Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Thomas Ward
Hi Hayden,
No. The problem here is that speech is operating on the same process
as input while it is speaking so keyboard events are ignored until
speech shuts up. One way of fixing this is by putting them on their
own processes, called threads, which makes them act independantly of
each other. Unfortunately, itcrashes all over the playce. However,
Philip Bennefall gave me some interesting pointers on how to avoid
this problem and use the same process for both speech and input.



On 4/13/10, Hayden Presley  wrote:
> Hi Thomas,
> Let me get this right...since the speech is not on its own thread, if you
> made, say, the left control key by itself, the speech interrupt key, this
> would intereupt all sounds?
> Best Regards,
> Hayden

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Hayden Presley
Hi Thomas,
Let me get this right...since the speech is not on its own thread, if you
made, say, the left control key by itself, the speech interrupt key, this
would intereupt all sounds?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Mike Reiser
Sent: Tuesday, April 13, 2010 1:21 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

I must agree I would like the ability to interupt the speech as well,
especially when viewing a room.  

Mike
aim screen name: crhchmiker
msn screen name: blindgu...@gmail.com
yahoo screenname: miker19882001
skype name:miker1988
twitter:www.twitter.com/archenemy12

On Apr 12, 2010, at 6:01 PM, Bryan Peterson wrote:

> I don't mind it this way so much, but I do feel that if a way can be found
to implemented there needs to be a way to interrupt the speech in the game,
say by hitting the F key in the midst of a View command to interrupt the
speech. This used to be possible but not anymore. It gets awkward when
trying to judge the distance with the firepits when you have to hear
everything spoken before you can even jump.
> He who is valiant and pure of spirit may find the holy grail in the castle
of ggh.
> - Original Message - From: "Thomas Ward"

> To: "Gamers Discussion list" 
> Sent: Monday, April 12, 2010 4:44 PM
> Subject: Re: [Audyssey] Mota Beta 11 impressions
> 
> 
>> Hi Willem,
>> That is exactly what it does. It selects a new menu item when you
>> release the up/down arrow key rather than on a key press. However,
>> everyone is telling me that way is too slow. I can't win.
>> 
>> 
>> On 4/12/10, Willem  wrote:
>>> Hi Thomas.
>>> Couldn't you make the game go to the next menu item on the key release
>>> insted of a key press?
>> 
>> ---
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Thomas Ward
Hi Shaun,
Yes, Mysteries of the Ancients comes with the latest stable binary for
fmod.dll which is 4.28. It is located in the installation directory.
However, I don't beleive I'll be using it for very much longer anyway.
I've got plans to rewrite the audio core of the engine using something
else.
As for that other stuff Genesis doesn't use all that other stuff. All
it uses is standard Windows core components  like Kernel32.dll,
Shell32.dll, User32.dll, WinMM.dll, etc that comes with every single
copy of Windows. In other words it is completely based on the
Microsoft Win32 API and runs pretty close to the operating system
itself and doesn't require a lot of third-party junk.

Cheers!


On 4/13/10, shaun everiss  wrote:
> well the menus are a bit slower but honestly I like the speed they run.
> I don't skip and that is good.
> I have no idea why I crash though.
> One thing, I do have a version of fmod.dll that came with moosic.
> does the game update this and other files it needs or does it not.
> if not I need to probably get the latest fmod binary and dlls and put them
> in the system32 folder.
> I have everything else I know of.
> latest directx, latest xna
> dotnet 1 to 3.5 fully updated.
> visual c ++ 22005 2008 libs com audio sdl I think and maybe something else.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Thomas Ward
Hi,
So would I. I don't exactly like having to wait on all that
information either. However, I prefer that over the game constantly
crashing. That is the way it is for the moment. Once I figure out why
it crashes all the time when putting speech on its own thread I'll fix
it.

Smile.

On 4/13/10, Mike Reiser  wrote:
> I must agree I would like the ability to interupt the speech as well,
> especially when viewing a room.
>
> Mike

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-13 Thread Mike Reiser
I must agree I would like the ability to interupt the speech as well, 
especially when viewing a room.  

Mike
aim screen name: crhchmiker
msn screen name: blindgu...@gmail.com
yahoo screenname: miker19882001
skype name:miker1988
twitter:www.twitter.com/archenemy12

On Apr 12, 2010, at 6:01 PM, Bryan Peterson wrote:

> I don't mind it this way so much, but I do feel that if a way can be found to 
> implemented there needs to be a way to interrupt the speech in the game, say 
> by hitting the F key in the midst of a View command to interrupt the speech. 
> This used to be possible but not anymore. It gets awkward when trying to 
> judge the distance with the firepits when you have to hear everything spoken 
> before you can even jump.
> He who is valiant and pure of spirit may find the holy grail in the castle of 
> ggh.
> - Original Message - From: "Thomas Ward" 
> To: "Gamers Discussion list" 
> Sent: Monday, April 12, 2010 4:44 PM
> Subject: Re: [Audyssey] Mota Beta 11 impressions
> 
> 
>> Hi Willem,
>> That is exactly what it does. It selects a new menu item when you
>> release the up/down arrow key rather than on a key press. However,
>> everyone is telling me that way is too slow. I can't win.
>> 
>> 
>> On 4/12/10, Willem  wrote:
>>> Hi Thomas.
>>> Couldn't you make the game go to the next menu item on the key release
>>> insted of a key press?
>> 
>> ---
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>> gamers-unsubscr...@audyssey.org.
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>> http://www.mail-archive.com/gam...@audyssey.org.
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>> please send E-mail to gamers-ow...@audyssey.org.
> 
> 
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread shaun everiss
well the menus are a bit slower but honestly I like the speed they run.
I don't skip and that is good.
I have no idea why I crash though.
One thing, I do have a version of fmod.dll that came with moosic.
does the game update this and other files it needs or does it not.
if not I need to probably get the latest fmod binary and dlls and put them in 
the system32 folder.
I have everything else I know of.
latest directx, latest xna
dotnet 1 to 3.5 fully updated.
visual c ++ 22005 2008 libs com audio sdl I think and maybe something else.
At 02:47 p.m. 13/04/2010, you wrote:
>Hi Hayden,
>Thanks for that. I was beginning to think I was going crazy here. I
>don't have sluggish menus nor the crash error when exiting so I'm not
>the only one where the game works as expected. Now, the trick is to
>figure out what it is about their systems that is causing the crash
>and the slow menu response.
>
>
>On 4/12/10, Hayden Presley  wrote:
>> Hi Thomas,
>> I must add my impressions. Firstly, I have had neither the error upon
>> exiting nor the slow menu problem. I like how you put the weapon
>> descriptions back into the game. Also, I'm glad you put backthe navigation
>> keys (oops, hotkeys) for the menu.
>> Best Regards,
>> Hayden
>
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi,
Like I said the way DirectInput handles keys like shift, control, alt
you have to specify which one you mean. For example the left control
key is DIK_LCONTROL and the right is DIK_RCONTROL.  To use either one
you have to put an or condition in your keyboard event so it knows to
use either the right or left control key with that key. Otherwise it
will just use the one you specified. No biggy to fix.

Cheers!

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
That works. In fact I seem to remember you used to be able to do that in the 
prior Betas. I know you could do it with Shift.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 8:44 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi,
Lol! Oops, sory about that. I'll definitely put some code in place to
keep from using more than one torch or potion at a time.  I'll also
update the engine so you can use either the right or left control key
with t and p.

Cheers!

On 4/12/10, Bryan Peterson  wrote:

I just think they should all be the same one. Since the left control is
generally the easiest to access that's the one I've always used. So it 
was a

bit confusing when I went to check how many torches I had with the left
control key and ended up lighting my only remaining one while the first 
one

was still burning.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Hayden,
Thanks for that. I was beginning to think I was going crazy here. I
don't have sluggish menus nor the crash error when exiting so I'm not
the only one where the game works as expected. Now, the trick is to
figure out what it is about their systems that is causing the crash
and the slow menu response.


On 4/12/10, Hayden Presley  wrote:
> Hi Thomas,
> I must add my impressions. Firstly, I have had neither the error upon
> exiting nor the slow menu problem. I like how you put the weapon
> descriptions back into the game. Also, I'm glad you put backthe navigation
> keys (oops, hotkeys) for the menu.
> Best Regards,
> Hayden

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi,
Lol! Oops, sory about that. I'll definitely put some code in place to
keep from using more than one torch or potion at a time.  I'll also
update the engine so you can use either the right or left control key
with t and p.

Cheers!

On 4/12/10, Bryan Peterson  wrote:
> I just think they should all be the same one. Since the left control is
> generally the easiest to access that's the one I've always used. So it was a
> bit confusing when I went to check how many torches I had with the left
> control key and ended up lighting my only remaining one while the first one
> was still burning.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Hayden Presley
Hi Thomas,
I must add my impressions. Firstly, I have had neither the error upon
exiting nor the slow menu problem. I like how you put the weapon
descriptions back into the game. Also, I'm glad you put backthe navigation
keys (oops, hotkeys) for the menu.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, April 12, 2010 9:40 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Willem,
I don't know. I've got a couple of things in mind to try, and fixing
input will be my top priority this week. Sooner or later I should be
able to nail down the problem and fix it. Obviously this all worked in
the other game engine well enough so it should be a matter of
basically copying the same concept over to the C++ engine.

On 4/12/10, Willem  wrote:
> Hi Thomas.
> Ok what about having the keypress activate the menu item and while the
> key is down it shouldn't allow any more cycling? Either that or a
> time-delay of say 1/10 second between allowed keypresses.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Willem,
I don't know. I've got a couple of things in mind to try, and fixing
input will be my top priority this week. Sooner or later I should be
able to nail down the problem and fix it. Obviously this all worked in
the other game engine well enough so it should be a matter of
basically copying the same concept over to the C++ engine.

On 4/12/10, Willem  wrote:
> Hi Thomas.
> Ok what about having the keypress activate the menu item and while the
> key is down it shouldn't allow any more cycling? Either that or a
> time-delay of say 1/10 second between allowed keypresses.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I just think they should all be the same one. Since the left control is 
generally the easiest to access that's the one I've always used. So it was a 
bit confusing when I went to check how many torches I had with the left 
control key and ended up lighting my only remaining one while the first one 
was still burning.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 6:57 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Bryan,
Didn't think about that when I wrote it. Basically, when you check for
keyboard combos DirectInput usually needs to know if the left control
or right control is being held down with that key. So I used the one
that seamed most natural for the command. I guess if you need me to I
can have it use either one of the control keys, but that is a tad bit
more work to add.
Smile.

On 4/12/10, Bryan Peterson  wrote:
I figured as much. I also noticed a slight quirk, not necessarily a bug 
but

definitely a quirk, involved in checking status of certain items. For
instance checking weapon status or number of torches seems to be done by
pressing the right Control plus W or T respectively, but checking Potions
involves pressing left Control+P. Needless to say that threw me off,
especially since the safeguard against using multiple torches at once is 
no
longer there, which I would imagine is temporary. Other than that I 
really
like the new version. I don't mind so much the delay in menus since I did 
on

occasion arrow too far in older versions, though not very often.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Willem

Hi Thomas.
Ok what about having the keypress activate the menu item and while the 
key is down it shouldn't allow any more cycling? Either that or a 
time-delay of say 1/10 second between allowed keypresses.

On 4/13/2010 12:44 AM, Thomas Ward wrote:

Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


   



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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Hayden,
Hard to say at this point. I'm working with a completely new engine
that hasn't been fully debugged and field tested, and I never know how
long debugging something like that will take. Plus on top of that I've
got to add about 10 more levels, update the sound core, and I
eventually want to get joystick/mouse support in the new engine.
That's probably six months of work right there. So I'd say 1.0 won't
be realistically ready until early fall. Although, it could come a
little sooner or a little later depending on scheduling, bugs, etc.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Bryan,
Didn't think about that when I wrote it. Basically, when you check for
keyboard combos DirectInput usually needs to know if the left control
or right control is being held down with that key. So I used the one
that seamed most natural for the command. I guess if you need me to I
can have it use either one of the control keys, but that is a tad bit
more work to add.
Smile.

On 4/12/10, Bryan Peterson  wrote:
> I figured as much. I also noticed a slight quirk, not necessarily a bug but
> definitely a quirk, involved in checking status of certain items. For
> instance checking weapon status or number of torches seems to be done by
> pressing the right Control plus W or T respectively, but checking Potions
> involves pressing left Control+P. Needless to say that threw me off,
> especially since the safeguard against using multiple torches at once is no
> longer there, which I would imagine is temporary. Other than that I really
> like the new version. I don't mind so much the delay in menus since I did on
> occasion arrow too far in older versions, though not very often.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I have a feeling he's going to stear clear of even that just in case he 
can't meet that deadline. I mean I imagine once he's confident he's closing 
in on a release date he'll be more open but I doubt he'll say anything 
before then. I certainly wouldn't in his position. It's a matter of giving 
yourself as much breathing room as possible.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Hayden Presley" 

To: "'Gamers Discussion list'" 
Sent: Monday, April 12, 2010 6:45 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an 
estimate

as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That
suggests to me that there is a way to check whether a given key has just 
at

that moment been pressed, or is being held down. I'm not sure whether this
is a manual check or whether this is built into DirectInput, but I know 
that


the equivalent of key_pressed will come in handy for the menus and jump
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you
are
directly centre. Same when you walk away, it goes straight to the left,
so
you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread mike maslo
I like the menus as they are now

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Hayden Presley
Sent: Monday, April 12, 2010 7:45 PM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an estimate
as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that

the equivalent of key_pressed will come in handy for the menus and jump 
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions


> Hi Damien,
> As for panning it actually isn't using a pan control but FMOD'S 3d
> audio processing which is why it sounds a little strange right now.
> This is an issue I plan to be working on in beta 12 when i rewrite the
> sound core using XAudio2. FMOD happens to be something I introduced
> into the engine back when I was thinking about going cross-platform
> and didn't want to take several days or a couple of extra weeks to
> rewrite the sound core and test it. So it is on the todo list to fix.
> As for walking through doors the reason Angela pauses is she has to
> wait for the door to completely slide open before stepping through.
> This was actually a bug fix for beta 10 where she could run through
> the door before it fully opened. I could put it back that way if
> people want, but that's why that is happening.
> As for menu keys as I explained earlier there isn't a happy medium
> here. If I put the delay in the menus don't jump around like a flea on
> a frying pan. If I take that out and don't wait for you to release the
> key the menus skip items and you might hit down arrow on new game and
> end up on exit program. That's worse than the delay in my book.
> As for jumping I've noticed if you hold the keys down for very long
> she will sort of leap frog with several jumps in a row. I guess I've
> gotten use to not holding them down long so she only does a single
> jump. Practice with it some and see if you really need me to prevent
> her from doing that.
>
> Cheers!
>
>
> On 4/12/10, Damien Pendleton  wrote:
>> Hi Thomas,
>> Seems like you have put a lot of work into this new engine.
>> However, I am afraid to still bring some bugs to your attention:
>>
>> 1. Panning.
>> When you are walking towards an object, the sound doesn't pan until you 
>> are
>> directly centre. Same when you walk away, it goes straight to the left, 
>> so
>> you never know just how close or far away the object is.
>>
>> 2. Keyboard response
>> It seems like the menus are very slow to respond when pressing keys, and
>> also it is slow going when you try to walk through a door.
>>
>> 3. Jumping
>> If you hold down your jump combination it keeps simulating a jump.
>>
>> Thanks.
>> Regards,
>> Damien.
>> ---
>> 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.
>>
>
> ---
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> You can make changes or update your subscription via the web, at
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Hayden Presley
Hi Thomas,
Obviously there is no way to tell for sure, but can you give us an estimate
as to MOTA's release date?
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Damien Pendleton
Sent: Monday, April 12, 2010 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota Beta 11 impressions

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that

the equivalent of key_pressed will come in handy for the menus and jump 
problem.
Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 
To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions


> Hi Damien,
> As for panning it actually isn't using a pan control but FMOD'S 3d
> audio processing which is why it sounds a little strange right now.
> This is an issue I plan to be working on in beta 12 when i rewrite the
> sound core using XAudio2. FMOD happens to be something I introduced
> into the engine back when I was thinking about going cross-platform
> and didn't want to take several days or a couple of extra weeks to
> rewrite the sound core and test it. So it is on the todo list to fix.
> As for walking through doors the reason Angela pauses is she has to
> wait for the door to completely slide open before stepping through.
> This was actually a bug fix for beta 10 where she could run through
> the door before it fully opened. I could put it back that way if
> people want, but that's why that is happening.
> As for menu keys as I explained earlier there isn't a happy medium
> here. If I put the delay in the menus don't jump around like a flea on
> a frying pan. If I take that out and don't wait for you to release the
> key the menus skip items and you might hit down arrow on new game and
> end up on exit program. That's worse than the delay in my book.
> As for jumping I've noticed if you hold the keys down for very long
> she will sort of leap frog with several jumps in a row. I guess I've
> gotten use to not holding them down long so she only does a single
> jump. Practice with it some and see if you really need me to prevent
> her from doing that.
>
> Cheers!
>
>
> On 4/12/10, Damien Pendleton  wrote:
>> Hi Thomas,
>> Seems like you have put a lot of work into this new engine.
>> However, I am afraid to still bring some bugs to your attention:
>>
>> 1. Panning.
>> When you are walking towards an object, the sound doesn't pan until you 
>> are
>> directly centre. Same when you walk away, it goes straight to the left, 
>> so
>> you never know just how close or far away the object is.
>>
>> 2. Keyboard response
>> It seems like the menus are very slow to respond when pressing keys, and
>> also it is slow going when you try to walk through a door.
>>
>> 3. Jumping
>> If you hold down your jump combination it keeps simulating a jump.
>>
>> Thanks.
>> Regards,
>> Damien.
>> ---
>> 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.
>>
>
> ---
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> 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
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> 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,
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I figured as much. I also noticed a slight quirk, not necessarily a bug but 
definitely a quirk, involved in checking status of certain items. For 
instance checking weapon status or number of torches seems to be done by 
pressing the right Control plus W or T respectively, but checking Potions 
involves pressing left Control+P. Needless to say that threw me off, 
especially since the safeguard against using multiple torches at once is no 
longer there, which I would imagine is temporary. Other than that I really 
like the new version. I don't mind so much the delay in menus since I did on 
occasion arrow too far in older versions, though not very often.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 5:20 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



HI Bryan and all,
That's something I'm still working on. When I tried putting speech on
its own thread it kept crashing the game all the time so I had to
remove the multithreaded support for speech for the time being.
Keep in mind since this is a totally new engine while the official
version number says beta 11 it is basically beta 1  with the new
engine. It is not like i have 10 versions of betas that have been
fixed, debugged, and upgraded as was the case with beta 10. This is
the first time the new C++ Genesis engine has been tested in the field
so to speak so there are bound to be bugs/problems.


Cheers!

On 4/12/10, Bryan Peterson  wrote:
I don't mind it this way so much, but I do feel that if a way can be 
found
to implemented there needs to be a way to interrupt the speech in the 
game,

say by hitting the F key in the midst of a View command to interrupt the
speech. This used to be possible but not anymore. It gets awkward when
trying to judge the distance with the firepits when you have to hear
everything spoken before you can even jump.


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
HI Bryan and all,
That's something I'm still working on. When I tried putting speech on
its own thread it kept crashing the game all the time so I had to
remove the multithreaded support for speech for the time being.
Keep in mind since this is a totally new engine while the official
version number says beta 11 it is basically beta 1  with the new
engine. It is not like i have 10 versions of betas that have been
fixed, debugged, and upgraded as was the case with beta 10. This is
the first time the new C++ Genesis engine has been tested in the field
so to speak so there are bound to be bugs/problems.


Cheers!

On 4/12/10, Bryan Peterson  wrote:
> I don't mind it this way so much, but I do feel that if a way can be found
> to implemented there needs to be a way to interrupt the speech in the game,
> say by hitting the F key in the midst of a View command to interrupt the
> speech. This used to be possible but not anymore. It gets awkward when
> trying to judge the distance with the firepits when you have to hear
> everything spoken before you can even jump.

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Bryan Peterson
I don't mind it this way so much, but I do feel that if a way can be found 
to implemented there needs to be a way to interrupt the speech in the game, 
say by hitting the F key in the midst of a View command to interrupt the 
speech. This used to be possible but not anymore. It gets awkward when 
trying to judge the distance with the firepits when you have to hear 
everything spoken before you can even jump.
He who is valiant and pure of spirit may find the holy grail in the castle 
of ggh.
- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 4:44 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


On 4/12/10, Willem  wrote:

Hi Thomas.
Couldn't you make the game go to the next menu item on the key release
insted of a key press?


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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Damien Pendleton

Hi Thomas,
I know in BGT there are two functions - key_pressed and key_down. That 
suggests to me that there is a way to check whether a given key has just at 
that moment been pressed, or is being held down. I'm not sure whether this 
is a manual check or whether this is built into DirectInput, but I know that 
the equivalent of key_pressed will come in handy for the menus and jump 
problem.

Regards,
Damien.



- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Monday, April 12, 2010 11:32 PM
Subject: Re: [Audyssey] Mota Beta 11 impressions



Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you 
are
directly centre. Same when you walk away, it goes straight to the left, 
so

you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Willem,
That is exactly what it does. It selects a new menu item when you
release the up/down arrow key rather than on a key press. However,
everyone is telling me that way is too slow. I can't win.


On 4/12/10, Willem  wrote:
> Hi Thomas.
> Couldn't you make the game go to the next menu item on the key release
> insted of a key press?

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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Willem

Hi Thomas.
Couldn't you make the game go to the next menu item on the key release 
insted of a key press?On 4/13/2010 12:32 AM, Thomas Ward wrote:

Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:
   

Hi Thomas,
Seems like you have put a lot of work into this new engine.
However, I am afraid to still bring some bugs to your attention:

1. Panning.
When you are walking towards an object, the sound doesn't pan until you are
directly centre. Same when you walk away, it goes straight to the left, so
you never know just how close or far away the object is.

2. Keyboard response
It seems like the menus are very slow to respond when pressing keys, and
also it is slow going when you try to walk through a door.

3. Jumping
If you hold down your jump combination it keeps simulating a jump.

Thanks.
Regards,
Damien.
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Re: [Audyssey] Mota Beta 11 impressions

2010-04-12 Thread Thomas Ward
Hi Damien,
As for panning it actually isn't using a pan control but FMOD'S 3d
audio processing which is why it sounds a little strange right now.
This is an issue I plan to be working on in beta 12 when i rewrite the
sound core using XAudio2. FMOD happens to be something I introduced
into the engine back when I was thinking about going cross-platform
and didn't want to take several days or a couple of extra weeks to
rewrite the sound core and test it. So it is on the todo list to fix.
As for walking through doors the reason Angela pauses is she has to
wait for the door to completely slide open before stepping through.
This was actually a bug fix for beta 10 where she could run through
the door before it fully opened. I could put it back that way if
people want, but that's why that is happening.
As for menu keys as I explained earlier there isn't a happy medium
here. If I put the delay in the menus don't jump around like a flea on
a frying pan. If I take that out and don't wait for you to release the
key the menus skip items and you might hit down arrow on new game and
end up on exit program. That's worse than the delay in my book.
As for jumping I've noticed if you hold the keys down for very long
she will sort of leap frog with several jumps in a row. I guess I've
gotten use to not holding them down long so she only does a single
jump. Practice with it some and see if you really need me to prevent
her from doing that.

Cheers!


On 4/12/10, Damien Pendleton  wrote:
> Hi Thomas,
> Seems like you have put a lot of work into this new engine.
> However, I am afraid to still bring some bugs to your attention:
>
> 1. Panning.
> When you are walking towards an object, the sound doesn't pan until you are
> directly centre. Same when you walk away, it goes straight to the left, so
> you never know just how close or far away the object is.
>
> 2. Keyboard response
> It seems like the menus are very slow to respond when pressing keys, and
> also it is slow going when you try to walk through a door.
>
> 3. Jumping
> If you hold down your jump combination it keeps simulating a jump.
>
> Thanks.
> Regards,
> Damien.
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> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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> http://www.mail-archive.com/gam...@audyssey.org.
> If you have any questions or concerns regarding the management of the list,
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>

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