Here's my thing. I'm not a very good aimer. It will sound like someone, especially in deathmatch, is right in line, but I will shoot, and nothing. Could there, like jedi Quake, be a little sound that alerts you that you're clear to shoot as well? Or do I just stink at shooting people *grins*. Either way, I'll be a murder at heart oneday! ----- Original Message ----- From: "Darren H" <[EMAIL PROTECTED]> To: "AGRIP User and Developer discussion list" <[email protected]> Sent: Saturday, March 29, 2008 4:53 AM Subject: Re: [AGRIP-discuss] Heeelp, how do I?
> Hi matthew > > Thanks for your response. > > Regarding the look up/down functionality, it's not so much a > case of the system doing badly at aiming virtically, it's > more a srategic thing. > > for example, if I'm playing a deathmatch game against > someone on a map that has multiple level/floors, it would be > good to find a spot where you can snipe your friends from > above. you can only do this if you have a look up/down > function as in the actual quake game, it's a well known > strategy. > > Regarding visual elements being made accessible like the red > circle example I sited. > > What it really needs is for someone who knows the map lay > outs for quake inside and out to write map descriptions for > the documentation. > > It's taken me almost two weeks to work out that in map e1m1, > once you go down the elevator, there is a bridge going over > the stretch of water. Now, this is somethign that a sighted > person would be able to see. so, having some kind of text > description for each map would be very useful, otherwise you > can spend hours just bumping off the walls and getting > nowhere. > > also, I think there needs to be a way of speeding up the > intervals between the double bleeps for monsters. > currently, they seem very far apart and you can get yourself > shot before you hear the next indicator. > > maybe a toggle hotkey for a constant double bleep. so you'd > have it switched off most of the time until you heard the > normal double bleep indicator, then you could turn your > "targetter", for want of a better phrase, on. > > sorry if this seems a little disorganized, I'm just writing > as things enter my head. > > In the regular version of quake, you're able to hear when > other opponents pick up items in deathmatch, again another > strategy for knowing how to avoid getting killed. In fact > maybe that's already available, I just don't know what I'm > listening for. > > OK, I'll leave it there for now. > > Cheers > Darren > > > ----- Original Message ----- > From: "Matthew Tylee Atkinson" <[EMAIL PROTECTED]> > To: "AGRIP User and Developer discussion list" > <[email protected]> > Sent: Saturday, March 29, 2008 12:53 AM > Subject: Re: [AGRIP-discuss] Heeelp, how do I? > > >> Thanks for your questions. >> >> On Thu, 2008-03-27 at 18:42 +0000, Darren H wrote: >>> 1. How do I enable mouse functionality for more fluid >>> movement. >> >> Currently this isn't supported, though it easily could be >> (when I've >> updated the developer documentation to the point that you >> can all make >> changes). >> >>> I've tried removing the nmouse stuff in start.pl, but the >>> game wouldn't run after that, glad I copied the file >>> elsewhere. >> >> Sounds like (a) you'll be a good developer and (b) you >> know the >> importance of backing up :-). >> >>> 2. how do I enable the look up and down function as I've >>> found monster attacking me from above and I couldn't >>> shoot bck because they weren't level with me. >> >> The game will try to aim for you in the vertical axis. If >> it's really >> doing badly at this, perhaps because the other dude is way >> above you, >> then we may have to collectively consider what to do about >> it. >> >>> 3. how to I enable the swim up swim down function, which >>> is, I believe different to the jump and swim functions. >> >> Hmmm.... IIRC jump is swim up and you will naturally float >> down under >> water. There are a lot of difficult issues wrt dealing >> with water (it >> puts you in a very free-moving environment, where finer >> directional >> control would be useful) but I think we need to discuss >> the way forward >> as a community. What often happens in open source >> projects -- and I >> would like to think this one will end up being no >> different -- is that >> people implement the way they think it should be done and >> the most >> popular solution gets put into the ``official'' version. >> >>> 4. Is there any way around getting to the secret area by >>> doing things like shooting the red circle on the wall >>> type actions, very visual game play, or is there an >>> alternative audible option. >> >> Another very good question. I suppose we could, should? >> make some >> indication that they are there, possibly by a quiet sound >> (but then it >> would be hard to know how close by it was)... thoughts, >> others? >> >>> I think that'll do for now. >> >> I hope the answers have been of help and interest. Thanks >> for bringing >> up these important points. >> >> bye just now, >> >> >> -- >> Matthew Tylee Atkinson <[EMAIL PROTECTED]> >> >> _______________________________________________ >> AGRIP-discuss mailing list >> [email protected] >> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss >> > > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
