Ah, I see. I thought the engine was more flexible as to adjusting the 
existing functions for your liking or building in new ones.
This however seems good enough.
Thanks,
Lukas
----- Original Message ----- 
From: "Phil Vlasak" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" <[email protected]>
Sent: Monday, April 02, 2007 3:23 PM
Subject: Re: [Audyssey] Sarah navigation.


> Hi Lukas,
> It will work like in SOD since I am using a built in engine function.
> When your reach a place where you want a marker, then you eventually will
> pick the spell from the list.
> I will probably put it on the x hot key.
> Sarah will say the spell you get a sound of it working and a little mixed 
> in
> fire sound.
> The next time you are near that place Sarah will say,
> x, 1
> for your first mark.
> You can mark doors or rooms you have visited so you will not have to go 
> into
> them and hit r to check if you have been there before.
> You can mark things like a toilet with a special sink with a mark and then
> remember the number.
> I will ask Sarah to record the word but I also need to ask David how to 
> add
> sounds to a game patch.
> Phil
>
> ----- Original Message ----- 
> From: "Neo" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" <[email protected]>
> Sent: Monday, April 02, 2007 8:52 AM
> Subject: Re: [Audyssey] Sarah navigation.
>
>
>> Hi,
>> now I think about it, the flagrate spell would be a great feature. 
>> Imagine
>> it like this - you would probably use this at a junction, so you'd paint
>> the
>> sign in the direction you're gonna take. So the next time you come to the
>> spot and see your sing, you know - ah, yep, I've already been there. It
>> could be handled in two ways:
>> 1. After casting the spell, the engine would wait for you to choose a
>> direction, then would save the information somewhere for later use.
>> 2. You would manually select the direction right after using the spell.
>> In both cases Sarah could probably say something like "flagrate east" or
>> "sign east" etc. Seems like exactly what I was always dreaming of but was
>> never able to put it into an exact idea.
>> Hope you can do it like this, it would really blow me away!
>> Thanks,
>> Lukas
>> ----- Original Message ----- 
>> From: "Phil Vlasak" <[EMAIL PROTECTED]>
>> To: "Gamers Discussion list" <[email protected]>
>> Sent: Monday, April 02, 2007 1:37 AM
>> Subject: Re: [Audyssey] Sarah navigation.
>>
>>
>>> Hi Tom,
>>> I did not use the marker feature in SOD too much so did not miss it in
>>> Sarah
>>> but I can understand how it would make navigating a lot easier.
>>> I have two solutions,
>>> 1 I can add a marker feature to control r since it is sort of like the
>>> remembral and this could be added in a patch.
>>> 2. I am thinking of adding a new spell,
>>> Flagrate,  which Creates a burning, fiery line in the air
>>> drawn with the wand into specific shapes.
>>> Hermione used this spell to draw fiery X marks on the doors of the
>>> circular
>>> hall in the Department of Mysteries.
>>> Of course I would need Sarah to record the spell word Flagrate first
>>> before
>>> adding it.
>>> I will have to ask David how to add additional encrypted sounds to a 
>>> game
>>> since I have not done this before.
>>> In either case Sarah would say x 1 for the first mark and x 2 for the
>>> second.
>>> I picked x since she already says that!
>>> Phil
>>>
>>> ----- Original Message ----- 
>>> From: "Thomas Ward" <[EMAIL PROTECTED]>
>>> To: "Gamers Discussion list" <[email protected]>
>>> Sent: Sunday, April 01, 2007 3:52 PM
>>> Subject: Re: [Audyssey] Sarah navigation.
>>>
>>>
>>>> Hi,
>>>> Personally I miss the room describer, but since he has trouble puttin
>>>> that feature I guess I can do without that one.
>>>> Though placing some kind of markers would be good. Perhaps a spell 
>>>> Sarah
>>>> leaves to remember if she was there before.
>>>>
>>>>
>>>> Neo wrote:
>>>>> Hi Phil,
>>>>> personally, I believe I would cope just with the ability to place
>>>>> markers.
>>>>> Something like the SOD object locator (working at larger distances 
>>>>> than
>>>>> just
>>>>> 5 feet and producing continuous signals once an item appears in range)
>>>>> would
>>>>> also come in handy but I can do without it. The markers would however
>>>>> be
>>>>> fine, as sometimes the remembral simply isn't just enough. The room
>>>>> describer is not a feature I would really miss or need.
>>>>> Thanks,
>>>>> Lukas
>>>>>
>>>>
>>>>
>>>>
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>>
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