DirectX API for .NET programs needs to be taken out of the game and be
>>replaced with something else much more stable and reliable. I agree that
>>this should be done before Mysteries of the Ancients 1.0 is released.
>>Obviously this will take some time, but there are various options and
>>alternatives open to me at this point.
>>There is a somewhat short term solution I could use where I simply upgrade
>>the existing Genesis Engine written in C# .NET with alternative sound and
>>input APIs. Just off the top of my head there is FMOD,Earclang, the XNA
>>Framework, and SlimDX just to name a few options here. While upgrading the
>>engine to use one or more of these APIs wouldn't take too long I do wonder
>>if that is the better solution for the project long term.
>>A better long term solution is to simply move away from C# .NET altogether
>>and begin converting the code over to C++ now. Two of my projects STFC and
>>USA Raceway are already in the process of being written in C++, and it
>>would be in my long term interests to go ahead and switch the Genesis
>>Engine and Mysteries of the Ancients to c++ now rather than wait to do it
>>later on.
>>For one thing I've been in the process of converting the Genesis Engine
>>over to C++ anyway as well as some on going projects like the new STFC and
>>USA Raceway. Rather than go through the trouble of removing Managed
>>DirectX from the .NET based engine, upgrading it for this one game, it
>>makes more practical sense to save myself the time and work by completing
>>the C++ version of the Genesis Engine. Once that task is completed I could
>>conceivably produce a better more stable version of Mysteries of the
>>Ancients  by using the newer and hopefully better C++ based game engine.
>>Another reason why I think Mysteries of the Ancients should be converted
>>to C++ has to do with long term technical support on my end of things.
>>Ever since I began releasing games based on Microsoft's .NET technology my
>>number one technical support issue has been related to downloading,
>>installing, and upgrading the various .NET components you need such as the
>>.NET Framework and Managed DirectX. Were i to switch to C++ I could save
>>both you and I a lot of work downloading, installing, and upgrading
>>libraries as I would primarily use standard Windows libraries that would
>>be found on any XP, Vista, or Windows 7 system. You should be able to just
>>install and go without wondering if you have the absolutely latest DirectX

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Willem,
No software product is 100% secure, but the .NET languages have a 
serious security flaw that can be exploited if not handled by the 
developer. Yeah, there are tools to make a .NET application more secure, 
but still the fact this security issue exists at all isn't helpful, and 
costs the developer more money to correct the problem. I'd just sooner 
remove this security issue, and make it a non-issue as soon as I could.


Willem wrote:

I agree dark.
Thomas has done a good job and as long as his part of the game is as 
bug free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that 
has been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better 
if it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for 
example find a way to crack the game, I agree with the idea to convert 
it to c++ first and then release it.



---
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] Important MOTA Announcement

2009-12-13 Thread dark
Well if it's something you invisage in the future anyway,  then fair 
enough.


I'm just conscious that more mota complications probably aren't what you 
want right now.


I can however distinctly see the point if you want to completely phase net 
out of everything.


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 7:24 PM
Subject: Re: [Audyssey] Important MOTA Announcement



Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only delaying 
what I plan to do anyway. I've already decided to rewrite the Genesis 
Engine in C++ for all of my future FPS and side-scroller projects. So the 
choice is I can either do it now developing it along side MOTA, testing 
it, debugging it, etc so that future games will get done quicker, or I can 
put it off until next year and still have to do it anyway. Personally, I'm 
of the opinion it is better in the long hall to go ahead and do it now so 
the conversion is done and over with. If I hurry up and get the game done 
now, using .NET, I'm just waisting time to get a few people off my back, 
to get the game out of my hair, and then will turn around in a year maybe 
two and convert it to C++ anyway. So it ends up putting off the 
inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer use 
.NET, the development release of Raceway no longer uses .NET, and I'd 
prefer just to stop using .NET for MOTA as well. Make a clean and final 
break from that API. It is a good development API, has good languages, but 
based on personal experience isn't the best option for games 
unfortunately.


*Smile*


---
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] Important MOTA Announcement

2009-12-13 Thread Thomas Ward

Hi Dark,
Oh, I certainly do realize that. I think the major question is weather I 
should do the conversion now or later. If I do it later I'm only 
delaying what I plan to do anyway. I've already decided to rewrite the 
Genesis Engine in C++ for all of my future FPS and side-scroller 
projects. So the choice is I can either do it now developing it along 
side MOTA, testing it, debugging it, etc so that future games will get 
done quicker, or I can put it off until next year and still have to do 
it anyway. Personally, I'm of the opinion it is better in the long hall 
to go ahead and do it now so the conversion is done and over with. If I 
hurry up and get the game done now, using .NET, I'm just waisting time 
to get a few people off my back, to get the game out of my hair, and 
then will turn around in a year maybe two and convert it to C++ anyway. 
So it ends up putting off the inevitable.
Bottom line, I've already decided .NET is history as far as any new 
projects are concerned. Once the new  STFC comes out it will no longer 
use .NET, the development release of Raceway no longer uses .NET, and 
I'd prefer just to stop using .NET for MOTA as well. Make a clean and 
final break from that API. It is a good development API, has good 
languages, but based on personal experience isn't the best option for 
games unfortunately.


*Smile*


---
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] Important MOTA Announcement

2009-12-13 Thread Jay Pellis

Hi all
I agree with Allison here, it sounds like recoding will make Thomases job 
easier for later games and updates so the wait would definitely be worth it. 
Luckily there are a meriad of great games out there from the Draconus 
Entertainment releases, to Q9 from blastbay studios to the free games 
offered by jim kitchen.

Regards
Jay



--
Jay Pellis
http://blindjay.onlinestoragesolution.com

--
From: "Allison Mervis" 
Sent: Sunday, December 13, 2009 2:05 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA Announcement

I would hope that most people would be mature enough to wait, and would 
realize that the delay is for our benefit as players and consumers. 
Thomas, I personally think that you should do whatever will be best in the 
long run.

From what you said in your original post, it sounds like that would be
taking the time necessary to recode, so I say go for it, and don't listen 
to the winers.

Allison
Allison
http://www.allisonmervis.com/
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 12:50 AM
Subject: Re: [Audyssey] Important MOTA Announcement


well I think you should do what you can to at least get the registered 
version going even if this is just adding the reg support in the game so 
that those that are waiting for the game due to the pree orders and such 
don't whine at you, they have been waiting long enough.
However since I didn't do the preorder thing when it was mont I say go 
for it man.
I have seen wh what your work is nice and if its going  to be better than 
it actually is which by the way actually is quite good then go nock 
yourself out.

At 02:39 p.m. 13/12/2009, you wrote:

Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply 
upgrade the existing Genesis Engine written in C# .NET with alternative 
sound and input APIs. Just off the top of my head there is FMOD,Earclang, 
the XNA Framework, and SlimDX just to name a few options here. While 
upgrading the engine to use one or more of these APIs wouldn't take too 
long I do wonder if that is the better solution for the project long 
term.
A better long term solution is to simply move away from C# .NET 
altogether and begin converting the code over to C++ now. Two of my 
projects STFC and USA Raceway are already in the process of being written 
in C++, and it would be in my long term interests to go ahead and switch 
the Genesis Engine and Mysteries of the Ancients to c++ now rather than 
wait to do it later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC 
and USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I 
could conceivably produce a better more stable version of Mysteries of 
the Ancients  by using the newer and hopefully better C++ based game 
engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology 
my number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as 
the .NET Framework and Managed DirectX. Were i to switch to C++ I could 
save both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to 
just install and go without wondering if you have the absolutely latest 
DirectX or .NET Framework on your system. I think this is a much better 
user friendly setup and hopefully would require a lot less tech support 
from me.
Those are just s

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Allison Mervis
I would hope that most people would be mature enough to wait, and would 
realize that the delay is for our benefit as players and consumers. Thomas, 
I personally think that you should do whatever will be best in the long run. 
From what you said in your original post, it sounds like that would be 
taking the time necessary to recode, so I say go for it, and don't listen to 
the winers.

Allison
Allison
http://www.allisonmervis.com/
- Original Message - 
From: "shaun everiss" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 12:50 AM
Subject: Re: [Audyssey] Important MOTA Announcement


well I think you should do what you can to at least get the registered 
version going even if this is just adding the reg support in the game so 
that those that are waiting for the game due to the pree orders and such 
don't whine at you, they have been waiting long enough.
However since I didn't do the preorder thing when it was mont I say go for 
it man.
I have seen wh what your work is nice and if its going  to be better than 
it actually is which by the way actually is quite good then go nock 
yourself out.

At 02:39 p.m. 13/12/2009, you wrote:

Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade 
the existing Genesis Engine written in C# .NET with alternative sound and 
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
Framework, and SlimDX just to name a few options here. While upgrading the 
engine to use one or more of these APIs wouldn't take too long I do wonder 
if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether 
and begin converting the code over to C++ now. Two of my projects STFC and 
USA Raceway are already in the process of being written in C++, and it 
would be in my long term interests to go ahead and switch the Genesis 
Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC and 
USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I could 
conceivably produce a better more stable version of Mysteries of the 
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology my 
number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as the 
.NET Framework and Managed DirectX. Were i to switch to C++ I could save 
both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to just 
install and go without wondering if you have the absolutely latest DirectX 
or .NET Framework on your system. I think this is a much better user 
friendly setup and hopefully would require a lot less tech support from 
me.
Those are just some of the advantages of switching to C++ now. Others 
would include better system performance, better security, a wider 
availability of game related APIs, etc. Basically, C++ can't be beat when 
it comes to game programming, and now is clearly the time to strongly 
consider using it for this project as well as my on going and pending 
projects.
The one question I know many of you are asking is, "how long will all of 
this take?"
That is a difficult question to answer. Anything I would say here would be 
simply a guess at best. Do to the fact C# .NET is a C-Style language it 
obviously has a lot in common w

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi,
As Liam stated in an earlier post, people will crack games no matter what. 
Even if it's in C++, it's not uncrackable.


--
From: "Willem" 
Sent: Sunday, December 13, 2009 11:44 AM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Important MOTA Announcement


I agree dark.
Thomas has done a good job and as long as his part of the game is as bug 
free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that has 
been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better if 
it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for example 
find a way to crack the game, I agree with the idea to convert it to c++ 
first and then release it.


On 2009/12/13 03:14 PM, dark wrote:

hello Tom.

While this does make infinite amounts of sense,  my only concern is 
you yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple 
shinanigans you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and 
delay on Mota.


if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then 
move on to the C++ coding for the genesis engine, Stfc raceway, and 
designer of any future projects,  afterall, a few extra minutes 
installing for the user is rather different from months more coding for 
the developer.


Of course, it's entirely your decision,  I'm just conscious how much 
of your sweat and blood has already gone into the project thus far,   
and I think it would be a terrible shame if you just burnt out mid way 
through due to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!


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/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] Important MOTA Announcement

2009-12-13 Thread Munawar Bijani

Hi Tom,
Converting your code to C++ could take even longer than a few months. While 
C#.NET is a C-style language, there are a lot of things you will do in C++ 
that you will not do in .NET. While it's entirely possible to convert your 
code, it's not just a matter of hitting "convert". Even from VB to C# is a 
lot of work.


SlimDX is extremely stable, and actually has more performance improvements 
over MDX. The developers have ran numerous tests to make sure SlimDX is not 
resource intensive and it has been proven to run a lot quicker than MDX. The 
performance improvement you're talking about between C++and C# isn't big 
enough to be noticeable by the average gamer. While C++ is a good language, 
converting code isn't ideal since you're not coding it from the ground up in 
C++, and as you probably guessed that can lead to missing critical points 
where memory must be freed and stray pointers cleaned up. I think you've 
already converted a project over to Java before which took a lot of your 
time. In the interests of getting the project done, I say you should upgrade 
to SlimDX (it's not difficult to do ever since they refactored the library,) 
find an affordable solution to secure your .NET code (Email me offlist if 
you'd like assistance,) and release it. The extra money you spend to secure 
your .NET code will be well worth the extra months it will take to convert 
your code to C++.


I do agree that C++ should be a language of choice for new development. I am 
also getting sick of the headakes involved with .NET; it's a good language, 
but in the end it is too version-specific. I find it so ironic that 
Microsoft released the .NET language, and then dropped support for the only 
interface it had to DirectX using .NET. It seems like even to Microsoft, 
.NET is just a "wrapper" language.

Munawar A. Bijani

--
From: "Thomas Ward" 
Sent: Saturday, December 12, 2009 8:39 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Important MOTA Announcement


Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade 
the existing Genesis Engine written in C# .NET with alternative sound and 
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
Framework, and SlimDX just to name a few options here. While upgrading the 
engine to use one or more of these APIs wouldn't take too long I do wonder 
if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether 
and begin converting the code over to C++ now. Two of my projects STFC and 
USA Raceway are already in the process of being written in C++, and it 
would be in my long term interests to go ahead and switch the Genesis 
Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC and 
USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I could 
conceivably produce a better more stable version of Mysteries of the 
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology my 
number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as the 
.NET Framework and Managed DirectX. Were i to switch to C++ I could save 
both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to just 
install and go without wondering if you have the absolutel

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread Willem

I agree dark.
Thomas has done a good job and as long as his part of the game is as bug 
free as he can get it, I think he should release mota and give out 
registration keys. This will take a lot of the pressure off him that has 
been building up for a while. It still makes sense to change the 
programming language of the game to c++, but maybe it would be better if 
it is done as a later bugfix release or something.


However if the c# release would give game crackers a way to for example 
find a way to crack the game, I agree with the idea to convert it to c++ 
first and then release it.


On 2009/12/13 03:14 PM, dark wrote:

hello Tom.

While this does make infinite amounts of sense,  my only concern 
is you yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple 
shinanigans you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and 
delay on Mota.


if your happy with this,  that's fine,  but I don't think 
anyone would blame you if you wanted to get Mota itself finished 
quicker, then move on to the C++ coding for the genesis engine, Stfc 
raceway, and designer of any future projects,  afterall, a few 
extra minutes installing for the user is rather different from months 
more coding for the developer.


Of course, it's entirely your decision,  I'm just conscious how 
much of your sweat and blood has already gone into the project thus 
far,  and I think it would be a terrible shame if you just burnt 
out mid way through due to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code 
all day and night without rest!


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/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] Important MOTA Announcement

2009-12-13 Thread Hayden Presley
Hi Dark,
Almost exactly how I feel-in my opinion Thomas, you might aought get the 1.0
out there, and if and when you port the Genesis Engine over to C++, you
could use that for the 2.0 upgrade.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Sunday, December 13, 2009 7:15 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Important MOTA Announcement

hello Tom.

While this does make infinite amounts of sense,  my only concern is you 
yourself.

You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple shinanigans 
you've had with the game.

While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and delay

on Mota.

if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then move

on to the C++ coding for the genesis engine, Stfc raceway, and designer of 
any future projects,  afterall, a few extra minutes installing for the 
user is rather different from months more coding for the developer.

Of course, it's entirely your decision,  I'm just conscious how much of 
your sweat and blood has already gone into the project thus far,  and I 
think it would be a terrible shame if you just burnt out mid way through due

to complications and the game never got released.

Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!

Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement


> Hi everyone,
> Over the passed few months many of you have reported to me a problem with 
> Mysteries of the Ancients where it crashes suddenly and often times 
> without warning. Some times an error will come up stating that a certain 
> *.wav file could not be found, DirectX passes an illegal argument 
> exception, and so on all of which seam to be related to Managed DirectX. 
> I've confirmed this problem is related to Managed DirectX itself, not my 
> games, from various sources so it is quite apparent that the Managed 
> DirectX API for .NET programs needs to be taken out of the game and be 
> replaced with something else much more stable and reliable. I agree that 
> this should be done before Mysteries of the Ancients 1.0 is released. 
> Obviously this will take some time, but there are various options and 
> alternatives open to me at this point.
> There is a somewhat short term solution I could use where I simply upgrade

> the existing Genesis Engine written in C# .NET with alternative sound and 
> input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
> Framework, and SlimDX just to name a few options here. While upgrading the

> engine to use one or more of these APIs wouldn't take too long I do wonder

> if that is the better solution for the project long term.
> A better long term solution is to simply move away from C# .NET altogether

> and begin converting the code over to C++ now. Two of my projects STFC and

> USA Raceway are already in the process of being written in C++, and it 
> would be in my long term interests to go ahead and switch the Genesis 
> Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
> later on.
> For one thing I've been in the process of converting the Genesis Engine 
> over to C++ anyway as well as some on going projects like the new STFC and

> USA Raceway. Rather than go through the trouble of removing Managed 
> DirectX from the .NET based engine, upgrading it for this one game, it 
> makes more practical sense to save myself the time and work by completing 
> the C++ version of the Genesis Engine. Once that task is completed I could

> conceivably produce a better more stable version of Mysteries of the 
> Ancients  by using the newer and hopefully better C++ based game engine.
> Another reason why I think Mysteries of the Ancients should be converted 
> to C++ has to do with long term technical support on my end of things. 
> Ever since I began releasing games based on Microsoft's .NET technology my

> number one technical support issue has been related to downloading, 
> installing, and upgrading the various .NET components you need such as the

> .NET Framework and Managed DirectX. Were i to switch to C++ I could save 
> both you and I a lot of work downloading, installing, and upgrading 
> libraries as I would primarily use standard Windows librari

Re: [Audyssey] Important MOTA Announcement

2009-12-13 Thread dark

hello Tom.

While this does make infinite amounts of sense,  my only concern is you 
yourself.


You mentioned wanting to get Mota out of your hair and work on other 
projects,  which is quite understandable given the multiple shinanigans 
you've had with the game.


While I certainly understand the logic of having the genesis engine in 
general in C++ for future work,  that does also mean more work and delay 
on Mota.


if your happy with this,  that's fine,  but I don't think anyone 
would blame you if you wanted to get Mota itself finished quicker, then move 
on to the C++ coding for the genesis engine, Stfc raceway, and designer of 
any future projects,  afterall, a few extra minutes installing for the 
user is rather different from months more coding for the developer.


Of course, it's entirely your decision,  I'm just conscious how much of 
your sweat and blood has already gone into the project thus far,  and I 
think it would be a terrible shame if you just burnt out mid way through due 
to complications and the game never got released.


Ultimately though, it's your game of course,  just know that not 
everyone who plays it is a rabid slave driver who expects you to code all 
day and night without rest!


Beware the grue!

Dark.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Sunday, December 13, 2009 1:39 AM
Subject: [Audyssey] Important MOTA Announcement



Hi everyone,
Over the passed few months many of you have reported to me a problem with 
Mysteries of the Ancients where it crashes suddenly and often times 
without warning. Some times an error will come up stating that a certain 
*.wav file could not be found, DirectX passes an illegal argument 
exception, and so on all of which seam to be related to Managed DirectX. 
I've confirmed this problem is related to Managed DirectX itself, not my 
games, from various sources so it is quite apparent that the Managed 
DirectX API for .NET programs needs to be taken out of the game and be 
replaced with something else much more stable and reliable. I agree that 
this should be done before Mysteries of the Ancients 1.0 is released. 
Obviously this will take some time, but there are various options and 
alternatives open to me at this point.
There is a somewhat short term solution I could use where I simply upgrade 
the existing Genesis Engine written in C# .NET with alternative sound and 
input APIs. Just off the top of my head there is FMOD,Earclang, the XNA 
Framework, and SlimDX just to name a few options here. While upgrading the 
engine to use one or more of these APIs wouldn't take too long I do wonder 
if that is the better solution for the project long term.
A better long term solution is to simply move away from C# .NET altogether 
and begin converting the code over to C++ now. Two of my projects STFC and 
USA Raceway are already in the process of being written in C++, and it 
would be in my long term interests to go ahead and switch the Genesis 
Engine and Mysteries of the Ancients to c++ now rather than wait to do it 
later on.
For one thing I've been in the process of converting the Genesis Engine 
over to C++ anyway as well as some on going projects like the new STFC and 
USA Raceway. Rather than go through the trouble of removing Managed 
DirectX from the .NET based engine, upgrading it for this one game, it 
makes more practical sense to save myself the time and work by completing 
the C++ version of the Genesis Engine. Once that task is completed I could 
conceivably produce a better more stable version of Mysteries of the 
Ancients  by using the newer and hopefully better C++ based game engine.
Another reason why I think Mysteries of the Ancients should be converted 
to C++ has to do with long term technical support on my end of things. 
Ever since I began releasing games based on Microsoft's .NET technology my 
number one technical support issue has been related to downloading, 
installing, and upgrading the various .NET components you need such as the 
.NET Framework and Managed DirectX. Were i to switch to C++ I could save 
both you and I a lot of work downloading, installing, and upgrading 
libraries as I would primarily use standard Windows libraries that would 
be found on any XP, Vista, or Windows 7 system. You should be able to just 
install and go without wondering if you have the absolutely latest DirectX 
or .NET Framework on your system. I think this is a much better user 
friendly setup and hopefully would require a lot less tech support from 
me.
Those are just some of the advantages of switching to C++ now. Others 
would include better system performance, better security, a wider 
availability of game related APIs, etc. Basically, C++ can't be beat when 
it comes to game programming, and now is clearly the time to strongly 
consider using it for this project as well as my on going and pending 
projects.
The one question I know many of you are as

Re: [Audyssey] Important MOTA Announcement

2009-12-12 Thread shaun everiss
well I think you should do what you can to at least get the registered  version 
going even if this is just adding the reg support in the game so that those 
that are waiting for the game due to the pree orders and such don't whine at 
you, they have been waiting long enough.
However since I didn't do the preorder thing when it was mont I say go for it 
man.
I have seen wh what your work is nice and if its going  to be better than it 
actually is which by the way actually is quite good then go nock yourself out.
At 02:39 p.m. 13/12/2009, you wrote:
>Hi everyone,
>Over the passed few months many of you have reported to me a problem with 
>Mysteries of the Ancients where it crashes suddenly and often times without 
>warning. Some times an error will come up stating that a certain *.wav file 
>could not be found, DirectX passes an illegal argument exception, and so on 
>all of which seam to be related to Managed DirectX. I've confirmed this 
>problem is related to Managed DirectX itself, not my games, from various 
>sources so it is quite apparent that the Managed DirectX API for .NET programs 
>needs to be taken out of the game and be replaced with something else much 
>more stable and reliable. I agree that this should be done before Mysteries of 
>the Ancients 1.0 is released. Obviously this will take some time, but there 
>are various options and alternatives open to me at this point.
>There is a somewhat short term solution I could use where I simply upgrade the 
>existing Genesis Engine written in C# .NET with alternative sound and input 
>APIs. Just off the top of my head there is FMOD,Earclang, the XNA Framework, 
>and SlimDX just to name a few options here. While upgrading the engine to use 
>one or more of these APIs wouldn't take too long I do wonder if that is the 
>better solution for the project long term.
>A better long term solution is to simply move away from C# .NET altogether and 
>begin converting the code over to C++ now. Two of my projects STFC and USA 
>Raceway are already in the process of being written in C++, and it would be in 
>my long term interests to go ahead and switch the Genesis Engine and Mysteries 
>of the Ancients to c++ now rather than wait to do it later on.
>For one thing I've been in the process of converting the Genesis Engine over 
>to C++ anyway as well as some on going projects like the new STFC and USA 
>Raceway. Rather than go through the trouble of removing Managed DirectX from 
>the .NET based engine, upgrading it for this one game, it makes more practical 
>sense to save myself the time and work by completing the C++ version of the 
>Genesis Engine. Once that task is completed I could conceivably produce a 
>better more stable version of Mysteries of the Ancients  by using the newer 
>and hopefully better C++ based game engine.
>Another reason why I think Mysteries of the Ancients should be converted to 
>C++ has to do with long term technical support on my end of things. Ever since 
>I began releasing games based on Microsoft's .NET technology my number one 
>technical support issue has been related to downloading, installing, and 
>upgrading the various .NET components you need such as the .NET Framework and 
>Managed DirectX. Were i to switch to C++ I could save both you and I a lot of 
>work downloading, installing, and upgrading libraries as I would primarily use 
>standard Windows libraries that would be found on any XP, Vista, or Windows 7 
>system. You should be able to just install and go without wondering if you 
>have the absolutely latest DirectX or .NET Framework on your system. I think 
>this is a much better user friendly setup and hopefully would require a lot 
>less tech support from me.
>Those are just some of the advantages of switching to C++ now. Others would 
>include better system performance, better security, a wider availability of 
>game related APIs, etc. Basically, C++ can't be beat when it comes to game 
>programming, and now is clearly the time to strongly consider using it for 
>this project as well as my on going and pending projects.
>The one question I know many of you are asking is, "how long will all of this 
>take?"
>That is a difficult question to answer. Anything I would say here would be 
>simply a guess at best. Do to the fact C# .NET is a C-Style language it 
>obviously has a lot in common with C++, and much of the code could be 
>converted pretty easily from C# to C++. That would obviously save time. Still 
>there would be quite a lot of manual coding by hand to fully convert the 
>engine from one language to the other. How long that would actually take is 
>anyone's guess. However, if I had to make an educated guess say three or four 
>months for the conversion process if everything goes well.
>Anyway, the point I want to make is that there are lots of ways of resolving 
>our Managed DirectX issue. In the short term I certainly could upgrade the 
>.NET based Genesis Engine, finish Mysteries of the Ancients, and have