Hi, all. Been a while since I've done much with accessible gaming or AQ. I went from being severely unemployed to having a job that ate up all my time. The amusing bit, though, is that now my job leaves me with little to do, so I'm blanking my laptop screen and working on personal projects during the downtime, the latest of which is poking at AQ. In doing so, I had various contributions, issues and thoughts which I wanted to toss out, and instead of writing a new message for each one, I thought I'd toss 'em all out here.

My laptop and desktop are OS X-based, so I nearly have AQ running nicely on Tiger. Yesterday I managed to build ZQuake under OS X, a confusing process as the code needed to be compiled with gcc but linked with g++, necessitating changes to the Makefile mid-compile. Today I ported ag_say to the Carbon speech API, so AQ is now self- voicing. Tomorrow's goal is to write launcher scripts that create AQ directories in the standard OS X preferences location, then search for either the shareware/full Quake datafiles in the application- specific libraries folder, making the structures if they don't exist and popping up semi-helpful dialogs. The eventual goal is a self- contained drag-n-drop AudioQuake.app bundle for OS X. But I have some questions along the way.

I'm not a Windows coder. I'm trying to keep the ag_say code as portable as possible, so I've refactored the code to place all the API-specific checks into separate functions that are different based on conditional compilation. What's a WCHAR, though, and is it interchangeable with char *? It'd be much cleaner if the code could standardize on char*, and I think it'd allow for the possibility of hooking into more speech APIs more cleanly. Anyway, what I'll probably do is fire off my version of ag_say.cpp and let someone who is more familiar with Windows coding clean up my refactoring, as I'm a bit out of my league with the Windows aspect.

I notice that the code includes a means of popping up a voice configuration window. How is this done from the game? I should be able to do so with the OS X version, but if there isn't an in-game function to do so then it'd make more sense to just require the user to make the changes from the system preferences menu.

I had some thoughts about the game sounds. I'm not a huge fan of the tonal sounds, and had some thoughts on how they might be changed. The bang noise that is played when menus are accessed and F10 is pressed always reminded me of a door. Perhaps this could be used as the door noise. It'd also have the advantage of fitting in with the other audio icons for health, armor, ammo, etc. as the sound would reflect what it represents.

Is there any means of detecting whether a slope is moving up or down? If so, perhaps up and down slopes could be represented by the same sound made by the player moving up or down, only shifted down an octave. Not only would this convey more information about what is being scanned, but it'd be more instantly recognizable as a slope than would a low E tone. :)

Can the wall scrape sound be made less loud? It seems to distract me quite a bit. Does anyone actually find the continuous wall warning sound useful? I've had that feature turned off, and use a combination of the "l" function and the fact that I don't hear footsteps when I try moving to know that I'm up against a wall. This has the advantage of using the continuous wall warning noise as the scrape sound, which is far less distracting IMHO.

Actually, does anyone turn footsteps off? If not, might it make sense to remove that ability entirely and always have them on? Seems like it might decomplicate the interface a bit, and you can offer a bit more in the way of implicit accessibility if footsteps are an explicit feature.

I also had some documentation questions while browsing through the manual. When jumping, how do the existing systems let you know when you are at the edge of a gap? The manual tells you to move up to the edge, and there are ESR modes that let you know when you're near, but nothing that indicates that the next step will be your last, so to speak.

Section 6.2.1.1 says to use "t" to toggle continuous wall warnings. Section 7.3 says to use "t" to toggle monster detection. The latter seems to override the former, and there seems to be no way to toggle continuous wall detection. Am I missing something, or is this a mistake?

6.2.4 should probably clarify the difference between the initial corner sound and the final one indicating that you've passed the corner. I know that confused me for a while, and I thought that I was being shot at. :)

7.2 suggests, as a tip, using "k" to see if you can make a jump. Shouldn't this be "j"?

Is any discussion given about how to shoot monsters? Should they be on the same level to shoot them?

Can we have more explanation about how to jump obstacles using ESR mode 2? I'm stuck on how, exactly, to pass the 7th (at least I think that's which it is :) tutorial map, with the jump around the corner.

And, just out of curiosity, has anyone had much success with playing the standard e1 maps in single-player mode? I'm struggling with them, and am wondering if the "normal" maps are just too complex for non- sighted players? Or am I just too new?

Also, I've noticed a file in the demos folder. How do I play this, and is it possible to start this demo after start-up if it's AQ- specific? If so then I may configure the OS X application to do so in order to give the user a more immediate taste of how AQ sounds.

Anyhow, think that's all for now. I'm sure I'll have more thoughts after tomorrow's oh-so-busy workday. :P

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