Discussion:
Interesting Monty problem
(too old to reply)
Ann
2007-10-18 03:22:36 UTC
Permalink
Hi folks,

I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.

I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.

Any suggestions, folks?

~Ann
Charles Rivard
2007-10-18 03:31:21 UTC
Permalink
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.

--
If ignorance is bliss, why aren't more people happy?
----- Original Message -----
From: "Ann" <tate886 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Wednesday, October 17, 2007 10:22 PM
Subject: [Audyssey] Interesting Monty problem
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
---
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If you want to leave the list, send E-mail to
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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
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list,
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Ann
2007-10-18 03:42:02 UTC
Permalink
Yep, the folder was totally gone. I also did the rebooting thing after
uninstall, and subsequent re-install, but with the same effect.

~Ann
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
--
If ignorance is bliss, why aren't more people happy?
----- Original Message -----
From: "Ann" <tate886 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Wednesday, October 17, 2007 10:22 PM
Subject: [Audyssey] Interesting Monty problem
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at 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
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If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2007-10-18 04:27:18 UTC
Permalink
Hi Ann,
I noted in your previous post you mentioned you got .Net 3.0 installed.
That is good, but is .Net 2.0 installed as well?
Thanks.
Post by Ann
Yep, the folder was totally gone. I also did the rebooting thing after
uninstall, and subsequent re-install, but with the same effect.
~Ann
Thomas Ward
2007-10-18 04:27:18 UTC
Permalink
Hi Ann,
I noted in your previous post you mentioned you got .Net 3.0 installed.
That is good, but is .Net 2.0 installed as well?
Thanks.
Post by Ann
Yep, the folder was totally gone. I also did the rebooting thing after
uninstall, and subsequent re-install, but with the same effect.
~Ann
Thomas Ward
2007-10-18 04:24:45 UTC
Permalink
Hi Charles,
In this instants I don't think either of those were the issue here. Beta
3 had no patches so InnoSetup should have been able to perform a clean
uninstall. As far as rebooting goes that is a recommended thing to do,
but not really necessary. I uninstalled Beta 3 and Beta 4 without a
reboot inbetween, and it ran out of the box.
I'm wondering if the setup is properly registering the game with her
.Net Framework on her system. I just discovered tonight when doing some
registry work I saw Montezuma's Revenge registered with .Net in the
registry so obviously somewhere the os figures out it is a .Net app and
registers it with the .Net Framework in the registry.
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
Ann
2007-10-18 03:42:02 UTC
Permalink
Yep, the folder was totally gone. I also did the rebooting thing after
uninstall, and subsequent re-install, but with the same effect.

~Ann
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
--
If ignorance is bliss, why aren't more people happy?
----- Original Message -----
From: "Ann" <tate886 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Wednesday, October 17, 2007 10:22 PM
Subject: [Audyssey] Interesting Monty problem
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to
Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the
list,
please send E-mail to Gamers-owner at audyssey.org.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2007-10-18 04:24:45 UTC
Permalink
Hi Charles,
In this instants I don't think either of those were the issue here. Beta
3 had no patches so InnoSetup should have been able to perform a clean
uninstall. As far as rebooting goes that is a recommended thing to do,
but not really necessary. I uninstalled Beta 3 and Beta 4 without a
reboot inbetween, and it ran out of the box.
I'm wondering if the setup is properly registering the game with her
.Net Framework on her system. I just discovered tonight when doing some
registry work I saw Montezuma's Revenge registered with .Net in the
registry so obviously somewhere the os figures out it is a .Net app and
registers it with the .Net Framework in the registry.
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
Thomas Ward
2007-10-18 04:20:28 UTC
Permalink
Hi Ann,
At the moment i am uncertain what to suggest or how to advise you about
your issue. In all the months of both public and private testing yours
is the first reported case of this nature. So any error logs, or hints
as to why this happens on your end would be very helpful.
As for installing a version of Montezuma's Revenge over a previous
version that is a very bad thing to do, and here is why.
When you install a new version of Monty over an existing version say,
Beta 4 over top of Beta 3, what happens is the setup will detect which
files are missing and install the missing files but will not overwrite
the files that exist in the installation folder with the updated ones.
So if there is a feature or a bug fix you want in the new Montezuma.exe
you will not get it, because technically speaking you are still only
running the previous version with some extra files for the new version
installed.
For patches I use winzip self-extractor which does overwrite files, but
not for the full setup.
Cheers.
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Ann
2007-10-18 04:57:40 UTC
Permalink
Hi Thomas,

As far as I can ascertain, the last beta that has worked flawlessly for
me is the Beta2.

Anyhow, I'm going to post the entire text from the dotnet window which
pops up, and asks me to either Continue, Quit, or choose details, which
gives all the lovely text you'll see below. continuing does seem to
start the monti program, but there is no sound at all with it. There's a
lot of it, but maybe a programmer can decipher some of it. warning: If
you aren't a programmer, don't look att this. It might give you a
headache. LOL!


~Ann



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Specified cast is not valid.
at Montezuma.MainForm.LoadOptions()
at Montezuma.MainForm.MainForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg,
IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Montezuma
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase:
file:///C:/Program%20Files/USA%20Games/Montezuma's%20Revenge/Montezuma.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Interop.SpeechLib
Assembly Version: 5.0.0.0
Win32 Version: 5.0.0.0
CodeBase:
file:///C:/Program%20Files/USA%20Games/Montezuma's%20Revenge/Interop.SpeechLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Thomas Ward
2007-10-18 17:41:17 UTC
Permalink
Hi Ann,
From what I have read of your stack trace it looks as though the game
can't find your System.Windows.Forms.dll file. I would recommend
initially to uninstall and reinstall the .Net Framework. Just install
.Net 2.0 for now, and then reinstall managed DirectX. After that try and
run the game.
At the moment Monty is still .Net Framework 2.0 compatible, and it is
possible that it is having issues with .Net 3.0. So I'd like to test it
on your system if you don't mind.
Thomas Ward
2007-10-18 18:10:09 UTC
Permalink
Hi Ann,
I've just reread your stack trace, and you mentioned the first time you
experienced your current problem during Beta 3. I've managed to
reproduce the problem by installing Beta 2, uninstalling it and
installing Beta 4.
From what I can see you still have the bad registry keys left by Beta
2. Beta 2 had a rather nasty bug with registry keys which was fixed in
Beta 3/4. Here is what you should try.

1. Go to run and type regedit, and press enter.
2. Down arrow to HKEY_Current_User, and press right arrow.
3. Down arrow to Software, and press right arrow.
4. Down arrow to USA Games, and press right arrow.
5. Down Arrow to Montezumas Revenge, and press your context key. That is
the key between your right control and right Win key.
6. Arrow to delete, and confirm yes.
7. Exit the registry editor.
8. Restart Montezuma's Revenge, and it should work properly now.
Ann
2007-10-18 18:52:32 UTC
Permalink
Hi Thomas,

It works!! YIPPEE!!! :) I believe it was your registry tip that did it.
I followed your advice about uninstalling netframework 3, and
re-installing 2.0, but got the exact same error message. But, when I
followed your registry advice about deleting the Monti key from USA
Games, both new betas work. Although, I admit I haven't had the nerve to
try re-installing framework 3 again. LOL!

Thank you for all your help on this problem. It was starting to drive me
a little nuts.

~Ann
Post by Thomas Ward
Hi Ann,
I've just reread your stack trace, and you mentioned the first time you
experienced your current problem during Beta 3. I've managed to
reproduce the problem by installing Beta 2, uninstalling it and
installing Beta 4.
From what I can see you still have the bad registry keys left by Beta
2. Beta 2 had a rather nasty bug with registry keys which was fixed in
Beta 3/4. Here is what you should try.
1. Go to run and type regedit, and press enter.
2. Down arrow to HKEY_Current_User, and press right arrow.
3. Down arrow to Software, and press right arrow.
4. Down arrow to USA Games, and press right arrow.
5. Down Arrow to Montezumas Revenge, and press your context key. That is
the key between your right control and right Win key.
6. Arrow to delete, and confirm yes.
7. Exit the registry editor.
8. Restart Montezuma's Revenge, and it should work properly now.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2007-10-18 22:49:47 UTC
Permalink
Hi Ann,
Glad to see it is working. Yeah, in all likelyhood I think the registry
was the problem in this case. Though, now we have it working probably it
is best not to try to fix anything else if it isn't broken. Installing
.Net 3.0 isn't a major priority at this point since the game still is
2.0 compatible. <Grin>
<Smile>
Thomas Ward
2007-10-18 22:49:47 UTC
Permalink
Hi Ann,
Glad to see it is working. Yeah, in all likelyhood I think the registry
was the problem in this case. Though, now we have it working probably it
is best not to try to fix anything else if it isn't broken. Installing
.Net 3.0 isn't a major priority at this point since the game still is
2.0 compatible. <Grin>
<Smile>
Ann
2007-10-18 18:52:32 UTC
Permalink
Hi Thomas,

It works!! YIPPEE!!! :) I believe it was your registry tip that did it.
I followed your advice about uninstalling netframework 3, and
re-installing 2.0, but got the exact same error message. But, when I
followed your registry advice about deleting the Monti key from USA
Games, both new betas work. Although, I admit I haven't had the nerve to
try re-installing framework 3 again. LOL!

Thank you for all your help on this problem. It was starting to drive me
a little nuts.

~Ann
Post by Thomas Ward
Hi Ann,
I've just reread your stack trace, and you mentioned the first time you
experienced your current problem during Beta 3. I've managed to
reproduce the problem by installing Beta 2, uninstalling it and
installing Beta 4.
From what I can see you still have the bad registry keys left by Beta
2. Beta 2 had a rather nasty bug with registry keys which was fixed in
Beta 3/4. Here is what you should try.
1. Go to run and type regedit, and press enter.
2. Down arrow to HKEY_Current_User, and press right arrow.
3. Down arrow to Software, and press right arrow.
4. Down arrow to USA Games, and press right arrow.
5. Down Arrow to Montezumas Revenge, and press your context key. That is
the key between your right control and right Win key.
6. Arrow to delete, and confirm yes.
7. Exit the registry editor.
8. Restart Montezuma's Revenge, and it should work properly now.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
All messages are archived and can be searched and read at
http://www.mail-archive.com/gamers at audyssey.org.
If you have any questions or concerns regarding the management of the list,
please send E-mail to Gamers-owner at audyssey.org.
Thomas Ward
2007-10-18 18:10:09 UTC
Permalink
Hi Ann,
I've just reread your stack trace, and you mentioned the first time you
experienced your current problem during Beta 3. I've managed to
reproduce the problem by installing Beta 2, uninstalling it and
installing Beta 4.
From what I can see you still have the bad registry keys left by Beta
2. Beta 2 had a rather nasty bug with registry keys which was fixed in
Beta 3/4. Here is what you should try.

1. Go to run and type regedit, and press enter.
2. Down arrow to HKEY_Current_User, and press right arrow.
3. Down arrow to Software, and press right arrow.
4. Down arrow to USA Games, and press right arrow.
5. Down Arrow to Montezumas Revenge, and press your context key. That is
the key between your right control and right Win key.
6. Arrow to delete, and confirm yes.
7. Exit the registry editor.
8. Restart Montezuma's Revenge, and it should work properly now.
Thomas Ward
2007-10-18 17:41:17 UTC
Permalink
Hi Ann,
From what I have read of your stack trace it looks as though the game
can't find your System.Windows.Forms.dll file. I would recommend
initially to uninstall and reinstall the .Net Framework. Just install
.Net 2.0 for now, and then reinstall managed DirectX. After that try and
run the game.
At the moment Monty is still .Net Framework 2.0 compatible, and it is
possible that it is having issues with .Net 3.0. So I'd like to test it
on your system if you don't mind.
Ann
2007-10-18 04:57:40 UTC
Permalink
Hi Thomas,

As far as I can ascertain, the last beta that has worked flawlessly for
me is the Beta2.

Anyhow, I'm going to post the entire text from the dotnet window which
pops up, and asks me to either Continue, Quit, or choose details, which
gives all the lovely text you'll see below. continuing does seem to
start the monti program, but there is no sound at all with it. There's a
lot of it, but maybe a programmer can decipher some of it. warning: If
you aren't a programmer, don't look att this. It might give you a
headache. LOL!


~Ann



See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.InvalidCastException: Specified cast is not valid.
at Montezuma.MainForm.LoadOptions()
at Montezuma.MainForm.MainForm_Load(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Form.OnCreateControl()
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
at System.Windows.Forms.ContainerControl.WndProc(Message& m)
at System.Windows.Forms.Form.WmShowWindow(Message& m)
at System.Windows.Forms.Form.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg,
IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Montezuma
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase:
file:///C:/Program%20Files/USA%20Games/Montezuma's%20Revenge/Montezuma.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.832 (QFE.050727-8300)
CodeBase:
file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
Interop.SpeechLib
Assembly Version: 5.0.0.0
Win32 Version: 5.0.0.0
CodeBase:
file:///C:/Program%20Files/USA%20Games/Montezuma's%20Revenge/Interop.SpeechLib.DLL
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
Karl
2007-10-18 04:56:56 UTC
Permalink
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
Here is one example that is very easy to do:
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
Post by Thomas Ward
Hi Charles,
In this instants I don't think either of those were the issue here. Beta
3 had no patches so InnoSetup should have been able to perform a clean
uninstall. As far as rebooting goes that is a recommended thing to do,
but not really necessary. I uninstalled Beta 3 and Beta 4 without a
reboot inbetween, and it ran out of the box.
I'm wondering if the setup is properly registering the game with her
.Net Framework on her system. I just discovered tonight when doing some
registry work I saw Montezuma's Revenge registered with .Net in the
registry so obviously somewhere the os figures out it is a .Net app and
registers it with the .Net Framework in the registry.
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
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Thomas Ward
2007-10-18 22:36:00 UTC
Permalink
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
Yohandy
2007-10-18 23:32:02 UTC
Permalink
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.



-------------
Are you into Anime, manga, and video game music? If yes, take a look at this
site.
http://gh.ffshrine.org?r=16426


----- Original Message -----
From: "Thomas Ward" <tward at usagames.us>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, October 18, 2007 6:36 PM
Subject: Re: [Audyssey] Interesting Monty problem
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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Thomas Ward
2007-10-19 01:20:20 UTC
Permalink
Hi Yohandy,
In the original 1984 version of Monty swords were used automatically
when you came near a monster. I think the reason for it was that back in
those days there were usually only one or two buttons on the controller
which was used for jumping. As a result games had to be designed to
automatically trigger certain things like sword attacks rather than
allow the user to make a choice when to fire.
Post by Yohandy
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.
shaun everiss
2007-10-19 23:30:50 UTC
Permalink
I aggree.

if I am sure I can pass a monster then I don't want a sword to be used.
Post by Yohandy
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.
-------------
Are you into Anime, manga, and video game music? If yes, take a look at this
site.
http://gh.ffshrine.org?r=16426
----- Original Message -----
From: "Thomas Ward" <tward at usagames.us>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, October 18, 2007 6:36 PM
Subject: Re: [Audyssey] Interesting Monty problem
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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Thomas Ward
2007-10-20 07:20:34 UTC
Permalink
Hi Shaun,
I am having difficulty balancing out the way swords work. In order to
fix problems reported by users in Beta 3 and earlier I had to increase
the swords range to 2. As a result it is much easier for the sword to go
off and kill what ever monster comes into attack range.
Now, if I shorten it to it's previous behavior said bugs will reappear.
So it is a lose lose situation.
Post by shaun everiss
I aggree.
if I am sure I can pass a monster then I don't want a sword to be used.
Thomas Ward
2007-10-20 07:20:34 UTC
Permalink
Hi Shaun,
I am having difficulty balancing out the way swords work. In order to
fix problems reported by users in Beta 3 and earlier I had to increase
the swords range to 2. As a result it is much easier for the sword to go
off and kill what ever monster comes into attack range.
Now, if I shorten it to it's previous behavior said bugs will reappear.
So it is a lose lose situation.
Post by shaun everiss
I aggree.
if I am sure I can pass a monster then I don't want a sword to be used.
Thomas Ward
2007-10-19 01:20:20 UTC
Permalink
Hi Yohandy,
In the original 1984 version of Monty swords were used automatically
when you came near a monster. I think the reason for it was that back in
those days there were usually only one or two buttons on the controller
which was used for jumping. As a result games had to be designed to
automatically trigger certain things like sword attacks rather than
allow the user to make a choice when to fire.
Post by Yohandy
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.
shaun everiss
2007-10-19 23:30:50 UTC
Permalink
I aggree.

if I am sure I can pass a monster then I don't want a sword to be used.
Post by Yohandy
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.
-------------
Are you into Anime, manga, and video game music? If yes, take a look at this
site.
http://gh.ffshrine.org?r=16426
----- Original Message -----
From: "Thomas Ward" <tward at usagames.us>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, October 18, 2007 6:36 PM
Subject: Re: [Audyssey] Interesting Monty problem
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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shaun everiss
2007-10-19 23:28:24 UTC
Permalink
wow so if I jump on platform1 on level1, I can fall through to the next level?
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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19/10/2007 5:41 p.m.
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Thomas Ward
2007-10-20 07:14:29 UTC
Permalink
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to the next level?
shaun everiss
2007-10-20 09:08:02 UTC
Permalink
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
Post by Thomas Ward
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to
the next level?
---
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Thomas Ward
2007-10-20 15:59:35 UTC
Permalink
Hi Shaun,
Ok? Well, first of all there aren't any ladders so I don't think you are
running up and down ladders. <Grin>
As for pressing control and space together the game was never designed
for that particular key combo so if something weird happens it is
because that particular key combo was never tried by me.
Post by shaun everiss
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
shaun everiss
2007-10-20 21:26:41 UTC
Permalink
aah, in some games I push one key and then another repeatedly to get
a function or 2 running at once if I have to be quick.
Usually they will both run, and I usually can get to places easier
but thats just prefference.
Post by Thomas Ward
Hi Shaun,
Ok? Well, first of all there aren't any ladders so I don't think you are
running up and down ladders. <Grin>
As for pressing control and space together the game was never designed
for that particular key combo so if something weird happens it is
because that particular key combo was never tried by me.
Post by shaun everiss
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
---
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If you want to leave the list, send E-mail to Gamers-unsubscribe at 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
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please send E-mail to Gamers-owner at audyssey.org.
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shaun everiss
2007-10-20 21:26:41 UTC
Permalink
aah, in some games I push one key and then another repeatedly to get
a function or 2 running at once if I have to be quick.
Usually they will both run, and I usually can get to places easier
but thats just prefference.
Post by Thomas Ward
Hi Shaun,
Ok? Well, first of all there aren't any ladders so I don't think you are
running up and down ladders. <Grin>
As for pressing control and space together the game was never designed
for that particular key combo so if something weird happens it is
because that particular key combo was never tried by me.
Post by shaun everiss
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
---
Gamers mailing list __ Gamers at audyssey.org
If you want to leave the list, send E-mail to Gamers-unsubscribe at audyssey.org.
You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Thomas Ward
2007-10-20 15:59:35 UTC
Permalink
Hi Shaun,
Ok? Well, first of all there aren't any ladders so I don't think you are
running up and down ladders. <Grin>
As for pressing control and space together the game was never designed
for that particular key combo so if something weird happens it is
because that particular key combo was never tried by me.
Post by shaun everiss
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
shaun everiss
2007-10-20 09:08:02 UTC
Permalink
yeah I couldn't reproduce that.
One thing though, is its possible sometimes to push control and space
and then run/jump at the same time, and then you start running up and
down ladders, jumping and running and doing bad things.
The way to solve this is by running back a load and then you are ok.
Oh and itspossible to stick to the cealing.
Post by Thomas Ward
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to
the next level?
---
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Thomas Ward
2007-10-20 07:14:29 UTC
Permalink
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to the next level?
Yohandy
2007-10-18 23:32:02 UTC
Permalink
In the original Monty, were swords used automatically? I'd really love to
just use them when I really need to. If the original Monty was this way
though don't worry about it.



-------------
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----- Original Message -----
From: "Thomas Ward" <tward at usagames.us>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Thursday, October 18, 2007 6:36 PM
Subject: Re: [Audyssey] Interesting Monty problem
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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shaun everiss
2007-10-19 23:28:24 UTC
Permalink
wow so if I jump on platform1 on level1, I can fall through to the next level?
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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Thomas Ward
2007-10-18 22:36:00 UTC
Permalink
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
Karl
2007-10-19 00:26:04 UTC
Permalink
Hi,
Keep in mind I have also reproduced this on various other ropes and
platforms in other areas. It's simply harder to produce in those places
because there is no set location to use as a base.
Also, currently, you can not walk of the ledges at ropes and platforms.
I think you should be able to, as this would again add a little bit of
challenge.
Karl
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
---
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Karl
2007-10-20 11:03:01 UTC
Permalink
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
Post by Thomas Ward
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to the next level?
---
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Thomas Ward
2007-10-20 15:55:45 UTC
Permalink
Hi Karl,
I've already taken care of this in the Beta 5 source. As of Thursday's
latest build when you jump for a rope and miss it, falling into the room
below, you will die instantly. Also if you climb to the top of the rope
and jump off you will die so as of Beta 5 you should be more or less
close to the ground or ledge you are jumping on to before you leap off
or you could die.
<Smile>
Post by Karl
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
shaun everiss
2007-10-20 21:25:09 UTC
Permalink
my main stratogy especially with the later ropes on level2 is to jump
the rope, jump to the other ledge get items, then jump back, climb
down till I hear burning or monsters.
Usually these are on my right so I can usually go left if not I wait
till I can get down without them being right in front of me.
Post by Thomas Ward
Hi Karl,
I've already taken care of this in the Beta 5 source. As of Thursday's
latest build when you jump for a rope and miss it, falling into the room
below, you will die instantly. Also if you climb to the top of the rope
and jump off you will die so as of Beta 5 you should be more or less
close to the ground or ledge you are jumping on to before you leap off
or you could die.
<Smile>
Post by Karl
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
---
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shaun everiss
2007-10-20 21:25:09 UTC
Permalink
my main stratogy especially with the later ropes on level2 is to jump
the rope, jump to the other ledge get items, then jump back, climb
down till I hear burning or monsters.
Usually these are on my right so I can usually go left if not I wait
till I can get down without them being right in front of me.
Post by Thomas Ward
Hi Karl,
I've already taken care of this in the Beta 5 source. As of Thursday's
latest build when you jump for a rope and miss it, falling into the room
below, you will die instantly. Also if you climb to the top of the rope
and jump off you will die so as of Beta 5 you should be more or less
close to the ground or ledge you are jumping on to before you leap off
or you could die.
<Smile>
Post by Karl
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
---
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Thomas Ward
2007-10-20 15:55:45 UTC
Permalink
Hi Karl,
I've already taken care of this in the Beta 5 source. As of Thursday's
latest build when you jump for a rope and miss it, falling into the room
below, you will die instantly. Also if you climb to the top of the rope
and jump off you will die so as of Beta 5 you should be more or less
close to the ground or ledge you are jumping on to before you leap off
or you could die.
<Smile>
Post by Karl
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
Karl
2007-10-20 11:07:05 UTC
Permalink
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
Post by Thomas Ward
Hi Shaun,
I am having difficulty balancing out the way swords work. In order to
fix problems reported by users in Beta 3 and earlier I had to increase
the swords range to 2. As a result it is much easier for the sword to go
off and kill what ever monster comes into attack range.
Now, if I shorten it to it's previous behavior said bugs will reappear.
So it is a lose lose situation.
Post by shaun everiss
I aggree.
if I am sure I can pass a monster then I don't want a sword to be used.
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Thomas Ward
2007-10-21 01:50:54 UTC
Permalink
Hi Karl,
I can look into the matter, but we are swimming out into deep water. One
of the reasons I wrote it the way Idid was to keep from landing on a
skull, snake, spider to keep from dying.
Here is the situation as I see it. Allot of people asked me to kill
skulls instead of landing on them if you have a sword so they wouldn't
die, and I did so. Now,the situation is don't kill them if you are
jumping over them even if that means you will land on that skull and
die. Which way would you guys have it be. It can't really be both as far
as I see it.
As for keeping the swords from firing if you are facing the wrong
direction that can be addressed.
Post by Karl
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
Thomas Ward
2007-10-21 01:50:54 UTC
Permalink
Hi Karl,
I can look into the matter, but we are swimming out into deep water. One
of the reasons I wrote it the way Idid was to keep from landing on a
skull, snake, spider to keep from dying.
Here is the situation as I see it. Allot of people asked me to kill
skulls instead of landing on them if you have a sword so they wouldn't
die, and I did so. Now,the situation is don't kill them if you are
jumping over them even if that means you will land on that skull and
die. Which way would you guys have it be. It can't really be both as far
as I see it.
As for keeping the swords from firing if you are facing the wrong
direction that can be addressed.
Post by Karl
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
Karl
2007-10-21 02:16:01 UTC
Permalink
Hi,
I think that skulls should be killed if you land on them. What's
frustrating is when you jump, clear the skull, and then the sword is
used after you land, and you are moving away from it.
I've also encountered, a reproducable, if ddifficult, situation in
which multiple swords get used. Here is how it happens:
1. I am close to a wall with a skull coming toward me, moving away from
the wall.
2. I jump right as the first sword is used.
3. I hit the wall and am put back where I started the jump.
4. The second sword is used either because I landed on the skull or I
moved out of then back into its range.
This leads to one other point I have, when you hit a wall, you should
probably land in the space immediately next to the wall, rather than
canceling out the jump.
Karl
Post by Thomas Ward
Hi Karl,
I can look into the matter, but we are swimming out into deep water. One
of the reasons I wrote it the way Idid was to keep from landing on a
skull, snake, spider to keep from dying.
Here is the situation as I see it. Allot of people asked me to kill
skulls instead of landing on them if you have a sword so they wouldn't
die, and I did so. Now,the situation is don't kill them if you are
jumping over them even if that means you will land on that skull and
die. Which way would you guys have it be. It can't really be both as far
as I see it.
As for keeping the swords from firing if you are facing the wrong
direction that can be addressed.
Post by Karl
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
---
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Thomas Ward
2007-10-21 13:53:11 UTC
Permalink
Hi,

Quote
I think that skulls should be killed if you land on them. What's
frustrating is when you jump, clear the skull, and then the sword is
used after you land, and you are moving away from it.
End Quote

You have a point there, and I will likely resolve allot of these miner
bugs/issues during the release candidate phase. The RC testing phase is
when a program is near complete, and the developer only works on
resolving bugs for release.

Quote
I've also encountered, a reproducable, if ddifficult, situation in
which multiple swords get used.
End quote

This is a known bug, but is difficult to resolve. Again it is something
I am currently electing to schedule for the rc testing period after the
beta cycle is completed.

Quote
This leads to one other point I have, when you hit a wall, you should
probably land in the space immediately next to the wall, rather than
canceling out the jump.
End quote

You probably didn't experience this, but some users reported in Beta 1
and earlier sometimes being able to jump through walls, doors, bla. I
wasn't able to personally reproduce the bug on my end, but I ended up
resolving the issue by canseling the jump if it resulted in the user
hitting a wall, door, etc. That is why it does what it does. Weird, but
it was a solution for another unrelated bug. It seams for every bug I
solve I create some other kind of issue.
<Smile>
Thomas Ward
2007-10-21 13:53:11 UTC
Permalink
Hi,

Quote
I think that skulls should be killed if you land on them. What's
frustrating is when you jump, clear the skull, and then the sword is
used after you land, and you are moving away from it.
End Quote

You have a point there, and I will likely resolve allot of these miner
bugs/issues during the release candidate phase. The RC testing phase is
when a program is near complete, and the developer only works on
resolving bugs for release.

Quote
I've also encountered, a reproducable, if ddifficult, situation in
which multiple swords get used.
End quote

This is a known bug, but is difficult to resolve. Again it is something
I am currently electing to schedule for the rc testing period after the
beta cycle is completed.

Quote
This leads to one other point I have, when you hit a wall, you should
probably land in the space immediately next to the wall, rather than
canceling out the jump.
End quote

You probably didn't experience this, but some users reported in Beta 1
and earlier sometimes being able to jump through walls, doors, bla. I
wasn't able to personally reproduce the bug on my end, but I ended up
resolving the issue by canseling the jump if it resulted in the user
hitting a wall, door, etc. That is why it does what it does. Weird, but
it was a solution for another unrelated bug. It seams for every bug I
solve I create some other kind of issue.
<Smile>

Ann
2007-10-18 03:22:36 UTC
Permalink
Hi folks,

I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.

I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.

Any suggestions, folks?

~Ann
Charles Rivard
2007-10-18 03:31:21 UTC
Permalink
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.

--
If ignorance is bliss, why aren't more people happy?
----- Original Message -----
From: "Ann" <tate886 at gmail.com>
To: "Gamers Discussion list" <gamers at audyssey.org>
Sent: Wednesday, October 17, 2007 10:22 PM
Subject: [Audyssey] Interesting Monty problem
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
---
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Thomas Ward
2007-10-18 04:20:28 UTC
Permalink
Hi Ann,
At the moment i am uncertain what to suggest or how to advise you about
your issue. In all the months of both public and private testing yours
is the first reported case of this nature. So any error logs, or hints
as to why this happens on your end would be very helpful.
As for installing a version of Montezuma's Revenge over a previous
version that is a very bad thing to do, and here is why.
When you install a new version of Monty over an existing version say,
Beta 4 over top of Beta 3, what happens is the setup will detect which
files are missing and install the missing files but will not overwrite
the files that exist in the installation folder with the updated ones.
So if there is a feature or a bug fix you want in the new Montezuma.exe
you will not get it, because technically speaking you are still only
running the previous version with some extra files for the new version
installed.
For patches I use winzip self-extractor which does overwrite files, but
not for the full setup.
Cheers.
Post by Ann
Hi folks,
I'm having this annoying Monty issue. I am running Windows XP Home on a 2.93
GHZ computer with 784 MB of DDR Ram. If I uninstall a previous beta of
Monty, then install a newer beta, it will not run, giving me a whole ton of
Microsoft dotnet Framework errors. Oh, and I have the newest DirectX
install, as well as the latest Dotnet installed, although it took me a bit
to get the newest Dotnet Framework to install properly on my machine.
I could post the error log here, or to anyone who might be able to read it,
and tel me how to fix this. but, if I don't uninstall a beta of Monty, and
just install the newest beta on top of the older one, it will run. However,
even though the version seems to be updated, some of the newest changes are
not implemented.
Any suggestions, folks?
~Ann
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Karl
2007-10-18 04:56:56 UTC
Permalink
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
Here is one example that is very easy to do:
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
Post by Thomas Ward
Hi Charles,
In this instants I don't think either of those were the issue here. Beta
3 had no patches so InnoSetup should have been able to perform a clean
uninstall. As far as rebooting goes that is a recommended thing to do,
but not really necessary. I uninstalled Beta 3 and Beta 4 without a
reboot inbetween, and it ran out of the box.
I'm wondering if the setup is properly registering the game with her
.Net Framework on her system. I just discovered tonight when doing some
registry work I saw Montezuma's Revenge registered with .Net in the
registry so obviously somewhere the os figures out it is a .Net app and
registers it with the .Net Framework in the registry.
Post by Charles Rivard
Just a thought, but did you go into the c drive and check to see that the
folder where the old beta was placed was completely gone before you
installed the new beta? Some people do not, but I go the step better by
rebooting the PC after uninstallation has been removed, then I install the
new one, reboot, then play.
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Karl
2007-10-19 00:26:04 UTC
Permalink
Hi,
Keep in mind I have also reproduced this on various other ropes and
platforms in other areas. It's simply harder to produce in those places
because there is no set location to use as a base.
Also, currently, you can not walk of the ledges at ropes and platforms.
I think you should be able to, as this would again add a little bit of
challenge.
Karl
Post by Thomas Ward
Hi Karl,
As for the swords I had to increase their attack range and place them on
a timer in order to fix the non-agressive monster bug, and the bug where
they didn't work all the time correctly. Now, the opiset is true. They
work flawlessly, but not always when you want to use them.
This is more a question of timing more than anything else. If you wait
until say the first skull is passed the sword you can jump over him,
grab the sword, run through the field and have it on hand to take on the
snakes in the room below.
As for the bug with falling through to the next floor at platform 1 I
did some testing and have replicated the bug. Apparently, there is a
missing drop off link in the temple array which needs filled in.
Post by Karl
Hi,
On an unrelated problem, no matter what I do, I always kill a monster
with my sword, even when I try to jump over it. When I do not have a
sword, everything works ok.
One other problem, this has been around for a while. If you jump
correctly, you will miss the rope/platform, but not die. You will land
in the section of the level immediately below it. I have reproduced it
on several occasions in several areas.
On level one, get the keys, then go down to the stairs to the first
vanishing platform room. Stand either on the bottom, or immediately
left of the stairs and jump toward the platform. If you jumped in the
right spot, you will land in the area immediately below it , the area
with a skull and a sword.
Karl
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Karl
2007-10-20 11:03:01 UTC
Permalink
Hi,
It is possible to do the same thing with ropes, because there is
nothing between the ledge and the rope. Personally, I feel there should
be dropoffs surrounding the ropes, because I really don't think people
should be able to jump down that far.
Karl
Post by Thomas Ward
Hi Shaun,
If you are jumping at the right spot, but this issue is also now fixed
in Beta 5. <Grin>
Post by shaun everiss
wow so if I jump on platform1 on level1, I can fall through to the next level?
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Karl
2007-10-20 11:07:05 UTC
Permalink
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
Post by Thomas Ward
Hi Shaun,
I am having difficulty balancing out the way swords work. In order to
fix problems reported by users in Beta 3 and earlier I had to increase
the swords range to 2. As a result it is much easier for the sword to go
off and kill what ever monster comes into attack range.
Now, if I shorten it to it's previous behavior said bugs will reappear.
So it is a lose lose situation.
Post by shaun everiss
I aggree.
if I am sure I can pass a monster then I don't want a sword to be used.
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Karl
2007-10-21 02:16:01 UTC
Permalink
Hi,
I think that skulls should be killed if you land on them. What's
frustrating is when you jump, clear the skull, and then the sword is
used after you land, and you are moving away from it.
I've also encountered, a reproducable, if ddifficult, situation in
which multiple swords get used. Here is how it happens:
1. I am close to a wall with a skull coming toward me, moving away from
the wall.
2. I jump right as the first sword is used.
3. I hit the wall and am put back where I started the jump.
4. The second sword is used either because I landed on the skull or I
moved out of then back into its range.
This leads to one other point I have, when you hit a wall, you should
probably land in the space immediately next to the wall, rather than
canceling out the jump.
Karl
Post by Thomas Ward
Hi Karl,
I can look into the matter, but we are swimming out into deep water. One
of the reasons I wrote it the way Idid was to keep from landing on a
skull, snake, spider to keep from dying.
Here is the situation as I see it. Allot of people asked me to kill
skulls instead of landing on them if you have a sword so they wouldn't
die, and I did so. Now,the situation is don't kill them if you are
jumping over them even if that means you will land on that skull and
die. Which way would you guys have it be. It can't really be both as far
as I see it.
As for keeping the swords from firing if you are facing the wrong
direction that can be addressed.
Post by Karl
Hi, would it be possible to disable the sword entirely while the person
is in the air, and set the sword to only work in the square you are
about to land in? Or, you could disable sword attacks behind you. In
other words, make it so that if the monster is to your left and you are
moving right, you won't kill it.
Karl
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