Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Thomas Ward
Hi Alfredo,

Actually, neither train simulation is exactly new. Both have been
floating around for a while, and are, as far as I know, pretty much
abandonware. So what you see is what you get. Its not like the sims
are being actively developed right now.

Cheers!


On 9/13/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hello,
 This spoor thing I found on the list, is it blind-accessible? I
 installed it, but when I launch it, all I hear is the train's engine,
 but nothing else. Nothing happens when I use any of the keys. Where can
 I find this new train seem for whoever is working on this project?
 Alfredo

 ---
 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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread shaun everiss
Well tom on that note, If someone wants to actually develop the pkb 
sim they are probably welcome to the code.

Its autoit they can take the concept and do something with it.
THe group died 2 years ago and stopped producing a year maybe 6 
months before that.

The other I am not sure.
I still have a pkb archive of 500mb with descriptions but as I never 
recieved many comments and requests its no longer on the box.

And eventually I may even delete it fully here to.
 At 01:29 a.m. 15/09/2011, you wrote:

Hi Alfredo,

Actually, neither train simulation is exactly new. Both have been
floating around for a while, and are, as far as I know, pretty much
abandonware. So what you see is what you get. Its not like the sims
are being actively developed right now.

Cheers!


On 9/13/11, Alfredo_The_Music_maker birdlover2...@hotmail.com wrote:
 Hello,
 This spoor thing I found on the list, is it blind-accessible? I
 installed it, but when I launch it, all I hear is the train's engine,
 but nothing else. Nothing happens when I use any of the keys. Where can
 I find this new train seem for whoever is working on this project?
 Alfredo

 ---
 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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns regarding the management of the list,
 please send E-mail to gamers-ow...@audyssey.org.


---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Thomas Ward
Hi Shaun,

Hmmm...Well, maybe I'll do that after I finish my current pile of game
projects. Although, to be honest someone would have to be insane to
continue writing the thing in AutoIt. That language is absolute crap.
I can think of much better languages and APIs to use including my own
G3D engine. :D

Cheers!


On 9/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Well tom on that note, If someone wants to actually develop the pkb
 sim they are probably welcome to the code.
 Its autoit they can take the concept and do something with it.
 THe group died 2 years ago and stopped producing a year maybe 6
 months before that.
 The other I am not sure.
 I still have a pkb archive of 500mb with descriptions but as I never
 recieved many comments and requests its no longer on the box.
 And eventually I may even delete it fully here to.

---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread shaun everiss

Well to be  frank tom our sim was really crap anyway.
Basic concept was that you had track files that had I think a value 
from 0.01 miles up to well the limit I don't think you have any mile limits.

You have stations, rivers, creaks, etc.
Forrests and so on.
Each ariea say a field or river or pool or school or whatever had a sound.
Sertain things like crossings would have a speed penalty if you went 
to fast over them, I am not sure if we fixed that to do anything 
negitive to you or not if you rushed through.

You stop at a station, open your doors and let the people get on and off.
you close your doors and go.
Tones rise and fall in pitch depending on how close you were to a station.
oh you could reverse to.
If you missed a station you could just reverse.
Unlike spoorsim there was no real speed limit.
No crashes and no anything.
In fact you could travel for ever and never come to the end of the track.
There were no missions as far as I know.
It was our first game, you had status keys and wistles and such you 
may have had other controls, I forget.

Thats the basic concept.
I'd like a sim maybe with missions.
I think valient was the main dev for the trainsim game on pkb, maybe 
he could help out with that.

I was never an  really active gamer or dev on the group.
Often I'd troll through the code hacking it so it ran without any real issue.
If you are interested in working with me or others on the project 
after you finnish the current mutherload of stuff I think I'd be interested.
The main reason pkb stopped even running anything before it even had 
any real releases was that interest died.

I think some of the hacker groups still exist on their own  terms and sites.
I think dzk games exists still, wisi4you, and what is now draggonapps 
did exist as part of the group.

Though its safe to say most of us run bgt dev now.
Saying that I am sure that if someone really wanted to develop our 
projects pkb could start again.
Main devs were kevin, piter, valient and maybe brian there were 
others 7 in all but only 2-3 actually did all the work.

Oh orial was there to.
This was an amater hacker group in the early 2000 years up to 2006.
maybe a bit more.
Our stuff was never finnished most of it was just junk.
We did try.
There is a lonewolf  pack and a trek pack which has been largely 
superseeded by the stuff locutis does.

THere are missions to for lw not many.
But still.
There were other things to.
Like a stargate sim and a base battles game but really simple and no 
project was ever pollished to release.

It was fun though.
At 06:51 a.m. 15/09/2011, you wrote:

Hi Shaun,

Hmmm...Well, maybe I'll do that after I finish my current pile of game
projects. Although, to be honest someone would have to be insane to
continue writing the thing in AutoIt. That language is absolute crap.
I can think of much better languages and APIs to use including my own
G3D engine. :D

Cheers!


On 9/14/11, shaun everiss sm.ever...@gmail.com wrote:
 Well tom on that note, If someone wants to actually develop the pkb
 sim they are probably welcome to the code.
 Its autoit they can take the concept and do something with it.
 THe group died 2 years ago and stopped producing a year maybe 6
 months before that.
 The other I am not sure.
 I still have a pkb archive of 500mb with descriptions but as I never
 recieved many comments and requests its no longer on the box.
 And eventually I may even delete it fully here to.

---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.




---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


Sent with Thunderbird 3.1.13 portable.

On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want

Re: [Audyssey] New accessible train simulator in development

2011-09-14 Thread Valiant8086

Hi.
No it was not. There was enough to play with a little, but there wasn't 
really any point other than to listen to the sound. Maybe someone has a 
copy of it laying somewhere. I never finished it. I think now if it were 
going to be done, bgt would be better.


Sent with Thunderbird 3.1.13 portable.

On 9/12/2011 6:38 AM, Phil Vlasak wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 
valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so this might be different  later. At the moment ctrl+o will pop up 
the list box of tracks that are found in the tracks folder that can 
be selected. when on a track doing stuff, ctrl+s will save the 
current state of things so that one can close the train and then run 
the program again and find they're right where they were doing 
exactly what they were doing when they hit ctrl+s. So you can be 
going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you 
were when you saved. Orriginally, it saved when you closed the train 
but it looks like not everyone is going to want it to work that way 
so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to 
pop up the dialogue as soon as you open the train for you to select a 
track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but going 
too slowly to be there any time inside of a decade. You get old 
waiting on it and speed things up a bit, only to go zooming past the 
station before you're aware of the fact. So we put in a beep that 
only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you 
happen to be that close to. for a station this allows you to stop 
pretty darned  close to where you want. You listen for that beep. You 
hear it and you hold down the letter k until the train comes to a 
hault. the beep only plays if you're moving and at a rate of under 5 
miles per hour. So if you're zooming along you don't have to worry 
about that beep getting in the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's supposed 
to. It would appear, at least for now, that using .ini files doesn't 
slow the main loop down enough to bother with. this is good. At the 
moment we have an every day list box that popps up when you go to 
pick a track. The tracks are listed in there and the file extention 
is on the end, ini. Don't know if we should remove the extention from 
the list or not. You select the track you want and then tab to the ok 
button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict with, 
but when key echo is on it's kind of bothersome as you hold down a 
button, like the letter i, to accelerate and the screen reader keeps 
saying the letter over and over again. I know a way to make the track 
select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and 
probably going to keep using a synthesizer of some sort since things 
are going to be so generic. When we have object names and such 
loading from a .ini file that anyone can create with any name they 
can think of, audio voiceovers won't work for reading names of those 
objects and all that good stuff. I wouldn't mind using the dll 
version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want

Re: [Audyssey] New accessible train simulator in development

2011-09-13 Thread dhruv kumar
hi
the audio lib problem is solved by this link:
http://dl.dropbox.com/u/29360185/comaudiosetup.exe
and all this is temprarry
and there isn't a website for this project. there isn't a manual for this.

On 9/13/11, shaun everiss sm.ever...@gmail.com wrote:
 no there were 2 projects.
 The first I forgot who wrote it.
 There was a track but you really did not have much to do.
 my sighted friend played it ok I fiddled with it but there was not much to
 it.
 There was a test 4 version but it never was completed.
 Pkb also released a train sim.
 I may still have it, it may also be on some sites, and other places
 where random dodgy software exist because i have seen it.
 Development stopped for ages as did all projects for about 6 months
 before pkb finally died.
 It was really not much different from spursim except you did have a
 slightly advanced track with control of steam or deesel  electric
 trains but no real mods ever came from it though it was more sim like.
 Ofcause pkb was a predominantly autoit group, this was mainly before bgt.

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in
stone so this might be different  later. At the moment ctrl+o will
pop up the list box of tracks that are found in the tracks folder
that can be selected. when on a track doing stuff, ctrl+s will save
the current state of things so that one can close the train and
then run the program again and find they're right where they were
doing exactly what they were doing when they hit ctrl+s. So you can
be going 85 miles per hour and press ctrl+s, close the train, open
it again and you're going 85 miles per hour, traveling right where
you were when you saved. Orriginally, it saved when you closed the
train but it looks like not everyone is going to want it to work
that way so at the moment saving is an option. the info is saved in
an .ini file called train.ini. that file can be deleted to cause
the train to pop up the dialogue as soon as you open the train for
you to select a track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will
get generic behavior.

harun mentioned the speed limit system we were thinking about.
Basically you use two objects that are pretty much just going to be
signs. One will set the speed limit and the other will remove it so
you can get up a good head of  steam again.

  When pulling up to a station it's hard, both in reality and in
 this simulator to stop when you want to. You'll pass the station
 or stop too soon, or find you're about a quarter of a mile from it
 but going too slowly to be there any time inside of a decade. You
 get old waiting on it and speed things up a bit, only to go
 zooming past the station before you're aware of the fact. So we
 put in a beep that only plays if you're moving under 5 miles per
 hour. The beep indicates when you're within 0.0001 miles of what
 ever object you happen to be that close to. for a station this
 allows you to stop pretty darned  close to where you want. You
 listen for that beep. You hear it and you hold down the letter k
 until the train comes to a hault. the beep only plays if you're
 moving and at a rate of under 5 miles per hour. So if you're
 zooming along you don't have to worry about that beep getting in
 the way of sound effects.

  - Original Message -  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit
 and needs some serious work to get it to actually work like it's
 supposed to. It would appear, at least for now, that using .ini
 files doesn't slow the main loop down enough to bother with. this
 is good. At the moment we have an every day list box that popps up
 when you go to pick a track. The tracks are listed in there and
 the file extention is on the end, ini. Don't know if we should
 remove the extention from the list or not. You select the track
 you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't
 using any key commands yet that a screen reader could conflict
 with, but when key echo is on it's kind of bothersome as you hold
 down a button, like the letter i, to accelerate and the screen
 reader keeps saying the letter over and over again. I know a way
 to make the track select list box speak with SAPI if necessary

Re: [Audyssey] New accessible train simulator in development

2011-09-13 Thread Alfredo_The_Music_maker

Hello,
This spoor thing I found on the list, is it blind-accessible? I 
installed it, but when I launch it, all I hear is the train's engine, 
but nothing else. Nothing happens when I use any of the keys. Where can 
I find this new train seem for whoever is working on this project?

Alfredo

---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-13 Thread Bryan Mckinnish

Hi.
You have to hit f1 to go to cav view, and then press f4 to turn on 
speech. Then it should speak the controls when you hit the keys. You 
have to hit the key again to speak the percentage or the new setting 
when you adjust it.

It's kind of fun.
I don't think there are any stations, so I pretend I'm stoping at 
certain stations and stuff.

Hth.
Bryan Mckinnish
On 9/13/2011 7:27 AM, Alfredo_The_Music_maker wrote:

Hello,
This spoor thing I found on the list, is it blind-accessible? I 
installed it, but when I launch it, all I hear is the train's engine, 
but nothing else. Nothing happens when I use any of the keys. Where 
can I find this new train seem for whoever is working on this project?

Alfredo

---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the 
list,

please send E-mail to gamers-ow...@audyssey.org.



---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Phil Vlasak

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when they 
hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close 
the train, open it again and you're going 85 miles per hour, traveling 
right where you were when you saved. Orriginally, it saved when you closed 
the train but it looks like not everyone is going to want it to work that 
way so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to pop 
up the dialogue as soon as you open the train for you to select a track. 
This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will get 
generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k until 
the train comes to a hault. the beep only plays if you're moving and at a 
rate of under 5 miles per hour. So if you're zooming along you don't have 
to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using any 
key commands yet that a screen reader could conflict with, but when key 
echo is on it's kind of bothersome as you hold down a button, like the 
letter i, to accelerate and the screen reader keeps saying the letter over 
and over again. I know a way to make the track select list box speak with 
SAPI if necessary. Don't know if the ok button could be spoken or not. 
We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can create 
with any name they can think of, audio voiceovers won't work for reading 
names of those objects and all that good stuff. I wouldn't mind using the 
dll version of ESpeak to tell the trooth. Right now the tr

ain sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 Gamers mailing list __ Gamers@audyssey.org
 If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

 You can make changes or update your subscription via the web, at
 http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
 All messages are archived and can be searched and read at
 http://www.mail-archive.com/gamers@audyssey.org.
 If you have any questions or concerns

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread dhruv kumar
I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you closed

 the train but it looks like not everyone is going to want it to work that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will
 set the speed limit and the other will remove it so you can get up a good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k until

 the train comes to a hault. the beep only plays if you're moving and at a
 rate of under 5 miles per hour. So if you're zooming along you don't have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter over

 and over again. I know a way to make the track select list box speak with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we
 have object names and such loading from a .ini file that anyone can create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
  ---
  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

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Alfredo_The_Music_maker

Error (404) Cannot find the file.

---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread fred olver
no, that link didn't work for me.

Fred Olver

- Original Message - 
From: dhruv kumar kumardhru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development


I think
 http://dl.dropbox.com/u/29360185/train.zip

 On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the 
 list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of 
 things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when 
 they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
 close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you 
 closed

 the train but it looks like not everyone is going to want it to work 
 that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to 
 pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One 
 will
 set the speed limit and the other will remove it so you can get up a 
 good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on 
 it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k 
 until

 the train comes to a hault. the beep only plays if you're moving and at 
 a
 rate of under 5 miles per hour. So if you're zooming along you don't 
 have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and 
 needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we 
 have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using 
 any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter 
 over

 and over again. I know a way to make the track select list box speak 
 with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When 
 we
 have object names and such loading from a .ini file that anyone can 
 create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using 
 the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Trouble

Well it worked here.

At 08:38 AM 9/12/2011, you wrote:

I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list
 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things
 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when they

 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close
 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you closed

 the train but it looks like not everyone is going to want it to work that
 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to pop
 up the dialogue as soon as you open the train for you to select a track.
 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will
 set the speed limit and the other will remove it so you can get up a good
 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it
 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k until

 the train comes to a hault. the beep only plays if you're moving and at a
 rate of under 5 miles per hour. So if you're zooming along you don't have
 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs
 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have
 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using any

 key commands yet that a screen reader could conflict with, but when key
 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter over

 and over again. I know a way to make the track select list box speak with
 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we
 have object names and such loading from a .ini file that anyone can create

 with any name they can think of, audio voiceovers won't work for reading
 names of those objects and all that good stuff. I wouldn't mind using the
 dll version of ESpeak to tell the trooth. Right now the tr
 ain sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
  ---
  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

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Jacob Kruger

Works fine for me - busy downloading right now.

Stay well

Jacob Kruger
Blind Biker
Skype: BlindZA
'...fate had broken his body, but not his spirit...'

- Original Message - 
From: fred olver goodfo...@charter.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 3:00 PM
Subject: Re: [Audyssey] New accessible train simulator in development



no, that link didn't work for me.

Fred Olver

- Original Message - 
From: dhruv kumar kumardhru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message -
From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone 
so
this might be different  later. At the moment ctrl+o will pop up the 
list

box of tracks that are found in the tracks folder that can be selected.
when on a track doing stuff, ctrl+s will save the current state of 
things

so that one can close the train and then run the program again and find
they're right where they were doing exactly what they were doing when 
they


hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
close

the train, open it again and you're going 85 miles per hour, traveling
right where you were when you saved. Orriginally, it saved when you 
closed


the train but it looks like not everyone is going to want it to work 
that

way so at the moment saving is an option. the info is saved in an .ini
file called train.ini. that file can be deleted to cause the train to 
pop
up the dialogue as soon as you open the train for you to select a 
track.

This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will get
generic behavior.

harun mentioned the speed limit system we were thinking about. 
Basically
you use two objects that are pretty much just going to be signs. One 
will
set the speed limit and the other will remove it so you can get up a 
good

head of  steam again.

 When pulling up to a station it's hard, both in reality and in this
simulator to stop when you want to. You'll pass the station or stop too
soon, or find you're about a quarter of a mile from it but going too
slowly to be there any time inside of a decade. You get old waiting on 
it

and speed things up a bit, only to go zooming past the station before
you're aware of the fact. So we put in a beep that only plays if you're
moving under 5 miles per hour. The beep indicates when you're within
0.0001 miles of what ever object you happen to be that close to. for a
station this allows you to stop pretty darned  close to where you want.
You listen for that beep. You hear it and you hold down the letter k 
until


the train comes to a hault. the beep only plays if you're moving and at 
a
rate of under 5 miles per hour. So if you're zooming along you don't 
have

to worry about that beep getting in the way of sound effects.

 - Original Message -
 From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and 
needs

some serious work to get it to actually work like it's supposed to. It
would appear, at least for now, that using .ini files doesn't slow the
main loop down enough to bother with. this is good. At the moment we 
have

an every day list box that popps up when you go to pick a track. The
tracks are listed in there and the file extention is on the end, ini.
Don't know if we should remove the extention from the list or not. You
select the track you want and then tab to the ok button and press that.

 Right now all of the game except that is self voicing, though we
considered using the API for the screen reader if a compatible one
happened to be running to speak stuff instead of SAPI. We aren't using 
any


key commands yet that a screen reader could conflict with, but when key
echo is on it's kind of bothersome as you hold down a button, like the
letter i, to accelerate and the screen reader keeps saying the letter 
over


and over again. I know a way to make the track select list box speak 
with

SAPI if necessary. Don't know if the ok button could be spoken or not.
We're using all SAPI for now and probably going to keep using a
synthesizer of some sort since things are going to be so generic. When 
we
have object names and such loading from a .ini file that anyone can 
create


with any

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Phil Vlasak

Hi Dhruv,
Thanks for the train sim link.
It worked for me and maybe some of them might have tried it too soon.
Is that a permanent drop box link for it or temporary?
Is their a developer and web page for more information?
Thanks,
Phil


- Original Message - 
From: dhruv kumar kumardhru...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 8:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?




---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Lukáš Kakara

Hello, what I can do?
When I launch the game, this dialog view:
---
Error
---
The audio library could not be initialized.
---
OK
---

And how I can play this game, is it some manual?
Thank you very much.

Dne 12.9.2011 19:43, Phil Vlasak napsal(a):

Hi Dhruv,
Thanks for the train sim link.
It worked for me and maybe some of them might have tried it too soon.
Is that a permanent drop box link for it or temporary?
Is their a developer and web page for more information?
Thanks,
Phil


- Original Message - From: dhruv kumar kumardhru...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 8:38 AM
Subject: Re: [Audyssey] New accessible train simulator in development



I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:

Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?




---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.



---
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://mail.audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers@audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to gamers-ow...@audyssey.org.


Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread Michael Amaro
Can someone tell me how to play this?  I have always been interested in 
trains
- Original Message - 
From: Trouble troub...@columbus.rr.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, September 12, 2011 7:14 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Well it worked here.

At 08:38 AM 9/12/2011, you wrote:

I think
http://dl.dropbox.com/u/29360185/train.zip

On 9/12/11, Phil Vlasak p...@pcsgames.net wrote:
 Hi Folks,
 I ran across this message from two years ago.
 Was this accessible train simulator project ever finished?

 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 2:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone 
 so
 this might be different  later. At the moment ctrl+o will pop up the 
 list
 box of tracks that are found in the tracks folder that can be 
 selected.
 when on a track doing stuff, ctrl+s will save the current state of 
 things
 so that one can close the train and then run the program again and 
 find
 they're right where they were doing exactly what they were doing when 
 they


 hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
 close

 the train, open it again and you're going 85 miles per hour, traveling
 right where you were when you saved. Orriginally, it saved when you 
 closed


 the train but it looks like not everyone is going to want it to work 
 that

 way so at the moment saving is an option. the info is saved in an .ini
 file called train.ini. that file can be deleted to cause the train to 
 pop
 up the dialogue as soon as you open the train for you to select a 
 track.

 This should allow us to just delete th
 at .ini file when we distribute and everyone who tries it out will get
 generic behavior.

 harun mentioned the speed limit system we were thinking about. 
 Basically
 you use two objects that are pretty much just going to be signs. One 
 will
 set the speed limit and the other will remove it so you can get up a 
 good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop 
 too

 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on 
 it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if 
 you're

 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you 
 want.
 You listen for that beep. You hear it and you hold down the letter k 
 until


 the train comes to a hault. the beep only plays if you're moving and 
 at a
 rate of under 5 miles per hour. So if you're zooming along you don't 
 have

 to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and 
 needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we 
 have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press 
 that.


  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using 
 any


 key commands yet that a screen reader could conflict with, but when 
 key

 echo is on it's kind of bothersome as you hold down a button, like the
 letter i, to accelerate and the screen reader keeps saying the letter 
 over


 and over again. I know a way to make the track select list box speak 
 with

 SAPI if necessary. Don't know if the ok button could be spoken or not.
 We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When 
 we
 have object names and such loading from a .ini file that anyone can 
 create


 with any name they can think of, audio voiceovers won't work for 
 reading
 names of those objects and all that good stuff. I wouldn't mind using 
 the

 dll version of ESpeak to tell the trooth. Right

Re: [Audyssey] New accessible train simulator in development

2011-09-12 Thread shaun everiss

no there were 2 projects.
The first I forgot who wrote it.
There was a track but you really did not have much to do.
my sighted friend played it ok I fiddled with it but there was not much to it.
There was a test 4 version but it never was completed.
Pkb also released a train sim.
I may still have it, it may also be on some sites, and other places 
where random dodgy software exist because i have seen it.
Development stopped for ages as did all projects for about 6 months 
before pkb finally died.
It was really not much different from spursim except you did have a 
slightly advanced track with control of steam or deesel  electric 
trains but no real mods ever came from it though it was more sim like.

Ofcause pkb was a predominantly autoit group, this was mainly before bgt.


Hi Folks,
I ran across this message from two years ago.
Was this accessible train simulator project ever finished?

- Original Message - From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 2:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in 
stone so this might be different  later. At the moment ctrl+o will 
pop up the list box of tracks that are found in the tracks folder 
that can be selected. when on a track doing stuff, ctrl+s will save 
the current state of things so that one can close the train and 
then run the program again and find they're right where they were 
doing exactly what they were doing when they hit ctrl+s. So you can 
be going 85 miles per hour and press ctrl+s, close the train, open 
it again and you're going 85 miles per hour, traveling right where 
you were when you saved. Orriginally, it saved when you closed the 
train but it looks like not everyone is going to want it to work 
that way so at the moment saving is an option. the info is saved in 
an .ini file called train.ini. that file can be deleted to cause 
the train to pop up the dialogue as soon as you open the train for 
you to select a track. This should allow us to just delete th
at .ini file when we distribute and everyone who tries it out will 
get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


 When pulling up to a station it's hard, both in reality and in 
this simulator to stop when you want to. You'll pass the station 
or stop too soon, or find you're about a quarter of a mile from it 
but going too slowly to be there any time inside of a decade. You 
get old waiting on it and speed things up a bit, only to go 
zooming past the station before you're aware of the fact. So we 
put in a beep that only plays if you're moving under 5 miles per 
hour. The beep indicates when you're within 0.0001 miles of what 
ever object you happen to be that close to. for a station this 
allows you to stop pretty darned  close to where you want. You 
listen for that beep. You hear it and you hold down the letter k 
until the train comes to a hault. the beep only plays if you're 
moving and at a rate of under 5 miles per hour. So if you're 
zooming along you don't have to worry about that beep getting in 
the way of sound effects.


 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit 
and needs some serious work to get it to actually work like it's 
supposed to. It would appear, at least for now, that using .ini 
files doesn't slow the main loop down enough to bother with. this 
is good. At the moment we have an every day list box that popps up 
when you go to pick a track. The tracks are listed in there and 
the file extention is on the end, ini. Don't know if we should 
remove the extention from the list or not. You select the track 
you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't 
using any key commands yet that a screen reader could conflict 
with, but when key echo is on it's kind of bothersome as you hold 
down a button, like the letter i, to accelerate and the screen 
reader keeps saying the letter over and over again. I know a way 
to make the track select list box speak with SAPI if necessary. 
Don't know if the ok button could be spoken or not. We're using 
all SAPI for now and probably going to keep using a synthesizer of 
some sort since things are going to be so generic. When we have 
object names and such loading from a .ini file

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread sal

hello,
I was wondering about the ms train and fs 2004
are they both free? and if so where can I get them as a website or if they 
do cost roughly how much?

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 10:58 PM
Subject: Re: [Audyssey] New accessible train simulator in development



Hi,
Well, if their train simulator is anything like Microsoft Train Simulator 
there is a whole lot more to it then just inputting two locations and 
letting the train go. In MS Train Simulator you have a variety of trains 
to choose from. You can pick anything from a classic steam engine to a 
state-of-the-art electric powered engine. Each train is unique to drive, 
and you have to train with the simulator a while before you get the hang 
of driving that particular train. Then, you have to select a route. Once 
you have selected/filed the route to drive you need to drive the route. 
I've not had much experience with Train Simulator, but I know it can get 
pretty involved in driving the routes.
For example, you pretty much have to get a feel for when you should begin 
slowing down for a curve in the track, when taking a train bridge, or when 
passing through a town. If you have your realism settings turned on the 
last thing you want to do is take a curve at maximum speed. That is an 
accident waiting to happen. If you are taking a long hill you will want to 
throddle down to 0 in order to let the train coast thus saving steam/fuel 
on the descent.
As I mentioned the other day there are things you can do such as on steam 
trains you can have the computer fireman manage your coal, fire box, etc 
for you. You can turn the computer fireman off and handle the job as 
fireman as well as drive the train. There are some advantages in manually 
being your own fireman such as if you are good at it you can operate the 
train at peak efficiency. Of course if you take over the job as fireman 
you need to be able to tell the difference in the smoke and find out if 
you have a full head of steam or you have too much or too little coal in 
the fire box.
Another thing about MS Train Simulator is they use the actual train wistle 
codes. A lot of people think that the engineer blows the wistle for fun. 
Not true. The train wistle is used for a variety of signals and messages 
that you should learn when playing Train Simulator.


Nick Helms wrote:

Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick




---
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.

__ NOD32 4336 (20090814) Information __

This message was checked by NOD32 antivirus system.
http://www.eset.com





---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/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] New accessible train simulator in development

2009-08-15 Thread Thomas Ward

Hi,
No, they aren't free. MS Flight Simulator 2004 is roughly $19 to $29 
depending on where you buy it from. Microsoft Train Simulator for XP 
costs about $10 most places. So neither simulator costs very much. 
Although, they aren't 100% accessible so you will have to figure out 
work arounds to play them.


sal wrote:

hello,
I was wondering about the ms train and fs 2004
are they both free? and if so where can I get them as a website or if 
they do cost roughly how much?

thanks
Sal



---
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] New accessible train simulator in development

2009-08-15 Thread shaun everiss
well right now its not much to look at.
currently there are like 4 or so places you go passed, these include forrest, 
rivers, swiming pools, stations and a food factory.
its quite boring and sucky right now because its still quite beta maybe even 
alpha.
although its actually a compiled autoit script a load of stuff thats being 
tested is still in source, so its going to get better at least it may.
there are some speed limits, etc but that be it.
At 05:52 p.m. 15/08/2009, you wrote:
this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:

Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com 
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  
stone so this might be different  later. At the moment ctrl+o will  
pop up the list box of tracks that are found in the tracks folder  
that can be selected. when on a track doing stuff, ctrl+s will save  
the current state of things so that one can close the train and  
then run the program again and find they're right where they were  
doing exactly what they were doing when they hit ctrl+s. So you can  
be going 85 miles per hour and press ctrl+s, close the train, open  
it again and you're going 85 miles per hour, traveling right where  
you were when you saved. Orriginally, it saved when you closed the  
train but it looks like not everyone is going to want it to work  
that way so at the moment saving is an option. the info is saved in  
an .ini file called train.ini. that file can be deleted to cause  
the train to pop up the dialogue as soon as you open the train for  
you to select a track. This should allow us to just delete  
that .ini file when we distribute and everyone who tries it out  
will get generic behavior.

harun mentioned the speed limit system we were thinking about.  
Basically you use two objects that are pretty much just going to be  
signs. One will set the speed limit and the other will remove it so  
you can get up a good head of  steam again.

When pulling up to a station it's hard, both in reality and in this  
simulator to stop when you want to. You'll pass the station or stop  
too soon, or find you're about a quarter of a mile from it but  
going too slowly to be there any time inside of a decade. You get  
old waiting on it and speed things up a bit, only to go zooming  
past the station before you're aware of the fact. So we put in a  
beep that only plays if you're moving under 5 miles per hour. The  
beep indicates when you're within 0.0001 miles of what ever object  
you happen to be that close to. for a station this allows you to  
stop pretty darned  close to where you want. You listen for that  
beep. You hear it and you hold down the letter k until the train  
comes to a hault. the beep only plays if you're moving and at a  
rate of under 5 miles per hour. So if you're zooming along you  
don't have to worry about that beep getting in the way of sound  
effects.

- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and  
needs some serious work to get it to actually work like it's  
supposed to. It would appear, at least for now, that using .ini  
files doesn't slow the main loop down enough to bother with. this  
is good. At the moment we have an every day list box that popps up  
when you go to pick a track. The tracks are listed in there and the  
file extention is on the end, ini. Don't know if we should remove  
the extention from the list or not. You select the track you want  
and then tab to the ok button and press that.

Right now all of the game except that is self voicing, though we  
considered using the API for the screen reader if a compatible one  
happened to be running to speak stuff instead of SAPI. We aren't  
using any key commands yet that a screen reader could conflict  
with, but when key echo is on it's kind of bothersome as you hold  
down a button, like the letter i, to accelerate and the screen  
reader keeps saying the letter over and over again. I know a way to  
make the track select list box speak with SAPI if necessary. Don't  
know if the ok button could be spoken or not. We're using all SAPI  
for now and probably going to keep using a synthesizer of some sort  
since things are going to be so generic. When we have object names  
and such loading from a .ini file that anyone can create with any  
name they can think of, audio voiceovers won't work for reading  
names of those objects and all that good stuff. I wouldn't mind  
using the dll version of ESpeak to tell the trooth. Right now the  
train sim

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread shaun everiss
woww man.
ok right now guys the sim is really crappy.
read my other message, there are no turns and you only have a steam train.
right now its really not much.
but this is in early stages.
At 05:58 p.m. 15/08/2009, you wrote:
Hi,
Well, if their train simulator is anything like Microsoft Train Simulator 
there is a whole lot more to it then just inputting two locations and letting 
the train go. In MS Train Simulator you have a variety of trains to choose 
from. You can pick anything from a classic steam engine to a state-of-the-art 
electric powered engine. Each train is unique to drive, and you have to train 
with the simulator a while before you get the hang of driving that particular 
train. Then, you have to select a route. Once you have selected/filed the 
route to drive you need to drive the route. I've not had much experience with 
Train Simulator, but I know it can get pretty involved in driving the routes.
For example, you pretty much have to get a feel for when you should begin 
slowing down for a curve in the track, when taking a train bridge, or when 
passing through a town. If you have your realism settings turned on the last 
thing you want to do is take a curve at maximum speed. That is an accident 
waiting to happen. If you are taking a long hill you will want to throddle 
down to 0 in order to let the train coast thus saving steam/fuel on the 
descent.
As I mentioned the other day there are things you can do such as on steam 
trains you can have the computer fireman manage your coal, fire box, etc for 
you. You can turn the computer fireman off and handle the job as fireman as 
well as drive the train. There are some advantages in manually being your own 
fireman such as if you are good at it you can operate the train at peak 
efficiency. Of course if you take over the job as fireman you need to be able 
to tell the difference in the smoke and find out if you have a full head of 
steam or you have too much or too little coal in the fire box.
Another thing about MS Train Simulator is they use the actual train wistle 
codes. A lot of people think that the engineer blows the wistle for fun. Not 
true. The train wistle is used for a variety of signals and messages that you 
should learn when playing Train Simulator.

Nick Helms wrote:
Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick
  


---
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] New accessible train simulator in development

2009-08-15 Thread peter Mahach
that's a bit discurreging. though you'll have to admit it's better than 
spoor sim, lol.


- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 7:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up the 
list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly what 
they were doing when they hit ctrl+s. So you can  be going 85 miles per 
hour and press ctrl+s, close the train, open  it again and you're going 
85 miles per hour, traveling right where  you were when you saved. 
Orriginally, it saved when you closed the  train but it looks like not 
everyone is going to want it to work  that way so at the moment saving 
is an option. the info is saved in  an .ini file called train.ini. that 
file can be deleted to cause  the train to pop up the dialogue as soon 
as you open the train for  you to select a track. This should allow us 
to just delete  that .ini file when we distribute and everyone who tries 
it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so  you 
can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on 
it and speed things up a bit, only to go zooming  past the station 
before you're aware of the fact. So we put in a  beep that only plays if 
you're moving under 5 miles per hour. The  beep indicates when you're 
within 0.0001 miles of what ever object  you happen to be that close to. 
for a station this allows you to  stop pretty darned  close to where you 
want. You listen for that  beep. You hear it and you hold down the 
letter k until the train  comes to a hault. the beep only plays if 
you're moving and at a  rate of under 5 miles per hour. So if you're 
zooming along you  don't have to worry about that beep getting in the 
way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok 
button and press that.


Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't  using 
any key commands yet that a screen reader could conflict  with, but when 
key echo is on it's kind of bothersome as you hold  down a button, like 
the letter i, to accelerate and the screen  reader keeps saying the 
letter over and over again. I know a way to  make the track select list 
box speak with SAPI if necessary. Don't  know if the ok button could be 
spoken or not. We're using all SAPI  for now and probably going to keep 
using a synthesizer of some sort  since things are going to be so 
generic. When we have object names  and such loading from a .ini file 
that anyone can create with any  name they can think of, audio 
voiceovers won't work for reading  names of those objects and all that 
good stuff. I wouldn't mind  using the dll version of ESpeak to tell the 
trooth. Right now the  train sim is
 portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

---
Gamers mailing list

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread shaun everiss
yeah its sertainly better than spursim.
at least we will see better improvements from the current state.
spursim is not exactly going anywhere.
At 07:54 p.m. 15/08/2009, you wrote:
that's a bit discurreging. though you'll have to admit it's better than spoor 
sim, lol.

- Original Message - From: william lomas 
lomaswill...@googlemail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 7:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development


this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:

Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone so 
this might be different  later. At the moment ctrl+o will  pop up the list 
box of tracks that are found in the tracks folder  that can be selected. 
when on a track doing stuff, ctrl+s will save  the current state of things 
so that one can close the train and  then run the program again and find 
they're right where they were  doing exactly what they were doing when they 
hit ctrl+s. So you can  be going 85 miles per hour and press ctrl+s, close 
the train, open  it again and you're going 85 miles per hour, traveling 
right where  you were when you saved. Orriginally, it saved when you closed 
the  train but it looks like not everyone is going to want it to work  that 
way so at the moment saving is an option. the info is saved in  an .ini 
file called train.ini. that file can be deleted to cause  the train to pop 
up the dialogue as soon as you open the train for  you to select a track. 
This should allow us to j
ust delete  that .ini file when we distribute and everyone who tries it out  
will get generic behavior.

harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so  you can get up a good 
head of  steam again.

When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on it 
and speed things up a bit, only to go zooming  past the station before 
you're aware of the fact. So we put in a  beep that only plays if you're 
moving under 5 miles per hour. The  beep indicates when you're within 
0.0001 miles of what ever object  you happen to be that close to. for a 
station this allows you to  stop pretty darned  close to where you want. 
You listen for that  beep. You hear it and you hold down the letter k until 
the train  comes to a hault. the beep only plays if you're moving and at a  
rate of under 5 miles per hour. So if you're zooming along you  don't have 
to worry about that beep getting in the way of sound  effects.

- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's  supposed to. It 
would appear, at least for now, that using .ini  files doesn't slow the 
main loop down enough to bother with. this  is good. At the moment we have 
an every day list box that popps up  when you go to pick a track. The 
tracks are listed in there and the  file extention is on the end, ini. 
Don't know if we should remove  the extention from the list or not. You 
select the track you want  and then tab to the ok button and press that.

Right now all of the game except that is self voicing, though we considered 
using the API for the screen reader if a compatible one happened to be 
running to speak stuff instead of SAPI. We aren't  using any key commands 
yet that a screen reader could conflict  with, but when key echo is on it's 
kind of bothersome as you hold  down a button, like the letter i, to 
accelerate and the screen  reader keeps saying the letter over and over 
again. I know a way to  make the track select list box speak with SAPI if 
necessary. Don't  know if the ok button could be spoken or not. We're using 
all SAPI  for now and probably going to keep using a synthesizer of some 
sort  since things are going to be so generic. When we have object names  
and such loading from a .ini file that anyone can create with any  name 
they can think of, audio voiceovers won't work for reading  names of those 
objects and all that good stuff. I wouldn't mind  using the dll version of 
ESpeak to tell the trooth. Right n
ow

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread Munawar Bijani
Yay. I'm glad another developer is working on a simulator too. Hats off to 
serious games...finally!

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 2:20 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Hi,
No, they aren't free. MS Flight Simulator 2004 is roughly $19 to $29 
depending on where you buy it from. Microsoft Train Simulator for XP costs 
about $10 most places. So neither simulator costs very much. Although, 
they aren't 100% accessible so you will have to figure out work arounds to 
play them.


sal wrote:

hello,
I was wondering about the ms train and fs 2004
are they both free? and if so where can I get them as a website or if 
they do cost roughly how much?

thanks
Sal



---
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] New accessible train simulator in development

2009-08-15 Thread Munawar Bijani
It is a train sim...you're driving on a track. But the real fun in this one 
will be making sure your steam engine doesn't explode. :d. I played one sim 
a while back...I've forgotten the name now. It uses SAPI to read out your 
stats to you. It was a steam engine simulator but it pretty much ran on 
auto--or, at least, I couldn't figure out how to control the thing. I'm just 
glad someone else is also doing a simulator, and they seem pretty serious 
about it too. Give them time and it'll take off quite quickly. It sounds 
boring from what they've detailed so far, but remember, never judge a game 
based on a rough sketch of the plan.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is only 
useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 1:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up the 
list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly what 
they were doing when they hit ctrl+s. So you can  be going 85 miles per 
hour and press ctrl+s, close the train, open  it again and you're going 
85 miles per hour, traveling right where  you were when you saved. 
Orriginally, it saved when you closed the  train but it looks like not 
everyone is going to want it to work  that way so at the moment saving 
is an option. the info is saved in  an .ini file called train.ini. that 
file can be deleted to cause  the train to pop up the dialogue as soon 
as you open the train for  you to select a track. This should allow us 
to just delete  that .ini file when we distribute and everyone who tries 
it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so  you 
can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop  too 
soon, or find you're about a quarter of a mile from it but  going too 
slowly to be there any time inside of a decade. You get  old waiting on 
it and speed things up a bit, only to go zooming  past the station 
before you're aware of the fact. So we put in a  beep that only plays if 
you're moving under 5 miles per hour. The  beep indicates when you're 
within 0.0001 miles of what ever object  you happen to be that close to. 
for a station this allows you to  stop pretty darned  close to where you 
want. You listen for that  beep. You hear it and you hold down the 
letter k until the train  comes to a hault. the beep only plays if 
you're moving and at a  rate of under 5 miles per hour. So if you're 
zooming along you  don't have to worry about that beep getting in the 
way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok 
button and press that.


Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't  using 
any key commands yet that a screen reader could conflict  with, but when 
key echo is on it's kind of bothersome as you hold  down a button, like 
the letter i, to accelerate and the screen  reader keeps saying

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread peter Mahach

wondering what sim it was that you played.
and yeah that's correct, we need time.
plus you can make such a hard track that it's gonna be so tuff, short 
objects with quickly changing speed limits... and so on.
- Original Message - 
From: Munawar Bijani munaw...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 6:37 PM
Subject: Re: [Audyssey] New accessible train simulator in development


It is a train sim...you're driving on a track. But the real fun in this 
one will be making sure your steam engine doesn't explode. :d. I played 
one sim a while back...I've forgotten the name now. It uses SAPI to read 
out your stats to you. It was a steam engine simulator but it pretty much 
ran on auto--or, at least, I couldn't figure out how to control the thing. 
I'm just glad someone else is also doing a simulator, and they seem pretty 
serious about it too. Give them time and it'll take off quite quickly. It 
sounds boring from what they've detailed so far, but remember, never judge 
a game based on a rough sketch of the plan.

Munawar A. Bijani
Knowledge is of two types: absorbed and heard. The heard knowledge is 
only useful if it is absorbed. - Imam Ali Ibn Abu Talib, Nahj Al-Balagha

mailto:munaw...@gmail.com
http://www.bpcprograms.com
- Original Message - 
From: william lomas lomaswill...@googlemail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 1:52 AM
Subject: Re: [Audyssey] New accessible train simulator in development



this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 
valiant8...@lavabit.com


To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  stone 
so this might be different  later. At the moment ctrl+o will  pop up 
the list box of tracks that are found in the tracks folder  that can be 
selected. when on a track doing stuff, ctrl+s will save  the current 
state of things so that one can close the train and  then run the 
program again and find they're right where they were  doing exactly 
what they were doing when they hit ctrl+s. So you can  be going 85 
miles per hour and press ctrl+s, close the train, open  it again and 
you're going 85 miles per hour, traveling right where  you were when 
you saved. Orriginally, it saved when you closed the  train but it 
looks like not everyone is going to want it to work  that way so at the 
moment saving is an option. the info is saved in  an .ini file called 
train.ini. that file can be deleted to cause  the train to pop up the 
dialogue as soon as you open the train for  you to select a track. This 
should allow us to just delete  that .ini file when we distribute and 
everyone who tries it out  will get generic behavior.


harun mentioned the speed limit system we were thinking about. 
Basically you use two objects that are pretty much just going to be 
signs. One will set the speed limit and the other will remove it so 
you can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop 
too soon, or find you're about a quarter of a mile from it but  going 
too slowly to be there any time inside of a decade. You get  old 
waiting on it and speed things up a bit, only to go zooming  past the 
station before you're aware of the fact. So we put in a  beep that only 
plays if you're moving under 5 miles per hour. The  beep indicates when 
you're within 0.0001 miles of what ever object  you happen to be that 
close to. for a station this allows you to  stop pretty darned  close 
to where you want. You listen for that  beep. You hear it and you hold 
down the letter k until the train  comes to a hault. the beep only 
plays if you're moving and at a  rate of under 5 miles per hour. So if 
you're zooming along you  don't have to worry about that beep getting 
in the way of sound  effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and 
needs some serious work to get it to actually work like it's  supposed 
to. It would appear, at least for now, that using .ini  files doesn't 
slow the main loop down enough to bother with. this  is good. At the 
moment we have an every day list box that popps up  when you go to pick 
a track. The tracks are listed in there and the  file extention is on 
the end, ini. Don't know if we should remove  the extention from the 
list or not. You select the track you want  and then tab to the ok

Re: [Audyssey] New accessible train simulator in development

2009-08-15 Thread Harun
I remember one of those hard tracks. I was hauling oil on a 15 mile stretch to 
a small station. 
Passed 2 other stations, and had to adjust my speed quite a bit.
Adjusted to 15 coming uphil into a station, to 40 as I left, and then to 30 in 
a steep downhil portion.
Cheers,
---
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] New accessible train simulator in development

2009-08-15 Thread peter Mahach

what game was it in?
- Original Message - 
From: Harun fusoya_1...@hotmail.com

To: gamers gamers@audyssey.org
Sent: Saturday, August 15, 2009 7:16 PM
Subject: Re: [Audyssey] New accessible train simulator in development


I remember one of those hard tracks. I was hauling oil on a 15 mile stretch 
to a small station.

Passed 2 other stations, and had to adjust my speed quite a bit.
Adjusted to 15 coming uphil into a station, to 40 as I left, and then to 
30 in a steep downhil portion.

Cheers,
---
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] New accessible train simulator in development

2009-08-14 Thread Valiant8086
The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one can 
close the train and then run the program again and find they're right where 
they were doing exactly what they were doing when they hit ctrl+s. So you can 
be going 85 miles per hour and press ctrl+s, close the train, open it again and 
you're going 85 miles per hour, traveling right where you were when you saved. 
Orriginally, it saved when you closed the train but it looks like not everyone 
is going to want it to work that way so at the moment saving is an option. the 
info is saved in an .ini file called train.ini. that file can be deleted to 
cause the train to pop up the dialogue as soon as you open the train for you to 
select a track. This should allow us to just delete that .ini file when we 
distribute and everyone who tries it out will get generic behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

  When pulling up to a station it's hard, both in reality and in this simulator 
to stop when you want to. You'll pass the station or stop too soon, or find 
you're about a quarter of a mile from it but going too slowly to be there any 
time inside of a decade. You get old waiting on it and speed things up a bit, 
only to go zooming past the station before you're aware of the fact. So we put 
in a beep that only plays if you're moving under 5 miles per hour. The beep 
indicates when you're within 0.0001 miles of what ever object you happen to be 
that close to. for a station this allows you to stop pretty darned  close to 
where you want. You listen for that beep. You hear it and you hold down the 
letter k until the train comes to a hault. the beep only plays if you're moving 
and at a rate of under 5 miles per hour. So if you're zooming along you don't 
have to worry about that beep getting in the way of sound effects.

  - Original Message - 
  From: Valiant8086 
  To: Gamers Discussion list 
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs some 
serious work to get it to actually work like it's supposed to. It would appear, 
at least for now, that using .ini files doesn't slow the main loop down enough 
to bother with. this is good. At the moment we have an every day list box that 
popps up when you go to pick a track. The tracks are listed in there and the 
file extention is on the end, ini. Don't know if we should remove the extention 
from the list or not. You select the track you want and then tab to the ok 
button and press that.

  Right now all of the game except that is self voicing, though we considered 
using the API for the screen reader if a compatible one happened to be running 
to speak stuff instead of SAPI. We aren't using any key commands yet that a 
screen reader could conflict with, but when key echo is on it's kind of 
bothersome as you hold down a button, like the letter i, to accelerate and the 
screen reader keeps saying the letter over and over again. I know a way to make 
the track select list box speak with SAPI if necessary. Don't know if the ok 
button could be spoken or not. We're using all SAPI for now and probably going 
to keep using a synthesizer of some sort since things are going to be so 
generic. When we have object names and such loading from a .ini file that 
anyone can create with any name they can think of, audio voiceovers won't work 
for reading names of those objects and all that good stuff. I wouldn't mind 
using the dll version of ESpeak to tell the trooth. Right now the train sim is
   portable. We're going to keep it that way if we can. There is no installer. 
You just download it, unzip it and run the train.exe file.
  ---
  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.


  ---
  avast! Antivirus: Inbound message clean.
  Virus Database (VPS): 090812-0, 08/12/2009
  Tested on: 8/12/2009 9:04:13 PM
  avast! - copyright (c) 1988-2009 ALWIL Software.
  http://www.avast.com


---
Gamers mailing list __ Gamers@audyssey.org
If 

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread tim kilgore

Can we check out this cool-sounding sim yet?

Tim
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when they 
hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, close 
the train, open it again and you're going 85 miles per hour, traveling 
right where you were when you saved. Orriginally, it saved when you closed 
the train but it looks like not everyone is going to want it to work that 
way so at the moment saving is an option. the info is saved in an .ini 
file called train.ini. that file can be deleted to cause the train to pop 
up the dialogue as soon as you open the train for you to select a track. 
This should allow us to just delete that .ini file when we distribute and 
everyone who tries it out will get generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k until 
the train comes to a hault. the beep only plays if you're moving and at a 
rate of under 5 miles per hour. So if you're zooming along you don't have 
to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using any 
key commands yet that a screen reader could conflict with, but when key 
echo is on it's kind of bothersome as you hold down a button, like the 
letter i, to accelerate and the screen reader keeps saying the letter over 
and over again. I know a way to make the track select list box speak with 
SAPI if necessary. Don't know if the ok button could be spoken or not. 
We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can create 
with any name they can think of, audio voiceovers won't work for reading 
names of those objects and all that good stuff. I wouldn't mind using the 
dll version of ESpeak to tell the trooth. Right now the train sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 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

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread dennis

i would like to be a tester
- Original Message - 
From: tim kilgore tim8...@sbcglobal.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, August 15, 2009 12:32 AM
Subject: Re: [Audyssey] New accessible train simulator in development



Can we check out this cool-sounding sim yet?

Tim
- Original Message - 
From: Valiant8086 valiant8...@lavabit.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so 
this might be different  later. At the moment ctrl+o will pop up the list 
box of tracks that are found in the tracks folder that can be selected. 
when on a track doing stuff, ctrl+s will save the current state of things 
so that one can close the train and then run the program again and find 
they're right where they were doing exactly what they were doing when 
they hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s, 
close the train, open it again and you're going 85 miles per hour, 
traveling right where you were when you saved. Orriginally, it saved when 
you closed the train but it looks like not everyone is going to want it 
to work that way so at the moment saving is an option. the info is saved 
in an .ini file called train.ini. that file can be deleted to cause the 
train to pop up the dialogue as soon as you open the train for you to 
select a track. This should allow us to just delete that .ini file when 
we distribute and everyone who tries it out will get generic behavior.


harun mentioned the speed limit system we were thinking about. Basically 
you use two objects that are pretty much just going to be signs. One will 
set the speed limit and the other will remove it so you can get up a good 
head of  steam again.


 When pulling up to a station it's hard, both in reality and in this 
simulator to stop when you want to. You'll pass the station or stop too 
soon, or find you're about a quarter of a mile from it but going too 
slowly to be there any time inside of a decade. You get old waiting on it 
and speed things up a bit, only to go zooming past the station before 
you're aware of the fact. So we put in a beep that only plays if you're 
moving under 5 miles per hour. The beep indicates when you're within 
0.0001 miles of what ever object you happen to be that close to. for a 
station this allows you to stop pretty darned  close to where you want. 
You listen for that beep. You hear it and you hold down the letter k 
until the train comes to a hault. the beep only plays if you're moving 
and at a rate of under 5 miles per hour. So if you're zooming along you 
don't have to worry about that beep getting in the way of sound effects.


 - Original Message - 
 From: Valiant8086

 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
some serious work to get it to actually work like it's supposed to. It 
would appear, at least for now, that using .ini files doesn't slow the 
main loop down enough to bother with. this is good. At the moment we have 
an every day list box that popps up when you go to pick a track. The 
tracks are listed in there and the file extention is on the end, ini. 
Don't know if we should remove the extention from the list or not. You 
select the track you want and then tab to the ok button and press that.


 Right now all of the game except that is self voicing, though we 
considered using the API for the screen reader if a compatible one 
happened to be running to speak stuff instead of SAPI. We aren't using 
any key commands yet that a screen reader could conflict with, but when 
key echo is on it's kind of bothersome as you hold down a button, like 
the letter i, to accelerate and the screen reader keeps saying the letter 
over and over again. I know a way to make the track select list box speak 
with SAPI if necessary. Don't know if the ok button could be spoken or 
not. We're using all SAPI for now and probably going to keep using a 
synthesizer of some sort since things are going to be so generic. When we 
have object names and such loading from a .ini file that anyone can 
create with any name they can think of, audio voiceovers won't work for 
reading names of those objects and all that good stuff. I wouldn't mind 
using the dll version of ESpeak to tell the trooth. Right now the train 
sim is
  portable. We're going to keep it that way if we can. There is no 
installer. You just download it, unzip it and run the train.exe file.

 ---
 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

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Nick Helms
On 8/14/09, dennis dennisl1...@gmail.com wrote:
 i would like to be a tester
 - Original Message -
 From: tim kilgore tim8...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 15, 2009 12:32 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 Can we check out this cool-sounding sim yet?

 Tim
 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 1:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone so
 this might be different  later. At the moment ctrl+o will pop up the list

 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of things

 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when
 they hit ctrl+s. So you can be going 85 miles per hour and press ctrl+s,
 close the train, open it again and you're going 85 miles per hour,
 traveling right where you were when you saved. Orriginally, it saved when

 you closed the train but it looks like not everyone is going to want it
 to work that way so at the moment saving is an option. the info is saved
 in an .ini file called train.ini. that file can be deleted to cause the
 train to pop up the dialogue as soon as you open the train for you to
 select a track. This should allow us to just delete that .ini file when
 we distribute and everyone who tries it out will get generic behavior.

 harun mentioned the speed limit system we were thinking about. Basically
 you use two objects that are pretty much just going to be signs. One will

 set the speed limit and the other will remove it so you can get up a good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k
 until the train comes to a hault. the beep only plays if you're moving
 and at a rate of under 5 miles per hour. So if you're zooming along you
 don't have to worry about that beep getting in the way of sound effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using
 any key commands yet that a screen reader could conflict with, but when
 key echo is on it's kind of bothersome as you hold down a button, like
 the letter i, to accelerate and the screen reader keeps saying the letter

 over and over again. I know a way to make the track select list box speak

 with SAPI if necessary. Don't know if the ok button could be spoken or
 not. We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When we

 have object names and such loading from a .ini file that anyone can
 create with any name they can think of, audio voiceovers won't work for
 reading names of those objects and all that good stuff. I wouldn't mind
 using the dll version of ESpeak to tell the trooth. Right now the train
 sim is
   portable. We're going to keep it that way if we can. There is no
 installer. You just download it, unzip it and run the train.exe file.
  ---
  Gamers mailing list __ Gamers@audyssey.org
  If you want to leave the list, send E-mail to
 gamers-unsubscr...@audyssey.org.
  You can make

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Nick Helms
Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick


On 8/14/09, Nick Helms nick.he...@gmail.com wrote:
 On 8/14/09, dennis dennisl1...@gmail.com wrote:
 i would like to be a tester
 - Original Message -
 From: tim kilgore tim8...@sbcglobal.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, August 15, 2009 12:32 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 Can we check out this cool-sounding sim yet?

 Tim
 - Original Message -
 From: Valiant8086 valiant8...@lavabit.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, August 14, 2009 1:21 AM
 Subject: Re: [Audyssey] New accessible train simulator in development


 The .ini track loading system is working now. Nothing is set in stone
 so
 this might be different  later. At the moment ctrl+o will pop up the
 list

 box of tracks that are found in the tracks folder that can be selected.
 when on a track doing stuff, ctrl+s will save the current state of
 things

 so that one can close the train and then run the program again and find
 they're right where they were doing exactly what they were doing when
 they hit ctrl+s. So you can be going 85 miles per hour and press
 ctrl+s,
 close the train, open it again and you're going 85 miles per hour,
 traveling right where you were when you saved. Orriginally, it saved
 when

 you closed the train but it looks like not everyone is going to want it
 to work that way so at the moment saving is an option. the info is
 saved
 in an .ini file called train.ini. that file can be deleted to cause the
 train to pop up the dialogue as soon as you open the train for you to
 select a track. This should allow us to just delete that .ini file when
 we distribute and everyone who tries it out will get generic behavior.

 harun mentioned the speed limit system we were thinking about.
 Basically
 you use two objects that are pretty much just going to be signs. One
 will

 set the speed limit and the other will remove it so you can get up a
 good

 head of  steam again.

  When pulling up to a station it's hard, both in reality and in this
 simulator to stop when you want to. You'll pass the station or stop too
 soon, or find you're about a quarter of a mile from it but going too
 slowly to be there any time inside of a decade. You get old waiting on
 it

 and speed things up a bit, only to go zooming past the station before
 you're aware of the fact. So we put in a beep that only plays if you're
 moving under 5 miles per hour. The beep indicates when you're within
 0.0001 miles of what ever object you happen to be that close to. for a
 station this allows you to stop pretty darned  close to where you want.
 You listen for that beep. You hear it and you hold down the letter k
 until the train comes to a hault. the beep only plays if you're moving
 and at a rate of under 5 miles per hour. So if you're zooming along you
 don't have to worry about that beep getting in the way of sound
 effects.

  - Original Message -
  From: Valiant8086
  To: Gamers Discussion list
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and
 needs

 some serious work to get it to actually work like it's supposed to. It
 would appear, at least for now, that using .ini files doesn't slow the
 main loop down enough to bother with. this is good. At the moment we
 have

 an every day list box that popps up when you go to pick a track. The
 tracks are listed in there and the file extention is on the end, ini.
 Don't know if we should remove the extention from the list or not. You
 select the track you want and then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we
 considered using the API for the screen reader if a compatible one
 happened to be running to speak stuff instead of SAPI. We aren't using
 any key commands yet that a screen reader could conflict with, but when
 key echo is on it's kind of bothersome as you hold down a button, like
 the letter i, to accelerate and the screen reader keeps saying the
 letter

 over and over again. I know a way to make the track select list box
 speak

 with SAPI if necessary. Don't know if the ok button could be spoken or
 not. We're using all SAPI for now and probably going to keep using a
 synthesizer of some sort since things are going to be so generic. When
 we

 have object names and such loading from a .ini file that anyone can
 create with any name they can think of, audio voiceovers won't work for
 reading names of those objects and all that good stuff. I wouldn't mind
 using

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread shaun everiss
aah.
thanks for the keys man I suppose if I bothered hacking the code like I do then 
I would have noticed it.
the only thing I have done is to doodle with one of the other projects to make 
a battle even or something.
I'll redo the train again and see.
At 06:21 p.m. 14/08/2009, you wrote:
The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one 
can close the train and then run the program again and find they're right 
where they were doing exactly what they were doing when they hit ctrl+s. So 
you can be going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you were when 
you saved. Orriginally, it saved when you closed the train but it looks like 
not everyone is going to want it to work that way so at the moment saving is 
an option. the info is saved in an .ini file called train.ini. that file can 
be deleted to cause the train to pop up the dialogue as soon as you open the 
train for you to select a track. This should allow us to just delete that .
ini file when we distribute and everyone who tries it out will get generic 
behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

  When pulling up to a station it's hard, both in reality and in this 
 simulator to stop when you want to. You'll pass the station or stop too soon, 
 or find you're about a quarter of a mile from it but going too slowly to be 
 there any time inside of a decade. You get old waiting on it and speed things 
 up a bit, only to go zooming past the station before you're aware of the 
 fact. So we put in a beep that only plays if you're moving under 5 miles per 
 hour. The beep indicates when you're within 0.0001 miles of what ever object 
 you happen to be that close to. for a station this allows you to stop pretty 
 darned  close to where you want. You listen for that beep. You hear it and 
 you hold down the letter k until the train comes to a hault. the beep only 
 plays if you're moving and at a rate of under 5 miles per hour. So if you're 
 zooming along you don't have to worry about that beep getting in the way of 
 sound effects.

  - Original Message - 
  From: Valiant8086 
  To: Gamers Discussion list 
  Sent: Wednesday, August 12, 2009 9:01 PM
  Subject: [Audyssey] New accessible train simulator in development


  Sorry if you guys get this twice.
  The .ini track loading system is in, but is still broken a bit and needs 
 some serious work to get it to actually work like it's supposed to. It would 
 appear, at least for now, that using .ini files doesn't slow the main loop 
 down enough to bother with. this is good. At the moment we have an every day 
 list box that popps up when you go to pick a track. The tracks are listed in 
 there and the file extention is on the end, ini. Don't know if we should 
 remove the extention from the list or not. You select the track you want and 
 then tab to the ok button and press that.

  Right now all of the game except that is self voicing, though we considered 
 using the API for the screen reader if a compatible one happened to be 
 running to speak stuff instead of SAPI. We aren't using any key commands yet 
 that a screen reader could conflict with, but when key echo is on it's kind 
 of bothersome as you hold down a button, like the letter i, to accelerate and 
 the screen reader keeps saying the letter over and over again. I know a way 
 to make the track select list box speak with SAPI if necessary. Don't know if 
 the ok button could be spoken or not. We're using all SAPI for now and 
 probably going to keep using a synthesizer of some sort since things are 
 going to be so generic. When we have object names and such loading from a 
 .ini file that anyone can create with any name they can think of, audio 
 voiceovers won't work for reading names of those objects and all that good 
 stuff. I wouldn't mind using the dll version of ESpeak to tell the trooth. 
 Right now the train 
sim is
   portable. We're going to keep it that way if we can. There is no installer. 
 You just download it, unzip it and run the train.exe file.
  ---
  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 

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread shaun everiss
well you can if you get on the test team, for those that don't at some point in 
the next 2 weeks I will be doing some podcasts on things pkd has done so far.
At 04:32 p.m. 15/08/2009, you wrote:
Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in stone so this 
might be different  later. At the moment ctrl+o will pop up the list box of 
tracks that are found in the tracks folder that can be selected. when on a 
track doing stuff, ctrl+s will save the current state of things so that one 
can close the train and then run the program again and find they're right 
where they were doing exactly what they were doing when they hit ctrl+s. So 
you can be going 85 miles per hour and press ctrl+s, close the train, open it 
again and you're going 85 miles per hour, traveling right where you were when 
you saved. Orriginally, it saved when you closed the train but it looks like 
not everyone is going to want it to work that way so at the moment saving is 
an option. the info is saved in an .ini file called train.ini. that file can 
be deleted to cause the train to pop up the dialogue as soon as you open the 
train for you to select a track. This should allow us to just delete that 
.ini file when we distribute and everyone who tries it out will get generic 
behavior.

harun mentioned the speed limit system we were thinking about. Basically you 
use two objects that are pretty much just going to be signs. One will set the 
speed limit and the other will remove it so you can get up a good head of  
steam again.

 When pulling up to a station it's hard, both in reality and in this 
 simulator to stop when you want to. You'll pass the station or stop too 
 soon, or find you're about a quarter of a mile from it but going too slowly 
 to be there any time inside of a decade. You get old waiting on it and speed 
 things up a bit, only to go zooming past the station before you're aware of 
 the fact. So we put in a beep that only plays if you're moving under 5 miles 
 per hour. The beep indicates when you're within 0.0001 miles of what ever 
 object you happen to be that close to. for a station this allows you to stop 
 pretty darned  close to where you want. You listen for that beep. You hear 
 it and you hold down the letter k until the train comes to a hault. the beep 
 only plays if you're moving and at a rate of under 5 miles per hour. So if 
 you're zooming along you don't have to worry about that beep getting in the 
 way of sound effects.

 - Original Message -  From: Valiant8086
 To: Gamers Discussion list
 Sent: Wednesday, August 12, 2009 9:01 PM
 Subject: [Audyssey] New accessible train simulator in development


 Sorry if you guys get this twice.
 The .ini track loading system is in, but is still broken a bit and needs 
 some serious work to get it to actually work like it's supposed to. It would 
 appear, at least for now, that using .ini files doesn't slow the main loop 
 down enough to bother with. this is good. At the moment we have an every day 
 list box that popps up when you go to pick a track. The tracks are listed in 
 there and the file extention is on the end, ini. Don't know if we should 
 remove the extention from the list or not. You select the track you want and 
 then tab to the ok button and press that.

 Right now all of the game except that is self voicing, though we considered 
 using the API for the screen reader if a compatible one happened to be 
 running to speak stuff instead of SAPI. We aren't using any key commands yet 
 that a screen reader could conflict with, but when key echo is on it's kind 
 of bothersome as you hold down a button, like the letter i, to accelerate 
 and the screen reader keeps saying the letter over and over again. I know a 
 way to make the track select list box speak with SAPI if necessary. Don't 
 know if the ok button could be spoken or not. We're using all SAPI for now 
 and probably going to keep using a synthesizer of some sort since things are 
 going to be so generic. When we have object names and such loading from a 
 .ini file that anyone can create with any name they can think of, audio 
 voiceovers won't work for reading names of those objects and all that good 
 stuff. I wouldn't mind using the dll version of ESpeak to tell the trooth. 
 Right now the train 
sim is
  portable. We're going to keep it that way if we can. There is no installer. 
 You just download it, unzip it and run the train.exe file.
 ---
 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

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread william lomas

this sounds boring to be honest lol

On 15 Aug 2009, at 05:32, tim kilgore wrote:


Can we check out this cool-sounding sim yet?

Tim
- Original Message - From: Valiant8086 valiant8...@lavabit.com 


To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, August 14, 2009 1:21 AM
Subject: Re: [Audyssey] New accessible train simulator in development


The .ini track loading system is working now. Nothing is set in  
stone so this might be different  later. At the moment ctrl+o will  
pop up the list box of tracks that are found in the tracks folder  
that can be selected. when on a track doing stuff, ctrl+s will save  
the current state of things so that one can close the train and  
then run the program again and find they're right where they were  
doing exactly what they were doing when they hit ctrl+s. So you can  
be going 85 miles per hour and press ctrl+s, close the train, open  
it again and you're going 85 miles per hour, traveling right where  
you were when you saved. Orriginally, it saved when you closed the  
train but it looks like not everyone is going to want it to work  
that way so at the moment saving is an option. the info is saved in  
an .ini file called train.ini. that file can be deleted to cause  
the train to pop up the dialogue as soon as you open the train for  
you to select a track. This should allow us to just delete  
that .ini file when we distribute and everyone who tries it out  
will get generic behavior.


harun mentioned the speed limit system we were thinking about.  
Basically you use two objects that are pretty much just going to be  
signs. One will set the speed limit and the other will remove it so  
you can get up a good head of  steam again.


When pulling up to a station it's hard, both in reality and in this  
simulator to stop when you want to. You'll pass the station or stop  
too soon, or find you're about a quarter of a mile from it but  
going too slowly to be there any time inside of a decade. You get  
old waiting on it and speed things up a bit, only to go zooming  
past the station before you're aware of the fact. So we put in a  
beep that only plays if you're moving under 5 miles per hour. The  
beep indicates when you're within 0.0001 miles of what ever object  
you happen to be that close to. for a station this allows you to  
stop pretty darned  close to where you want. You listen for that  
beep. You hear it and you hold down the letter k until the train  
comes to a hault. the beep only plays if you're moving and at a  
rate of under 5 miles per hour. So if you're zooming along you  
don't have to worry about that beep getting in the way of sound  
effects.


- Original Message -  From: Valiant8086
To: Gamers Discussion list
Sent: Wednesday, August 12, 2009 9:01 PM
Subject: [Audyssey] New accessible train simulator in development


Sorry if you guys get this twice.
The .ini track loading system is in, but is still broken a bit and  
needs some serious work to get it to actually work like it's  
supposed to. It would appear, at least for now, that using .ini  
files doesn't slow the main loop down enough to bother with. this  
is good. At the moment we have an every day list box that popps up  
when you go to pick a track. The tracks are listed in there and the  
file extention is on the end, ini. Don't know if we should remove  
the extention from the list or not. You select the track you want  
and then tab to the ok button and press that.


Right now all of the game except that is self voicing, though we  
considered using the API for the screen reader if a compatible one  
happened to be running to speak stuff instead of SAPI. We aren't  
using any key commands yet that a screen reader could conflict  
with, but when key echo is on it's kind of bothersome as you hold  
down a button, like the letter i, to accelerate and the screen  
reader keeps saying the letter over and over again. I know a way to  
make the track select list box speak with SAPI if necessary. Don't  
know if the ok button could be spoken or not. We're using all SAPI  
for now and probably going to keep using a synthesizer of some sort  
since things are going to be so generic. When we have object names  
and such loading from a .ini file that anyone can create with any  
name they can think of, audio voiceovers won't work for reading  
names of those objects and all that good stuff. I wouldn't mind  
using the dll version of ESpeak to tell the trooth. Right now the  
train sim is
 portable. We're going to keep it that way if we can. There is no  
installer. You just download it, unzip it and run the train.exe file.

---
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

Re: [Audyssey] New accessible train simulator in development

2009-08-14 Thread Thomas Ward

Hi,
Well, if their train simulator is anything like Microsoft Train 
Simulator there is a whole lot more to it then just inputting two 
locations and letting the train go. In MS Train Simulator you have a 
variety of trains to choose from. You can pick anything from a classic 
steam engine to a state-of-the-art electric powered engine. Each train 
is unique to drive, and you have to train with the simulator a while 
before you get the hang of driving that particular train. Then, you have 
to select a route. Once you have selected/filed the route to drive you 
need to drive the route. I've not had much experience with Train 
Simulator, but I know it can get pretty involved in driving the routes.
For example, you pretty much have to get a feel for when you should 
begin slowing down for a curve in the track, when taking a train bridge, 
or when passing through a town. If you have your realism settings turned 
on the last thing you want to do is take a curve at maximum speed. That 
is an accident waiting to happen. If you are taking a long hill you will 
want to throddle down to 0 in order to let the train coast thus saving 
steam/fuel on the descent.
As I mentioned the other day there are things you can do such as on 
steam trains you can have the computer fireman manage your coal, fire 
box, etc for you. You can turn the computer fireman off and handle the 
job as fireman as well as drive the train. There are some advantages in 
manually being your own fireman such as if you are good at it you can 
operate the train at peak efficiency. Of course if you take over the job 
as fireman you need to be able to tell the difference in the smoke and 
find out if you have a full head of steam or you have too much or too 
little coal in the fire box.
Another thing about MS Train Simulator is they use the actual train 
wistle codes. A lot of people think that the engineer blows the wistle 
for fun. Not true. The train wistle is used for a variety of signals and 
messages that you should learn when playing Train Simulator.


Nick Helms wrote:

Same here
Is this a train simulator that you are developing, or did Harren find it?
Also, forgive me, but what exactly do you do in a train simulator.
Do you just imput two stations and hit ok and watch your train move
between them?
No afence, but what exactly does it involve? ?
Best,
Nick
  



---
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.