Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-18 Thread Thomas Ward
Hi,

That's possible. It is more a matter of figuring out what beep would
sound best for the doors.

Cheers!



On 12/14/10, shaun everiss sm.ever...@gmail.com wrote:
 what about a different beep tom.
 right now I think its an item to grab

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread Ben
I'll have a look around.  I'll have something I bet.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 December 2010 20:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread shaun everiss

what sort of hum would you want.
I have sfx but I have no idea what a starwars door would sound like 
without irratating or just making things take over the game.

At 09:46 a.m. 11/12/2010, you wrote:

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread Thomas Ward
Hi,

I honestly don't know. I looked through my own sound library. I have
hums, but nothing that really strikes me as appropriate. This seams to
be a classic case of where people are willing to offer a suggestion,
but have no idea how it should be implemented in reality.

Smile.


On 12/14/10, shaun everiss sm.ever...@gmail.com wrote:
 what sort of hum would you want.
 I have sfx but I have no idea what a starwars door would sound like
 without irratating or just making things take over the game.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-14 Thread shaun everiss

what about a different beep tom.
right now I think its an item to grab
At 04:29 p.m. 15/12/2010, you wrote:

Hi,

I honestly don't know. I looked through my own sound library. I have
hums, but nothing that really strikes me as appropriate. This seams to
be a classic case of where people are willing to offer a suggestion,
but have no idea how it should be implemented in reality.

Smile.


On 12/14/10, shaun everiss sm.ever...@gmail.com wrote:
 what sort of hum would you want.
 I have sfx but I have no idea what a starwars door would sound like
 without irratating or just making things take over the game.

---
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-12 Thread Thomas Ward
Hi,

Well, as far as the Windows release goes anyway. In order to fix that
problem I need to rewrite the window manager module to create a window
without a menu bar.  This isn't an issue with the Linux release as the
latest build of the Linux build of the engine now uses SDL as the
default window manager and there is no menu bar in that build of the
engine. If I can successfully port that engine to Windows the problem
would be solved. If not I'll have to look to using Direct3D instead of
the Win32 API for the window manager.

On 12/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Muhammed,
 Sigh...have you been following this conversation? Thomas is having trouble
 with that very key, due to the windows menubar.

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Shiny protector
 Sent: Saturday, December 11, 2010 6:36 AM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hey I've thought of one! Alt left arrow key to swing to the left, alt right
 arrow key to swing to the right!
 - Original Message -
 From: Phil Vlasak p...@pcsgames.net
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Saturday, December 11, 2010 12:13 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Hayden,
 Then I guess you will be a little disabled only able to swing straight and

 to one side.
 I am sure if Thomas uses both alt keys he will be able to come up with a
 laptop equivalent.
 The same could be said if you don't have a mouse. I found games that have
 mouse support much easier and more fun to play.
 My last suggestion is to get a full sized keyboard to plug into your
 laptop.
 Phil

 - Original Message -
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, December 10, 2010 10:51 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to
 use?
 If you can distinguish between the left alt and right alt keys you
 could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right
 as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the
 swing

 as
 you could move it like you would actually move the weapon.
 Phil


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

Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Ben
Good ideas there.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 December 2010 22:22
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Phil,

Well, i definitely don't want to pan the sounds themselves as that
simply is not in the game plan. My plan is to add in some advanced
saber moves like being able to spin the saber, swing left/right,
block, etc. Most of this would be well suited for th mouse or
joystick, but i suppose I could use the keyboard to do this as well.

I could use alt+left to swing the saber left, alt+right, to swing the
saber right, or alt+forward to slash straight ahead. The only problem
I see with that is the stupid alt keys brings up the window menu and
you have to close it which gets pretty darn annoying. The only way I
know to fix that one is to stop using the standard Windows Win32 API
and use Microsoft's Direct3D API as the window manager. That works,but
is kind of over kill since we don't actually need it to do more than
draw an empty window to wrap the keyboard, mouse, and joystick parts
of DirectX around.

Anyway, my thought is basically this. I'd like to be able to use the
mouse as your light saber allowing you to pull the mouse left/right to
swing left/right, push it forward to stab, and pull back to block,
etc. The original Lucas Arts games used similar functionality with the
mouse which is something I'd like to emulate if I can.

Cheers!



On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could
get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the swing
as
 you could move it like you would actually move the weapon.
 Phil


---
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If you have any questions or concerns regarding the management of the list,
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Ben
I can get you one I think...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 10 December 2010 20:46
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

---
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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Phil Vlasak

Hi Hayden,
Then I guess you will be a little disabled only able to swing straight and 
to one side.
I am sure if Thomas uses both alt keys he will be able to come up with a 
laptop equivalent.
The same could be said if you don't have a mouse. I found games that have 
mouse support much easier and more fun to play.

My last suggestion is to get a full sized keyboard to plug into your laptop.
Phil

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 10, 2010 10:51 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,
Ah yes, but what about those of us who use laptops?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, December 10, 2010 4:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Thomas,
I thought you had the alt key problem resolved with the alt key used for
jumping but that was in the last version of MOTA.
I prefer the mouse for light saber swings as that sounds like the most
realistic.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 5:21 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,

Well, i definitely don't want to pan the sounds themselves as that
simply is not in the game plan. My plan is to add in some advanced
saber moves like being able to spin the saber, swing left/right,
block, etc. Most of this would be well suited for th mouse or
joystick, but i suppose I could use the keyboard to do this as well.

I could use alt+left to swing the saber left, alt+right, to swing the
saber right, or alt+forward to slash straight ahead. The only problem
I see with that is the stupid alt keys brings up the window menu and
you have to close it which gets pretty darn annoying. The only way I
know to fix that one is to stop using the standard Windows Win32 API
and use Microsoft's Direct3D API as the window manager. That works,but
is kind of over kill since we don't actually need it to do more than
draw an empty window to wrap the keyboard, mouse, and joystick parts
of DirectX around.

Anyway, my thought is basically this. I'd like to be able to use the
mouse as your light saber allowing you to pull the mouse left/right to
swing left/right, push it forward to stab, and pull back to block,
etc. The original Lucas Arts games used similar functionality with the
mouse which is something I'd like to emulate if I can.

Cheers!



On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I was thinking you would include the pan already in the stereo sound
file,
rather than generating it by the keyboard.
The keyboard generated pan would be more realistic but what keys to use?
If you can distinguish between the left alt and right alt keys you could
get
three types of attack strokes.
I think left alt then space would give you a swing from left to right as
that is the way your fingers would be going.
And space by itself could represent a straight ahead attack.
The best use of the keyboard would be to have the mouse control the 
swing



as
you could move it like you would actually move the weapon.
Phil



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You can make changes or update your subscription via the web, at
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If you have any questions or concerns regarding the management of the
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please send E-mail to gamers-ow...@audyssey.org.


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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10




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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Shiny protector
Hey I've thought of one! Alt left arrow key to swing to the left, alt right 
arrow key to swing to the right!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 11, 2010 12:13 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Hayden,
Then I guess you will be a little disabled only able to swing straight and 
to one side.
I am sure if Thomas uses both alt keys he will be able to come up with a 
laptop equivalent.
The same could be said if you don't have a mouse. I found games that have 
mouse support much easier and more fun to play.
My last suggestion is to get a full sized keyboard to plug into your 
laptop.

Phil

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com

To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 10, 2010 10:51 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,
Ah yes, but what about those of us who use laptops?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, December 10, 2010 4:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Thomas,
I thought you had the alt key problem resolved with the alt key used for
jumping but that was in the last version of MOTA.
I prefer the mouse for light saber swings as that sounds like the most
realistic.
Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 5:21 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,

Well, i definitely don't want to pan the sounds themselves as that
simply is not in the game plan. My plan is to add in some advanced
saber moves like being able to spin the saber, swing left/right,
block, etc. Most of this would be well suited for th mouse or
joystick, but i suppose I could use the keyboard to do this as well.

I could use alt+left to swing the saber left, alt+right, to swing the
saber right, or alt+forward to slash straight ahead. The only problem
I see with that is the stupid alt keys brings up the window menu and
you have to close it which gets pretty darn annoying. The only way I
know to fix that one is to stop using the standard Windows Win32 API
and use Microsoft's Direct3D API as the window manager. That works,but
is kind of over kill since we don't actually need it to do more than
draw an empty window to wrap the keyboard, mouse, and joystick parts
of DirectX around.

Anyway, my thought is basically this. I'd like to be able to use the
mouse as your light saber allowing you to pull the mouse left/right to
swing left/right, push it forward to stab, and pull back to block,
etc. The original Lucas Arts games used similar functionality with the
mouse which is something I'd like to emulate if I can.

Cheers!



On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I was thinking you would include the pan already in the stereo sound
file,
rather than generating it by the keyboard.
The keyboard generated pan would be more realistic but what keys to 
use?
If you can distinguish between the left alt and right alt keys you 
could

get
three types of attack strokes.
I think left alt then space would give you a swing from left to right 
as

that is the way your fingers would be going.
And space by itself could represent a straight ahead attack.
The best use of the keyboard would be to have the mouse control the 
swing



as
you could move it like you would actually move the weapon.
Phil



---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
http://www.mail-archive.com/gam...@audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to gamers-ow...@audyssey.org.


-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10




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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Hayden Presley
Hi Muhammed,
Sigh...have you been following this conversation? Thomas is having trouble
with that very key, due to the windows menubar.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Shiny protector
Sent: Saturday, December 11, 2010 6:36 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hey I've thought of one! Alt left arrow key to swing to the left, alt right 
arrow key to swing to the right!
- Original Message - 
From: Phil Vlasak p...@pcsgames.net
To: Gamers Discussion list gamers@audyssey.org
Sent: Saturday, December 11, 2010 12:13 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Hayden,
 Then I guess you will be a little disabled only able to swing straight and

 to one side.
 I am sure if Thomas uses both alt keys he will be able to come up with a 
 laptop equivalent.
 The same could be said if you don't have a mouse. I found games that have 
 mouse support much easier and more fun to play.
 My last suggestion is to get a full sized keyboard to plug into your 
 laptop.
 Phil

 - Original Message - 
 From: Hayden Presley hdpres...@hotmail.com
 To: 'Gamers Discussion list' gamers@audyssey.org
 Sent: Friday, December 10, 2010 10:51 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to 
 use?
 If you can distinguish between the left alt and right alt keys you 
 could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right 
 as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the 
 swing

 as
 you could move it like you would actually move the weapon.
 Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-11 Thread Hayden Presley
Hi Phil,
Oh, I have one of those. I've got a pretty good Bluetooth keyboard that I
use practically all the time.

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Saturday, December 11, 2010 6:13 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Hayden,
Then I guess you will be a little disabled only able to swing straight and 
to one side.
I am sure if Thomas uses both alt keys he will be able to come up with a 
laptop equivalent.
The same could be said if you don't have a mouse. I found games that have 
mouse support much easier and more fun to play.
My last suggestion is to get a full sized keyboard to plug into your laptop.
Phil

- Original Message - 
From: Hayden Presley hdpres...@hotmail.com
To: 'Gamers Discussion list' gamers@audyssey.org
Sent: Friday, December 10, 2010 10:51 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message - 
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the 
 swing

 as
 you could move it like you would actually move the weapon.
 Phil


 ---
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 http://www.mail-archive.com/gam...@audyssey.org.
 If you have any questions or concerns regarding the management of the
 list,
 please send E-mail to gamers-ow...@audyssey.org.


 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10



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 If you want

Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Ben
Its not really a matter of taking it out... its more a matter of changing
it, in my opinion... to something like a low hum...

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 09 December 2010 23:11
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Ben,

Ah, that would be the door locator signal. That helps you find the
doors. If I take it out the only way you could find the doors is to
use the view menu. If you want me to take the locator sound out I
will, but I don't think you would like that very much.

On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 What is that constant beep like the weapon sound from mota?  And why is
that
 sounding like jedi strike... I personally don't approve of that but so far
 its sounds good

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Ben
When you were deflecting blaster bolts it all seemed a bit too rhythmic in
my opinion.


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Phil Vlasak

Hi Thomas,
I think the quality of the light saber is good but it sounds like it is in 
mono and uses the same file for each attack.
I think a stereo sound that sweeps across from side to side as you swing the 
weapon is what people are expecting.
If several different light saber  sounds are played at random then it would 
sound more realistic.

Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Mich
Hi tom and all can some one please send the link to this preview? since I 
think I missed it and would like to hear this. many thanks. from Mich.
- Original Message - 
From: Phil Vlasak p...@pcsgames.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 1:50 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Thomas,
I think the quality of the light saber is good but it sounds like it is in 
mono and uses the same file for each attack.
I think a stereo sound that sweeps across from side to side as you swing 
the weapon is what people are expecting.
If several different light saber  sounds are played at random then it 
would sound more realistic.

Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Mich,

The link is:
http://www.usagamesinteractive.com/downloads/trailers/MOTS-Preview.mp3


Cheers!

On 12/10/10, Mich m...@ntl.sympatico.ca wrote:
 Hi tom and all can some one please send the link to this preview? since I
 think I missed it and would like to hear this. many thanks. from Mich.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Shiny protector
The light saber sound's were in mono. Also, some of the others, I think 
walking through places and the background sounds.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 09, 2010 11:06 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi all,

The trailer I posted did use 44100 KHZ sounds. What do you mean by the
quality of the sounds in the trailer were poor?

I keep hearing people say the quality of the sounds in the MOTS
preview were poor but I found the best sounds i could so far and I'm
still getting that complaint. If I knew what people were specifically
refering too perhaps I could correct just that sound or sounds.
Believe me teling me what you liked and didn't like won't offend me. I
just need proper feed back so I can attempt to correct it early on.

Thanks.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Phil,

Hmmm...Well, I can definitely tell you that there are more than one
saber attack sound and they are randomized. That said, they do sound a
lot alike and if you aren't listening carefully it does sound like the
same thing over and over again. Perhaps I should check my saber sounds
for a better variety of attack sounds to make them a little more
destinct.

As for being mono no way. All of the saber sounds are 44100 KHZ 16
-bit stereo. However, I didn't pan them or anything like that. In fact
that's one of the issues I'm working on. I want to be able to use the
mouse for controlling the light saber, swinging left/right and
up/down, which would make it more realistic. problem is I know a lot
of people here will probably want to use their keyboard so I'd likely
have to add some kind of randomizer so when you press space it just
selects a position and swings left, right, up, down, etc at random if
using a keyboard only. Any thoughts?

On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I think the quality of the light saber is good but it sounds like it is in
 mono and uses the same file for each attack.
 I think a stereo sound that sweeps across from side to side as you swing the
 weapon is what people are expecting.
 If several different light saber  sounds are played at random then it would
 sound more realistic.
 Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Muhammed,

Actually, the light saber sounds are not mono. All of the saber sounds
are 44100 KHZ 16-bit stereo samples. So why do you think they are
mono? Is it because I didn't pan them left, right, etc?

Okay, you said you didn't like the background ambience. What
specifically is wrong with the background ambience?

Thanks.


On 12/10/10, Shiny protector muhamme...@googlemail.com wrote:
 The light saber sound's were in mono. Also, some of the others, I think
 walking through places and the background sounds.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Phil Vlasak

Hi Thomas,
I was thinking you would include the pan already in the stereo sound file, 
rather than generating it by the keyboard.

The keyboard generated pan would be more realistic but what keys to use?
If you can distinguish between the left alt and right alt keys you could get 
three types of attack strokes.
I think left alt then space would give you a swing from left to right as 
that is the way your fingers would be going.

And space by itself could represent a straight ahead attack.
The best use of the keyboard would be to have the mouse control the swing as 
you could move it like you would actually move the weapon.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 3:35 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,

Hmmm...Well, I can definitely tell you that there are more than one
saber attack sound and they are randomized. That said, they do sound a
lot alike and if you aren't listening carefully it does sound like the
same thing over and over again. Perhaps I should check my saber sounds
for a better variety of attack sounds to make them a little more
destinct.

As for being mono no way. All of the saber sounds are 44100 KHZ 16
-bit stereo. However, I didn't pan them or anything like that. In fact
that's one of the issues I'm working on. I want to be able to use the
mouse for controlling the light saber, swinging left/right and
up/down, which would make it more realistic. problem is I know a lot
of people here will probably want to use their keyboard so I'd likely
have to add some kind of randomizer so when you press space it just
selects a position and swings left, right, up, down, etc at random if
using a keyboard only. Any thoughts?

On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I think the quality of the light saber is good but it sounds like it is 
in

mono and uses the same file for each attack.
I think a stereo sound that sweeps across from side to side as you swing 
the

weapon is what people are expecting.
If several different light saber  sounds are played at random then it 
would

sound more realistic.
Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Phil,

Well, i definitely don't want to pan the sounds themselves as that
simply is not in the game plan. My plan is to add in some advanced
saber moves like being able to spin the saber, swing left/right,
block, etc. Most of this would be well suited for th mouse or
joystick, but i suppose I could use the keyboard to do this as well.

I could use alt+left to swing the saber left, alt+right, to swing the
saber right, or alt+forward to slash straight ahead. The only problem
I see with that is the stupid alt keys brings up the window menu and
you have to close it which gets pretty darn annoying. The only way I
know to fix that one is to stop using the standard Windows Win32 API
and use Microsoft's Direct3D API as the window manager. That works,but
is kind of over kill since we don't actually need it to do more than
draw an empty window to wrap the keyboard, mouse, and joystick parts
of DirectX around.

Anyway, my thought is basically this. I'd like to be able to use the
mouse as your light saber allowing you to pull the mouse left/right to
swing left/right, push it forward to stab, and pull back to block,
etc. The original Lucas Arts games used similar functionality with the
mouse which is something I'd like to emulate if I can.

Cheers!



On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the swing as
 you could move it like you would actually move the weapon.
 Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Phil Vlasak

Hi Thomas,
I thought you had the alt key problem resolved with the alt key used for 
jumping but that was in the last version of MOTA.
I prefer the mouse for light saber swings as that sounds like the most 
realistic.

Phil

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

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 5:21 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Phil,

Well, i definitely don't want to pan the sounds themselves as that
simply is not in the game plan. My plan is to add in some advanced
saber moves like being able to spin the saber, swing left/right,
block, etc. Most of this would be well suited for th mouse or
joystick, but i suppose I could use the keyboard to do this as well.

I could use alt+left to swing the saber left, alt+right, to swing the
saber right, or alt+forward to slash straight ahead. The only problem
I see with that is the stupid alt keys brings up the window menu and
you have to close it which gets pretty darn annoying. The only way I
know to fix that one is to stop using the standard Windows Win32 API
and use Microsoft's Direct3D API as the window manager. That works,but
is kind of over kill since we don't actually need it to do more than
draw an empty window to wrap the keyboard, mouse, and joystick parts
of DirectX around.

Anyway, my thought is basically this. I'd like to be able to use the
mouse as your light saber allowing you to pull the mouse left/right to
swing left/right, push it forward to stab, and pull back to block,
etc. The original Lucas Arts games used similar functionality with the
mouse which is something I'd like to emulate if I can.

Cheers!



On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:

Hi Thomas,
I was thinking you would include the pan already in the stereo sound 
file,

rather than generating it by the keyboard.
The keyboard generated pan would be more realistic but what keys to use?
If you can distinguish between the left alt and right alt keys you could 
get

three types of attack strokes.
I think left alt then space would give you a swing from left to right as
that is the way your fingers would be going.
And space by itself could represent a straight ahead attack.
The best use of the keyboard would be to have the mouse control the swing 
as

you could move it like you would actually move the weapon.
Phil



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No virus found in this message.
Checked by AVG - www.avg.com
Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10




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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Hayden Presley
Hi Phil,
Ah yes, but what about those of us who use laptops?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Phil Vlasak
Sent: Friday, December 10, 2010 4:50 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Thomas,
I thought you had the alt key problem resolved with the alt key used for 
jumping but that was in the last version of MOTA.
I prefer the mouse for light saber swings as that sounds like the most 
realistic.
Phil

- Original Message - 
From: Thomas Ward thomasward1...@gmail.com
To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, December 10, 2010 5:21 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound 
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could 
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the swing

 as
 you could move it like you would actually move the weapon.
 Phil


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


 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10
 


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Scott Chesworth
Hi Hayden,

A USB mouse is cheaper and less bulky than almost any joystick or
controller. Plus, the majority of actions translate easily onto a
laptop track pad, it's easy enough to take curves in Rail Racer on one
for example.

Hth
Scott

On 12/11/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Phil,
 Ah yes, but what about those of us who use laptops?

 Best Regards,
 Hayden


 -Original Message-
 From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
 Behalf Of Phil Vlasak
 Sent: Friday, December 10, 2010 4:50 PM
 To: Gamers Discussion list
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil

 - Original Message -
 From: Thomas Ward thomasward1...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, December 10, 2010 5:21 PM
 Subject: Re: [Audyssey] Short Mysteries of the Sith Preview


 Hi Phil,

 Well, i definitely don't want to pan the sounds themselves as that
 simply is not in the game plan. My plan is to add in some advanced
 saber moves like being able to spin the saber, swing left/right,
 block, etc. Most of this would be well suited for th mouse or
 joystick, but i suppose I could use the keyboard to do this as well.

 I could use alt+left to swing the saber left, alt+right, to swing the
 saber right, or alt+forward to slash straight ahead. The only problem
 I see with that is the stupid alt keys brings up the window menu and
 you have to close it which gets pretty darn annoying. The only way I
 know to fix that one is to stop using the standard Windows Win32 API
 and use Microsoft's Direct3D API as the window manager. That works,but
 is kind of over kill since we don't actually need it to do more than
 draw an empty window to wrap the keyboard, mouse, and joystick parts
 of DirectX around.

 Anyway, my thought is basically this. I'd like to be able to use the
 mouse as your light saber allowing you to pull the mouse left/right to
 swing left/right, push it forward to stab, and pull back to block,
 etc. The original Lucas Arts games used similar functionality with the
 mouse which is something I'd like to emulate if I can.

 Cheers!



 On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I was thinking you would include the pan already in the stereo sound
 file,
 rather than generating it by the keyboard.
 The keyboard generated pan would be more realistic but what keys to use?
 If you can distinguish between the left alt and right alt keys you could
 get
 three types of attack strokes.
 I think left alt then space would give you a swing from left to right as
 that is the way your fingers would be going.
 And space by itself could represent a straight ahead attack.
 The best use of the keyboard would be to have the mouse control the swing

 as
 you could move it like you would actually move the weapon.
 Phil


 ---
 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.


 -
 No virus found in this message.
 Checked by AVG - www.avg.com
 Version: 10.0.1170 / Virus Database: 426/3307 - Release Date: 12/10/10



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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi Phil,

As of the moment no. I've never fixed the problem with the alt key. I
just moved the jump keys to control for the time being until I can fix
the issue. I know what the problem is, but it will likely require
using a different window manager as the default Win32 API window class
creates a context menu by default which happens to be asigned to the
alt key of course. This conflicts with games as the alt key tends to
bring up that context menu when you least expect it. The solution here
is to use a window manager specifically for rendering windows for
games like Direct3D, OpenGL, SDL, whatever as they don't have a menu
bar across the top of the screen for the alt key to interact with. So
in short the problem is fixable, but just one more issue to take care
of.

However, at this point I'm trying to decide on the default window
manager to use. In beta 14 I went with SFML, and we all know how that
worked out in the end. It has known problems with Windows vidio
drivers making it ineffective for cross-platform game development.
For that reason I'm strongly looking
  into the other leading cross-platform
game API, SDL, as it has a lot
more developer/user support than SFML.
  Plus as SDL is incorperated into a lot of other cross-platform
technologies such as PyGame, SDL .NET,
   JSDL, etc it has a proven
track record with stable game development on Windows, Mac, and Linux
in several different programming languages. Although, I'm not without
my misgivings as SDL still lacks some features I could get with
DirectX, but I think it may be the happy balance I'm looking for in
terms of the G3D engine, and long term cross-platform support.

Anyway, the point I'm getting at is I'm really undecided what window
manager I want to use. If I only wanted to target Windows I'd use
Direct3D hands down. However, as I'm doing the majority of development
on a Linux system and fully intend to build versions of my games for
Mac, Linux, and Windows I'm going to have too look more seriously at
SDL for the job of a cross-platform window manager. Once I decide on
something like that I can deal with the issue of the alt key as I'll
know what I'm doing under the hood so to speak.

Cheers!


On 12/10/10, Phil Vlasak p...@pcsgames.net wrote:
 Hi Thomas,
 I thought you had the alt key problem resolved with the alt key used for
 jumping but that was in the last version of MOTA.
 I prefer the mouse for light saber swings as that sounds like the most
 realistic.
 Phil


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread shaun everiss

I have a gb of sfx from various starwars stuff.
hmmm tom, if possible if you could shove me a copy of the game I can 
run sounds through it for different things and then shove you a pack of things,

I don't have the space for that many sfx all at once.
If you have any sound issues and other things I could help I have 
access to several sound collections including some from those in the 
production industry that people have just shoved in my face.


At 09:46 a.m. 11/12/2010, you wrote:

Hi Ben,

Sigh...Unfortunately, I don't think I have any low hums etc for the
doors. That's why I used a beep. If you have such a sound send it to
me. Otherwise your out of luck. I'm creating this game on a $0.00
budget and I either get sounds, music, etc for free or not at all.

Cheers!

On 12/10/10, Ben gamehead...@aol.co.uk wrote:
 Its not really a matter of taking it out... its more a matter of changing
 it, in my opinion... to something like a low hum...

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-10 Thread Thomas Ward
Hi,

Not only that but mice are also universally supported where joysticks
aren't. You can create a cool 3d game for Linux using say SDL for
input, as your window manager, and use OpenAL or FMOD for killer 3d
audio, but your support for certain joysticks will be really hit or
miss. Not a lot of joystick manufacturers target non-Windows platforms
so it can be hard to find drivers, even a generic one, that supports
that particular joystick on a non-Windows computer. The same doesn't
hold true for a USB mouse. You can buy a basic one for $10.00 to
$15.00, plug it in, and start using it as a game device right away. It
works just as well on a laptop as a desktop as I have a portable USB
mouse I just plug into my laptop and use it for a game like Rail Racer
all the time.

Cheers!

On 12/11/10, Scott Chesworth scottcheswo...@gmail.com wrote:
 Hi Hayden,

 A USB mouse is cheaper and less bulky than almost any joystick or
 controller. Plus, the majority of actions translate easily onto a
 laptop track pad, it's easy enough to take curves in Rail Racer on one
 for example.

 Hth
 Scott

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Ben,

Yes, I know that, but if you look in the manual you'll see that a, s,
d, and w are alternate arrow keys for MOTS. Those were there for
lefthanded users as well as they were helpful in allowing you to use
the left hand for movement and the mouse for other stuff too.

Which brings up another point. As you pointed out the fire key was the
control key. Unfortunately, we need stuff like right to next 90 or
left to next 90 which requires an extra modifier with the arrow keys.
Therefore I moved the fire key to the spacebar where I personally
think it belongs in the first place.

Smile.


On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 Er, that isn't quit true.  Up, down, left and right, were controlled by the
 arrow keys, and the control keys were used as weapon activation/fire


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi William,

I absolutely have no idea. Obviously my main priority is to get MOTA
out the door and then tackle Raceway. If I squeeze a little time in
now and then for this game great, but right now I just did a little
experimentation with the G3D engine to see what needs to be done to
create a game like Mysteries of the Sith. As you can tell the engine
itself is up to the task. Unfortunately, I have two major releases to
finish before tackling this game head on.

Smile.


On 12/9/10, william lomas lomaswill...@googlemail.com wrote:
 when will this be out then lol
 mota
 raceway  Mysteries of the syth
 smile how many more games u tackling?

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Darren Duff
So were you deflecting the blaster bolts back at the trupers or were you
cutting them down? IF you were cutting them down with the saber you need a
awesome lightsaber slashing sound.  BTW I am a big time star wars fan and
have always dreamed of playing this kind of game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, December 08, 2010 7:44 PM
To: gamers@audyssey.org
Subject: [Audyssey] Short Mysteries of the Sith Preview

Hi everyone,

As some of you have asked to hear this I have created a short 1 minute
preview of me playing the early Alpha of Star Wars Mysteries of the Sith. So
far I have part of level 1 created, but it is light years from a finish game
of course. I just thought some of you might want to hear Mara Jade get into
a short battle with a couple of Imperial Sstorm troopers on Altyr 5.

You can download and listen to the preview here:
http://www.usagamesinteractive.com/downloads/trailers/MOTS-Preview.mp3

Cheers!

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Shiny protector
I thought so. I wasn't going to say anything, because I didn't want to 
offend or upset Thomas. Though, apart from the quality, they were excellent.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 09, 2010 3:14 AM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi Hayden,

That's why I'm busy replacing the original Mysteries of the Sith
sounds with 44100 KHZ sounds I have found from other sources. I want
this to sound like a movie with cd quality effects and not some game
from the mid 90's.  So in that respect MOTS is getting a huge sound
upgrade from the original, and be a high quality product. So far the
work hunting for SW sounds is paying off.

On 12/8/10, Hayden Presley hdpres...@hotmail.com wrote:

Hi Thomas,
Gasp. yYou're right...some of those sounds are pretty bad qualitywise.
Still, it's most dfinitely something for me (and everyone else, I think) 
to

look forward for.

Best Regards,
Hayden


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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Ben
What is that constant beep like the weapon sound from mota?  And why is that
sounding like jedi strike... I personally don't approve of that but so far
its sounds good

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 09 December 2010 08:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi William,

I absolutely have no idea. Obviously my main priority is to get MOTA
out the door and then tackle Raceway. If I squeeze a little time in
now and then for this game great, but right now I just did a little
experimentation with the G3D engine to see what needs to be done to
create a game like Mysteries of the Sith. As you can tell the engine
itself is up to the task. Unfortunately, I have two major releases to
finish before tackling this game head on.

Smile.


On 12/9/10, william lomas lomaswill...@googlemail.com wrote:
 when will this be out then lol
 mota
 raceway  Mysteries of the syth
 smile how many more games u tackling?

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Hayden Presley
Hi,
Oh, I'm sure he's just tackling five more at the moment. Grin Seriously,
though, that's quite the full agenda; three large games like that, plus the
Python tutorials?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of william lomas
Sent: Thursday, December 09, 2010 1:05 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

when will this be out then lol 
mota
raceway  Mysteries of the syth 
smile how many more games u tackling?

On Dec 9, 2010, at 5:17 AM, Thomas Ward wrote:

 Hi Hayden,
 
 Actually, I'm remastering the cut scenes as well. Unlike the first
 Jedi Knight game in the series Mysteries of the Sith didn't use full
 motion vidio. That means the cut scenes were actually animations,
 instead of a movie, and the dialog, sounds, etc were stored in a
 separate *.goo file. So what I did is extracted the dialog I needed,
 converted them to 44100 KHZ stereo which actually doesn't sound too
 bad, and then mixed the dialog with higher quality sounds and music.
 So the cut scenes in my version are of a much higher quality than the
 original game. Plus since we can't actually see the game I didn't
 bother trying to convert the vidio to mpg, avi, or some other vidio
 format since this is strictly audio based.
 
 As to what I'm replacing the answer is basically everything and
 anything i can find a higher quality replacement for. For example, the
 original light saber sounds for MOTS were lame. Well, I grabbed the
 saber sounds from Jedi Knight II, dropped them in, and now you have
 44100 KHZ light saber sounds that sound exactly like the movies
 instead of someones fake immatation of a light saber. Diddo for the
 bowcasters, blastech pistols, storm trooper rifles, etc. As for the
 rail gun I couldn't find a better rail gun sound so I made one using a
 rocket launcher sound, from another game which was of superior
 quality, and dropped it in. As for the doors those are really easy to
 come by, and since they always sound the same from game to game I
 located the highest quality electronic door sounds I could from the
 Star Wars games and dropped them in. As I said about the stone doors
 from the Sith temple I simply used the stone door sound from MOTA
 since it is already high quality and is pretty much what we need
 anyway. Background ambience etc that stuff is fairly generic. Any high
 quality cave dripping sound will do for the Sith temple just as any
 high quality swamp background will work for the swamp level. You see
 what I mean?
 
 In other words I still fully intend to maintain authentic Star Wars
 sounds, as much as humanly possible, but when and where possible I'm
 not afraid to replace or create new sounds to update the ambience to
 make the game more modern. The purpose here is to produce a Star Wars
 game on par with todays games, but still maintain the story and game
 play from the classic Jedi Knight games of the 90's. So in a way it
 will be and won't be Mysteries of the Sith as there are elements I
 intend to change like the sounds, remap the keyboard to free up keys
 for accessibility review commands, and a few things like that. The
 keyboard especially needed remapped, because it was totally
 inaccessible from a blind gamer's point of view.
 
 For example, the original JK games used a, s, d, and w to step
 forward, step back, turn left, and turn right leaving the right hand
 free to use the mouse to use the light saber. The f key activates your
 force power, and e cycles through force powers. Well, that's all fine
 and dandy if you are sighted and don't have a good solid dozen screen
 review commands to worry about so the a, s, d, w, and f keys had to
 go. The a command is for speak ammo, s toggles the sniper scope
 on/off, control+s reads the sniper scope battery status, control+w
 tells you what weapon is drawn, f speaks current direction, etc. Since
 most of this information is displayed on screen a sighted gamer
 wouldn't need commands like that, but you and I do so the keys had too
 be remapped no questions asked. In a way I feel a bit put out I can't
 make this game totally like the original, but I've just got my first
 lesson in why mainstream developers don't want to make accessible
 games. They would essentially have to make various exceptions such as
 remapping all the keys to create x number of access commands that
 speaks on screen information. That's bad for them, because the a, s,
 d, and w keys are often used in mainstream titles so a sighted player
 can use the keyboard and mouse at the same time. That's not so easy to
 do if you have to use the standard arrow keys and the mouse too.
 
 The only solution for a problem like that is to go with a game pad
 that has duel thumb sticks. At least then you can move the player
 around on the screen with one thumb stick and control his/her weapon
 with the right thumb stick or the other way around.
 
 I'm

Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi all,

The trailer I posted did use 44100 KHZ sounds. What do you mean by the
quality of the sounds in the trailer were poor?

I keep hearing people say the quality of the sounds in the MOTS
preview were poor but I found the best sounds i could so far and I'm
still getting that complaint. If I knew what people were specifically
refering too perhaps I could correct just that sound or sounds.
Believe me teling me what you liked and didn't like won't offend me. I
just need proper feed back so I can attempt to correct it early on.

Thanks.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Ben,

Ah, that would be the door locator signal. That helps you find the
doors. If I take it out the only way you could find the doors is to
use the view menu. If you want me to take the locator sound out I
will, but I don't think you would like that very much.

On 12/9/10, Ben gamehead...@aol.co.uk wrote:
 What is that constant beep like the weapon sound from mota?  And why is that
 sounding like jedi strike... I personally don't approve of that but so far
 its sounds good

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Darren,

Mostly I was deflecting blaster shots while I was moving into saber
range to cut them down. You definitely know when I cut them down as
the troopers screamed when Mara scored a direct hit. As for saber
cut/hit sounds I have them, but just haven't added them in yet.
Remember that is only after two/three days of work. Its far far far
from anything like a finished product. I just created a sample level
to test out some game mechanics so far, and when I mentioned it Ben
and a couple of other people wanted to hear me walking around
slottering troopers. So I posted a preview of the Alpha. Actually,
technically it is in pre-alpha stage since its not really a game yet.
Just some code using the G3D engine to move around fire a few weapons,
and some generic bad guys in rooms walking around waiting to get
slottered.

On 12/9/10, Darren Duff duff...@gmail.com wrote:
 So were you deflecting the blaster bolts back at the trupers or were you
 cutting them down? IF you were cutting them down with the saber you need a
 awesome lightsaber slashing sound.  BTW I am a big time star wars fan and
 have always dreamed of playing this kind of game.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Greg Steel
Hi Tom I thought their wasn't anything wrong with the sounds.  I thought 
they were great.  Why are people complaining about them?
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Thursday, December 09, 2010 3:06 PM
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview



Hi all,

The trailer I posted did use 44100 KHZ sounds. What do you mean by the
quality of the sounds in the trailer were poor?

I keep hearing people say the quality of the sounds in the MOTS
preview were poor but I found the best sounds i could so far and I'm
still getting that complaint. If I knew what people were specifically
refering too perhaps I could correct just that sound or sounds.
Believe me teling me what you liked and didn't like won't offend me. I
just need proper feed back so I can attempt to correct it early on.

Thanks.

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Thomas Ward
Hi Greg,

I don't know. That's exactly what I'm trying to find out. Some people
said the sounds were poor and I'm trying to find out what they are
talking about. If there are some they felt were not so hot I'd like
them to at least point it out so I could look for something perhaps
better.

Smile.


On 12/9/10, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I thought their wasn't anything wrong with the sounds.  I thought
 they were great.  Why are people complaining about them?

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-09 Thread Hayden Presley
Hi,
I'm not sure myself. What's to complain about yet? Let's let Thomas at least
get some kind of working Alpha out therebefore we start complaing left,
right, and center about sounds.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Thursday, December 09, 2010 9:00 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Greg,

I don't know. That's exactly what I'm trying to find out. Some people
said the sounds were poor and I'm trying to find out what they are
talking about. If there are some they felt were not so hot I'd like
them to at least point it out so I could look for something perhaps
better.

Smile.


On 12/9/10, Greg Steel greegste...@sbcglobal.net wrote:
 Hi Tom I thought their wasn't anything wrong with the sounds.  I thought
 they were great.  Why are people complaining about them?

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Greg Steel
Hi Tom that was awesome I can't wait to try this out.  I never have been 
much of a fan of starwars but I watched it when I was yung and I liked the 
sounds and I liked the game that I played in the early 90s even though the 
sounds sucked back then.  I noticed that you are using some of the same 
sounds in mota.
- Original Message - 
From: Thomas Ward thomasward1...@gmail.com

To: gamers@audyssey.org
Sent: Wednesday, December 08, 2010 4:43 PM
Subject: [Audyssey] Short Mysteries of the Sith Preview



Hi everyone,

As some of you have asked to hear this I have created a short 1 minute
preview of me playing the early Alpha of Star Wars Mysteries of the
Sith. So far I have part of level 1 created, but it is light years
from a finish game of course. I just thought some of you might want to
hear Mara Jade get into a short battle with a couple of Imperial
Sstorm troopers on Altyr 5.

You can download and listen to the preview here:
http://www.usagamesinteractive.com/downloads/trailers/MOTS-Preview.mp3

Cheers!

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Thomas Ward
Hi Greg,

Yeah, that's right. I borrowed several sounds from MOTA for Mysteries
of the Sith, because a lot of the original effects for Mysteries of
the Sith were pretty low-fi 11025 KHZ mono. So what I basically did is
raded my extensive Star Wars sound effects collection and replaced a
number of the sounds like the storm troopers, light sabers, blasters,
etc with 44100 KHZ sounds borrowed from Jedi Knight II, Sith Academy,
Knights of the Old Republic, and other newer games with decent sounds.
As for the music I have six cds of original Star Wars music at cd
quality so I saw no reason to use the original music tracks either.
For things like footsteps, the stone doors for the Sith temple, the
stone statues for level 14 as well, etc I have 44100 KHZ stereo sounds
for MOTA, and just copied them into the game's sounds directory and
immediately updated that too.  In fact, the only thing that is
authentic Mysteries of the Sith sounds is the dialog of Mara Jade, the
rebel commander, storm troopers, etc you hear in the game as the
dialog isn't too bad, and I can't replace them with better ones anyway
without rerecording them myself with new voice acters etc.

Cheers!

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Hayden Presley
Hi Thomas,
Gasp. yYou're right...some of those sounds are pretty bad qualitywise.
Still, it's most dfinitely something for me (and everyone else, I think) to
look forward for.

Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, December 08, 2010 6:44 PM
To: gamers@audyssey.org
Subject: [Audyssey] Short Mysteries of the Sith Preview

Hi everyone,

As some of you have asked to hear this I have created a short 1 minute
preview of me playing the early Alpha of Star Wars Mysteries of the
Sith. So far I have part of level 1 created, but it is light years
from a finish game of course. I just thought some of you might want to
hear Mara Jade get into a short battle with a couple of Imperial
Sstorm troopers on Altyr 5.

You can download and listen to the preview here:
http://www.usagamesinteractive.com/downloads/trailers/MOTS-Preview.mp3

Cheers!

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Thomas Ward
Hi Hayden,

That's why I'm busy replacing the original Mysteries of the Sith
sounds with 44100 KHZ sounds I have found from other sources. I want
this to sound like a movie with cd quality effects and not some game
from the mid 90's.  So in that respect MOTS is getting a huge sound
upgrade from the original, and be a high quality product. So far the
work hunting for SW sounds is paying off.

On 12/8/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Gasp. yYou're right...some of those sounds are pretty bad qualitywise.
 Still, it's most dfinitely something for me (and everyone else, I think) to
 look forward for.

 Best Regards,
 Hayden

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Hayden Presley
Hi Thomas,
What are you replacing...everything but the cutscenes?

Best Regards,
Hayden


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Wednesday, December 08, 2010 9:14 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Hayden,

That's why I'm busy replacing the original Mysteries of the Sith
sounds with 44100 KHZ sounds I have found from other sources. I want
this to sound like a movie with cd quality effects and not some game
from the mid 90's.  So in that respect MOTS is getting a huge sound
upgrade from the original, and be a high quality product. So far the
work hunting for SW sounds is paying off.

On 12/8/10, Hayden Presley hdpres...@hotmail.com wrote:
 Hi Thomas,
 Gasp. yYou're right...some of those sounds are pretty bad qualitywise.
 Still, it's most dfinitely something for me (and everyone else, I think)
to
 look forward for.

 Best Regards,
 Hayden

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Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Thomas Ward
Hi Hayden,

Actually, I'm remastering the cut scenes as well. Unlike the first
Jedi Knight game in the series Mysteries of the Sith didn't use full
motion vidio. That means the cut scenes were actually animations,
instead of a movie, and the dialog, sounds, etc were stored in a
separate *.goo file. So what I did is extracted the dialog I needed,
converted them to 44100 KHZ stereo which actually doesn't sound too
bad, and then mixed the dialog with higher quality sounds and music.
So the cut scenes in my version are of a much higher quality than the
original game. Plus since we can't actually see the game I didn't
bother trying to convert the vidio to mpg, avi, or some other vidio
format since this is strictly audio based.

As to what I'm replacing the answer is basically everything and
anything i can find a higher quality replacement for. For example, the
original light saber sounds for MOTS were lame. Well, I grabbed the
saber sounds from Jedi Knight II, dropped them in, and now you have
44100 KHZ light saber sounds that sound exactly like the movies
instead of someones fake immatation of a light saber. Diddo for the
bowcasters, blastech pistols, storm trooper rifles, etc. As for the
rail gun I couldn't find a better rail gun sound so I made one using a
rocket launcher sound, from another game which was of superior
quality, and dropped it in. As for the doors those are really easy to
come by, and since they always sound the same from game to game I
located the highest quality electronic door sounds I could from the
Star Wars games and dropped them in. As I said about the stone doors
from the Sith temple I simply used the stone door sound from MOTA
since it is already high quality and is pretty much what we need
anyway. Background ambience etc that stuff is fairly generic. Any high
quality cave dripping sound will do for the Sith temple just as any
high quality swamp background will work for the swamp level. You see
what I mean?

In other words I still fully intend to maintain authentic Star Wars
sounds, as much as humanly possible, but when and where possible I'm
not afraid to replace or create new sounds to update the ambience to
make the game more modern. The purpose here is to produce a Star Wars
game on par with todays games, but still maintain the story and game
play from the classic Jedi Knight games of the 90's. So in a way it
will be and won't be Mysteries of the Sith as there are elements I
intend to change like the sounds, remap the keyboard to free up keys
for accessibility review commands, and a few things like that. The
keyboard especially needed remapped, because it was totally
inaccessible from a blind gamer's point of view.

For example, the original JK games used a, s, d, and w to step
forward, step back, turn left, and turn right leaving the right hand
free to use the mouse to use the light saber. The f key activates your
force power, and e cycles through force powers. Well, that's all fine
and dandy if you are sighted and don't have a good solid dozen screen
review commands to worry about so the a, s, d, w, and f keys had to
go. The a command is for speak ammo, s toggles the sniper scope
on/off, control+s reads the sniper scope battery status, control+w
tells you what weapon is drawn, f speaks current direction, etc. Since
most of this information is displayed on screen a sighted gamer
wouldn't need commands like that, but you and I do so the keys had too
be remapped no questions asked. In a way I feel a bit put out I can't
make this game totally like the original, but I've just got my first
lesson in why mainstream developers don't want to make accessible
games. They would essentially have to make various exceptions such as
remapping all the keys to create x number of access commands that
speaks on screen information. That's bad for them, because the a, s,
d, and w keys are often used in mainstream titles so a sighted player
can use the keyboard and mouse at the same time. That's not so easy to
do if you have to use the standard arrow keys and the mouse too.

The only solution for a problem like that is to go with a game pad
that has duel thumb sticks. At least then you can move the player
around on the screen with one thumb stick and control his/her weapon
with the right thumb stick or the other way around.

I'm having this very issue myself as I'd like to eventually be able to
move the saber around, do complex saber attacks with the mouse, while
being able to control the player's movement at the same time.  That
doesn't seam feasable given the fact I had to move the arrow keys to
the actual arrow keys freeing up the a, s, d, w, and f keys for review
commands. I could go with a game pad myself, but if I make the game
dependant on a game pad only people who have one would be able to
play. See the problem?

Cheers!

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You can make changes or update your 

Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread william lomas
when will this be out then lol 
mota
raceway  Mysteries of the syth 
smile how many more games u tackling?

On Dec 9, 2010, at 5:17 AM, Thomas Ward wrote:

 Hi Hayden,
 
 Actually, I'm remastering the cut scenes as well. Unlike the first
 Jedi Knight game in the series Mysteries of the Sith didn't use full
 motion vidio. That means the cut scenes were actually animations,
 instead of a movie, and the dialog, sounds, etc were stored in a
 separate *.goo file. So what I did is extracted the dialog I needed,
 converted them to 44100 KHZ stereo which actually doesn't sound too
 bad, and then mixed the dialog with higher quality sounds and music.
 So the cut scenes in my version are of a much higher quality than the
 original game. Plus since we can't actually see the game I didn't
 bother trying to convert the vidio to mpg, avi, or some other vidio
 format since this is strictly audio based.
 
 As to what I'm replacing the answer is basically everything and
 anything i can find a higher quality replacement for. For example, the
 original light saber sounds for MOTS were lame. Well, I grabbed the
 saber sounds from Jedi Knight II, dropped them in, and now you have
 44100 KHZ light saber sounds that sound exactly like the movies
 instead of someones fake immatation of a light saber. Diddo for the
 bowcasters, blastech pistols, storm trooper rifles, etc. As for the
 rail gun I couldn't find a better rail gun sound so I made one using a
 rocket launcher sound, from another game which was of superior
 quality, and dropped it in. As for the doors those are really easy to
 come by, and since they always sound the same from game to game I
 located the highest quality electronic door sounds I could from the
 Star Wars games and dropped them in. As I said about the stone doors
 from the Sith temple I simply used the stone door sound from MOTA
 since it is already high quality and is pretty much what we need
 anyway. Background ambience etc that stuff is fairly generic. Any high
 quality cave dripping sound will do for the Sith temple just as any
 high quality swamp background will work for the swamp level. You see
 what I mean?
 
 In other words I still fully intend to maintain authentic Star Wars
 sounds, as much as humanly possible, but when and where possible I'm
 not afraid to replace or create new sounds to update the ambience to
 make the game more modern. The purpose here is to produce a Star Wars
 game on par with todays games, but still maintain the story and game
 play from the classic Jedi Knight games of the 90's. So in a way it
 will be and won't be Mysteries of the Sith as there are elements I
 intend to change like the sounds, remap the keyboard to free up keys
 for accessibility review commands, and a few things like that. The
 keyboard especially needed remapped, because it was totally
 inaccessible from a blind gamer's point of view.
 
 For example, the original JK games used a, s, d, and w to step
 forward, step back, turn left, and turn right leaving the right hand
 free to use the mouse to use the light saber. The f key activates your
 force power, and e cycles through force powers. Well, that's all fine
 and dandy if you are sighted and don't have a good solid dozen screen
 review commands to worry about so the a, s, d, w, and f keys had to
 go. The a command is for speak ammo, s toggles the sniper scope
 on/off, control+s reads the sniper scope battery status, control+w
 tells you what weapon is drawn, f speaks current direction, etc. Since
 most of this information is displayed on screen a sighted gamer
 wouldn't need commands like that, but you and I do so the keys had too
 be remapped no questions asked. In a way I feel a bit put out I can't
 make this game totally like the original, but I've just got my first
 lesson in why mainstream developers don't want to make accessible
 games. They would essentially have to make various exceptions such as
 remapping all the keys to create x number of access commands that
 speaks on screen information. That's bad for them, because the a, s,
 d, and w keys are often used in mainstream titles so a sighted player
 can use the keyboard and mouse at the same time. That's not so easy to
 do if you have to use the standard arrow keys and the mouse too.
 
 The only solution for a problem like that is to go with a game pad
 that has duel thumb sticks. At least then you can move the player
 around on the screen with one thumb stick and control his/her weapon
 with the right thumb stick or the other way around.
 
 I'm having this very issue myself as I'd like to eventually be able to
 move the saber around, do complex saber attacks with the mouse, while
 being able to control the player's movement at the same time.  That
 doesn't seam feasable given the fact I had to move the arrow keys to
 the actual arrow keys freeing up the a, s, d, w, and f keys for review
 commands. I could go with a game pad myself, but if I make the game
 dependant on a game pad only people 

Re: [Audyssey] Short Mysteries of the Sith Preview

2010-12-08 Thread Ben
Er, that isn't quit true.  Up, down, left and right, were controlled by the
arrow keys, and the control keys were used as weapon activation/fire


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 09 December 2010 05:18
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Hayden,

Actually, I'm remastering the cut scenes as well. Unlike the first
Jedi Knight game in the series Mysteries of the Sith didn't use full
motion vidio. That means the cut scenes were actually animations,
instead of a movie, and the dialog, sounds, etc were stored in a
separate *.goo file. So what I did is extracted the dialog I needed,
converted them to 44100 KHZ stereo which actually doesn't sound too
bad, and then mixed the dialog with higher quality sounds and music.
So the cut scenes in my version are of a much higher quality than the
original game. Plus since we can't actually see the game I didn't
bother trying to convert the vidio to mpg, avi, or some other vidio
format since this is strictly audio based.

As to what I'm replacing the answer is basically everything and
anything i can find a higher quality replacement for. For example, the
original light saber sounds for MOTS were lame. Well, I grabbed the
saber sounds from Jedi Knight II, dropped them in, and now you have
44100 KHZ light saber sounds that sound exactly like the movies
instead of someones fake immatation of a light saber. Diddo for the
bowcasters, blastech pistols, storm trooper rifles, etc. As for the
rail gun I couldn't find a better rail gun sound so I made one using a
rocket launcher sound, from another game which was of superior
quality, and dropped it in. As for the doors those are really easy to
come by, and since they always sound the same from game to game I
located the highest quality electronic door sounds I could from the
Star Wars games and dropped them in. As I said about the stone doors
from the Sith temple I simply used the stone door sound from MOTA
since it is already high quality and is pretty much what we need
anyway. Background ambience etc that stuff is fairly generic. Any high
quality cave dripping sound will do for the Sith temple just as any
high quality swamp background will work for the swamp level. You see
what I mean?

In other words I still fully intend to maintain authentic Star Wars
sounds, as much as humanly possible, but when and where possible I'm
not afraid to replace or create new sounds to update the ambience to
make the game more modern. The purpose here is to produce a Star Wars
game on par with todays games, but still maintain the story and game
play from the classic Jedi Knight games of the 90's. So in a way it
will be and won't be Mysteries of the Sith as there are elements I
intend to change like the sounds, remap the keyboard to free up keys
for accessibility review commands, and a few things like that. The
keyboard especially needed remapped, because it was totally
inaccessible from a blind gamer's point of view.

For example, the original JK games used a, s, d, and w to step
forward, step back, turn left, and turn right leaving the right hand
free to use the mouse to use the light saber. The f key activates your
force power, and e cycles through force powers. Well, that's all fine
and dandy if you are sighted and don't have a good solid dozen screen
review commands to worry about so the a, s, d, w, and f keys had to
go. The a command is for speak ammo, s toggles the sniper scope
on/off, control+s reads the sniper scope battery status, control+w
tells you what weapon is drawn, f speaks current direction, etc. Since
most of this information is displayed on screen a sighted gamer
wouldn't need commands like that, but you and I do so the keys had too
be remapped no questions asked. In a way I feel a bit put out I can't
make this game totally like the original, but I've just got my first
lesson in why mainstream developers don't want to make accessible
games. They would essentially have to make various exceptions such as
remapping all the keys to create x number of access commands that
speaks on screen information. That's bad for them, because the a, s,
d, and w keys are often used in mainstream titles so a sighted player
can use the keyboard and mouse at the same time. That's not so easy to
do if you have to use the standard arrow keys and the mouse too.

The only solution for a problem like that is to go with a game pad
that has duel thumb sticks. At least then you can move the player
around on the screen with one thumb stick and control his/her weapon
with the right thumb stick or the other way around.

I'm having this very issue myself as I'd like to eventually be able to
move the saber around, do complex saber attacks with the mouse, while
being able to control the player's movement at the same time.  That
doesn't seam feasable given the fact I had to move the arrow keys to
the actual arrow keys