That's good--and when the level editor comes along that'll be even better. 
Then we can make all kinds of games with the engines, from racing to--I 
don't know, an arcade D&D.  I can see tons of yet untapped potential for 
this game!
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

----- Original Message ----- 
From: "Guitar Babe" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Sunday, August 19, 2007 4:22 AM
Subject: Re: [AGRIP-discuss] AudioQuake 0.3.0 Release Candidate 1


>   Ken, as Matthew has mentioned stepping back a bit from the main
> development of this project, and into other aspects such as level editing
> and such, I'm happy to implement most, if not all, of these features as
> standard in future AQ releases...
>
>   Most of these are very easy to add, as I've already done so with JQ, and
> as they reside in the game code, rather than the engine code...
>
> I personally am still getting acquainted with the other aspects of 
> creating
> a full AQ release though, so when I'm more comfortable with that, and 
> after
> Matthew and Sebby are satisfied with AQ as they see it, then I'll include
> these features as standard...
>
> Smiles,
>
> Cara  :)
>
> At 02:18 AM 8/19/2007 -0400, you wrote:
>
>>There are a few changes I'd like to see.
>>First, the wall scraping sound should be panned so that you know how to 
>>turn
>>to avoid it--so if the sound comes from straight left, you just strafe and
>>keep going, but if it comes front and left you turn right.  Also, the 
>>slope
>>angles--whether up or down, should be indicated as they are in the Jedi 
>>mod,
>>as well as an audio crosshair, knowing which direction the opponent faces
>>and so on--but if the precache error gets fixed we  can all use that mod 
>>for
>>now.  It would also be good if, when you're facing straight down a 
>>passage,
>>you get a good idea of its length.  An impulse that resets direction would
>>also be good.  The reason I mention all this is so that if someone else
>>creates a new mod and we want to play it, we don't lose all these 
>>wonderful
>>features that Cara put into hers.
>>Ken Downey
>>President
>>DreamTechInteractive!
>>
>>And,
>>Coming soon,
>>Blind Comfort!
>>The pleasant way to get a massage--no staring, just caring.
>>
>>----- Original Message -----
>>From: "M. Tylee Atkinson" <[EMAIL PROTECTED]>
>>To: "list, AGRIP-discuss" <[email protected]>; "list,
>>AGRIP-announce" <[EMAIL PROTECTED]>
>>Sent: Saturday, August 18, 2007 3:42 PM
>>Subject: [AGRIP-discuss] AudioQuake 0.3.0 Release Candidate 1
>>
>>
>> > VERY IMPORTANT NOTE: As I don't have 'net access at home, I cannot fix
>> > major errors until the next time I am at work (maybe tomorrow, most
>> > likely Monday).  I am sending this now in the hopes that it will 
>> > work --
>> > all of my tests indicate it will -- but PLEASE, PLEASE keep a backup of
>> > all of your existing installation in case it doesn't and you need to
>> > fall back to it!  Thanks for listening :-) and with that said, read on
>> > and I hope you'll enjoy the following...
>> >
>> > I've been testing the new release and it seems to work to connect to
>> > both non-MAUTH and MAUTH-enabled servers.  Therefore, I've decided 
>> > that,
>> > as I need MAUTH-enabled data to test the new stats system before 0.3.0
>> > is released, it is a good idea to make this release available to you
>> > sooner rather than later.
>> >
>> > Server admins: don't remove your existing installation just yet; test
>> > the new release separately (remember that you can change the listen
>> > port) before committing to it.
>> >
>> > Everyone else: keep a backup of your current installation in case you
>> > need to fall back to it if there are unforseen big problems with this
>> > release!
>> >
>> > I will explain 4 things in in this post: what's new; how to use what's
>> > new; what improvements are planned before the impending 0.3.0 release
>> > and where to get the new version from.
>> >
>> > ** What's New?
>> >
>> > The main feature of this release is that your player name should be
>> > protected from spoofing by others.  That is to say that you can be
>> > pretty sure that nobody else can take your name.  The stats system will
>> > be a lot more accurate because of this.  When 0.3.0 is released and all
>> > of the bugs have (hopefully!) been squished, I will reset the stats 
>> > data
>> > so that you can see your new, much more accurate and fair, stats being
>> > logged.  We need you to please use MAUTH servers so that we can test 
>> > the
>> > new system.
>> >
>> > ** How to use What's New
>> >
>> > First of all you'll need to go to http://stats.agrip.org.uk/reg/new and
>> > register your chosen player name.  Then you can run the game as normal.
>> >
>> > Before you can connect to a server, you need to set two important 
>> > pieces
>> > of information in your client: your player name and your password.  You
>> > need to set your name and password in the game to the same as those you
>> > just registered on the Stats and Servers site.  Assuming you chose
>> > ``dalek'' and ``ronbugrandy'' as your name and password, you'd have to
>> > type: ``name dalek'' and ``password ronburgandy'' into the console when
>> > you start the game.  Then you can move on to connecting...
>> >
>> > The connect command now needs two bits of information instead of one:
>> > the master server you wish to authenticate against and the game server
>> > on which you wish to play.  To use the only currently-available MAUTH
>> > server, you would type: connect agrip.org.uk oblique.agrip.org.uk.  In
>> > this case, agrip.org.uk is the master server and the game server is
>> > running on oblique.
>> >
>> > During the process of connecting, your name and password will be 
>> > checked
>> > against those on the master server at agrip.org.uk.  Assuming you typed
>> > them in correctly and all is well, you'll be connected as normal!
>> >
>> > We may make a shortcut for you so that you don't need to always type
>> > agrip.org.uk.  The reason that it's there is so other master servers 
>> > may
>> > be set up (using our Stats and Servers infrastructure) to record stats
>> > for things like LAN parties and other games that people make based on
>> > AudioQuake.  We would rather that mods for AQ (such as JQ) use the
>> > existing stats and servers infrastructure, so that people don't have to
>> > register player names in too many places.  When we say that other stats
>> > and servers sites may be set up, we mean for really totally different
>> > games, that an entirely different team of people may make up, based on
>> > the technologies in AQ.
>> >
>> > You should still be able to connect to non-MAUTH servers for now... 
>> > just
>> > specify agrip.org.uk as the master and all should be well (I have 
>> > tested
>> > this and it worked for me).  Over time, we hope that everyone will 
>> > begin
>> > to run MAUTH-enabled servers, to ensure that the stats collected are
>> > accurate and people are not copying others' player names.
>> >
>> > ** Planned Improvements
>> >
>> > We desperately need good constructive criticism!  Read on for our plans
>> > for improvement and please give comments and suggestions.
>> >
>> > I want to iron out any bugs with MAUTH (in the engine and web site) so
>> > that the stats system can be made much more fair.
>> >
>> > With the help of Guitar Babe I will be working on fixing the sound
>> > precache issue.
>> >
>> > Please make suggestions about how the game can be made easier to use --
>> > if they are too big to fit in 0.3.0, we will strongly consider working
>> > on 0.3.1 soon after 0.3.0 is out.
>> >
>> > We will release the code for the stats and servers infrastructure after
>> > making improvements to cater for the 0.3.0 and possible 0.3.1 releases.
>> >
>> > The map description system is still in progress and we'll release more
>> > information on it after 0.3.0 is out.
>> >
>> > I was thinking that a utility that lists available games and allows you
>> > to connect to one of your choosing would be good... let me know if you
>> > agree and I'll see if I can whip one up.
>> >
>> > Please let us know how we may improve the launcher, too!
>> >
>> > ** How to Get it
>> >
>> > Go to http://www.agrip.org.uk/DownloadPage
>> >
>> > ** Summary
>> >
>> > I hope that this has explained enough about the new release to make you
>> > able to use it happily.  Please write to [EMAIL PROTECTED] (which gets
>> > copied to both myself and sebby) or this list with any queries.  i will
>> > try to answer them ASAP, but remember that my 'net access is limited at
>> > the moment, so please be patient.
>> >
>> > Thanks again for your continued support.  I hope you enjoy this 
>> > release.
>> > I am sorry it has been so long coming, but hopefully, together, we can
>> > make 0.3.0 come out soon after, and be well polished.
>> >
>> > bye just now,
>> > take care,
>> >
>> >
>> > Matthew and Sebby
>> > --
>> > M. Tylee Atkinson <[EMAIL PROTECTED]>
>> > _______________________________________________
>> > AGRIP-discuss mailing list
>> > [email protected]
>> > http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>> >
>> >
>> > --
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>> > Checked by AVG Free Edition.
>> > Version: 7.5.484 / Virus Database: 269.12.0/959 - Release Date: 
>> > 8/17/2007
>> > 5:43 PM
>> >
>>
>>_______________________________________________
>>AGRIP-discuss mailing list
>>[email protected]
>>http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
>>
>>
>>
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>>5:19 PM
>
>
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> _______________________________________________
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> [email protected]
> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
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