Hi Valiant,
As I've explained before the alt key really isn't a viable option
right now. By default the Windows API assigns the alt key to the
context menu, and I've been trying to figure out how to disable that
functionality for months. The end result is if I attempt to silence
speech using alt
How about alt, since GMA uses alt to silence speech, and as far as I
know mota doesn't use alt for anything. I don't like shift because
ctrl+shift+arrows might silence ongoing speech that one had intended to
listen to while on the move.
Sent with Thunderbird 3.1.10 portable.
On 8/19/2011 1:25
Hi.
Ah, ok just read what you said about the alt key not being an option at
least for now. Hmm, context key? Probably has the same problem alt does,
and it's so unconventional anyway. only thing I can think of tonight is
having code that ensures the program knows the control key is still
Hi Thomas,
I also have tried beta 22 and I found one thing a bit strange.
When pressing the S key you can turn the sight feature on or off.
I had it on while fighting the boss of level 1. Then I finished level 1 and
went into level 2 but the beeping tone was no longer present. And turning
the
Hi Tom,
Hmmm, the issue with assigning silence to shift for me would be that
it'd probably make it tricky to get information whilst running, and
that's kinda the main reason I asked about the silence function. Alt
would be perfect, but it sounds like the API is pretty determined to
hold onto
That stair thing's been around forever.
We are the Knights who say...Ni!
- Original Message -
From: Michael Gauler michael.gau...@gmx.de
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 20, 2011 6:47 AM
Subject: Re: [Audyssey] Mota thoughts
Hi Thomas,
I also
Hi Scott,
|Scott wrote:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself.
My reply:
Thanks. That bug has been around a while I thought I had fixed that in
beta 21 but apparently not. I'll take a look at the
Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re: [Audyssey] Mota
: [Audyssey] Mota thoughts
Wouldn't that mean you couldn't use Shift for the running jump?
We are the Knights who say...Ni!
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 11:25 AM
Subject: Re
Why not use the alt key. Or maybe grave accent?
-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Friday, August 19, 2011 1:26 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Hi Scott,
|Scott
Hi Bryan,
No, you could still use shift to run and for the running jump. The
difference between shift and control is there are no speech commands
asigned to shift. Therefore the speech silence function would not be
interrupting a status message.
For example, with the control key we have speak
Hi Michael,
Actually, no I couldn't. the i, j, k, and l keys are alternative arrow
keys for netbooks and laptops that don't have a full sized keyboard.
So setting i to speech interrupt would not be a good idea.
On 8/19/11, Michael Taboada (AI5HF) ai...@hotmail.com wrote:
Hi,
You could always
Hi,
Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you pressed alt to silence speech
you would also
The way it is right now is the simplest.
We are the Knights who say...Ni!
- Original Message -
From: Michael Taboada (AI5HF) ai...@hotmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 19, 2011 12:08 PM
Subject: Re: [Audyssey] Mota thoughts
Hi,
You could
:43 PM
Subject: Re: [Audyssey] Mota thoughts
Hi,
Well, the alt key is problematic. At the moment because I used the
Windows API to draw the Window the alt key is automatically asigned to
pull up the blasted context window menu. I can't seem to find a decent
way to disable this behavior. So if you
...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, August 17, 2011 11:41 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's often
the result of simply
-boun...@audyssey.org] On
Behalf Of Karl Belanger
Sent: Thursday, August 18, 2011 9:46 AM
To: 'Gamers Discussion list'
Subject: Re: [Audyssey] Mota thoughts
One thing you could add to help make it clear when you missed a jump is to
add a shorter scream or exhale followed by a fall noise to signal
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges after a while.
As to your second
Hi.
With your rope problem, don't forget about analogue jumping. You have to
jump far enough when on a rope too just like with ledges.
Sent with Thunderbird 3.1.10 portable.
On 8/17/2011 10:50 AM, dark wrote:
Hi.
Well I've finally6 got a copy of mota, and I'm liking what I'm seeing thus far,
: Wednesday, August 17, 2011 4:41 PM
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get
Subject: Re: [Audyssey] Mota thoughts
Hi Dark,
As for your first point about jumping onto ledges and missing that's
often the result of simply not jumping far enough. I've done it plenty
of times myself and all I can say is to try again if that happens.You
will get a feel for jumping onto ledges
Hi Dark,
About patrolling monsters that's actually a good idea. That was a
feature of Montezuma's Revenge as you would recall and it did change
the game play quite a bit as monsters didn't stick in one place and
then move in for the kill as soon as you appeared. They constantly
moved around and
Hi Scott,
That sounds like a good idea. You are right. You should be able to run
up or down a flight of stairs given the fact that statues etc are on a
timer and speeding up travel time would help. I'll look into adding
that feature.
On 8/17/11, Scott Chesworth scottcheswo...@gmail.com wrote:
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced by the view command. It was a stroke of luck on the 18
zillionth attempt that
weapons, waiting until the monster walks away from you then creeping up
behind.
Beware the grue!
Dark.
- Original Message -
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Wednesday, August 17, 2011 6:50 PM
Subject: Re: [Audyssey] Mota
PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
fire pit has a location but not a description of the object itself
announced
...@audyssey.org] On
Behalf Of Scott Chesworth
Sent: Wednesday, August 17, 2011 12:55 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Mota thoughts
Tom, two more bugs freshly stumbled upon and one hopefully quick question:
1. Room 16, whatever the platform thing is in the middle of the big
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