Hi
Shooting is just something you get used to the more you 
play, you get accustomed to knowing where the center is.

But, I do think that being able to adjust the interval of 
the double beep would help.

----- Original Message ----- 
From: "Tj" <[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list" 
<[email protected]>
Sent: Saturday, March 29, 2008 2:04 PM
Subject: Re: [AGRIP-discuss] Heeelp, how do I?


> 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
>>>
>>
>>
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