Honestly, I'm not entirely sure why it won't work.
It's been about two years since I tried making it work. I got really
excited for a while there with the release of the mapping language. I
even made a few maps, which led me to the realization that big rooms
didn't render well, in terms of sound. That kind of bummed me out, but
hey. It's still fun.

I'll maybe try to make it work again, because AQ was so much fun.

I used to play with several friends.

In case you or anyone else cares, I made maps for a few of the space
ships from a mud called Miriani, and I also made other maps I can't
remember well, including a map of two towers, connected by a middle
room. That's the one that didn't render the sounds right, or maybe my
netbook just couldn't handle it. I don't know.

Signed:
Dakotah Rickard

On 5/7/13, Cara Quinn <caraqu...@caraquinn.com> wrote:
> Hi Dakotah,
>
> As I'd mentioned to Ken, the beeps were only ever meant to be placeholders
> and were supposed to be replaced with other ways of communicating the same
> data.
>
> Yes, the way Swamp communicates targets is something I've been sort of
> keeping an eye on as I was curious about it as I love 3D experiences.
>
> There are a couple of switches in Jedi Quake which eliminate some of the
> beeping and perhaps one of these days I'll revisit it. :)
>
> I also do need to eventually get into Swamp a bit but since I'm not running
> Windows (and really have no desire to) many current games are out of reach
> at the moment. :) When I have time, I'll probably set up a vM for the heck
> of it and set up a few games. For now though my work on Mac / iOS is really
> my focus…
>
> Dakotah, what issues are you having with Audio quake on Win 7? Perhaps we
> can get this up and running for you.
>
> Also, thank you very much for your thanks! :) I too love online multiplayer
> real-time interaction and I think we need more of that.
>
> Thanks so much for supporting this kind of development! It means a lot!
>
> Smiles,
>
> Cara :)
> ---
> View my Online Portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
> Follow me on Twitter!
>
> https://twitter.com/ModelCara
>
> On May 6, 2013, at 11:56 AM, Dakotah Rickard <dakotah.rick...@gmail.com>
> wrote:
>
> I have to say, having played and gotten pretty good at both Swamp and
> AudioQuake, I have to say that I like the immersion of Swamp. There
> aren't as many beeps in Swamp. None of the targets beep, and that's
> amazing. There are ways of producing or providing sounds that aren't
> beeping. For example, if you were going to do a headshot, maybe you
> could hear the zombie actually breathing, rather than just growling or
> stepping, if you were lined up, and the volume would throttle up and
> down, depending on how close you were to the head.
>
> As for AudioQuake, I didn't end up using the mouse, but I did put in
> aliases to look up and down with keys, so I used to hang from the
> ceiling on maps and shoot down at players. I used to play with the
> sniper all the time, and people were fun to play with.
>
> But the immersion I was talking about above wouldn't really work for
> AudioQuake. I mean, Quake has many kinds of maps with many kinds of
> objects and pickups. It wouldn't work to provide natural sounding
> notifications for pickups and the like, because the maps were so
> widely varied Still, I think that immersion and environmental sounds
> is the way to go, especially as it makes the game feel a lot more
> mainstream not to hear all the beeping.
>
> Still, I'd be playing AudioQuake today if I could make it work on Win7
> 64-bit, but when I tried, I failed.
>
> I want to thank the developers of Swamp and AudioQuake, as well as the
> modders, because they opened up a whole new experience, online
> competition and cooperation.
>
> It's been great.
>
> Signed:
> Dakotah Rickard
>
> On 5/6/13, Ken The PionEar <kenwdow...@me.com> wrote:
>> Three mods? I only know about your mod and Derek London's mod. What's the
>> third one?
>> I did a little modding myself a while back by the way. I created a
>> low-level, slow-moving rocket that would find the nearest enemy. It
>> didn't
>> do much damage, because that wasn't the intent. The intent was to use it
>> to
>>
>> lead you to the next room where monsters were hiding. I also used x to
>> give
>>
>> the coordinates, and used different keys to increase and decrease scan
>> speed
>>
>> and distance. Unfortunately, when you mess with scanning distance in
>> game,
>> some of the sounds, like buttons,  disappear. I also wrote a few maps.
>> I think the biggest reason I don't play quake much anymore is all the
>> beeping. It gets on my nerves. It's easily fixed though, and I just need
>> to
>>
>> do it. I think that Swamp and other similar games have shown us how.
>>
>> Check out my games at
>> www.ThePionEar.net
>> and my music, and that of my band, at
>> www.ThePionEar.net/BlindLabyrinth.html .
>> If you want to reach me, you can call 419-744-0517, friend me on
>> Facebook,
>> (KenWDowney,) or write me at kenwdow...@me.com .
>> Crazy Ken
>> ----- Original Message -----
>> From: "Cara Quinn" <caraqu...@caraquinn.com>
>> To: "Gamers Discussion list" <gamers@audyssey.org>
>> Sent: Saturday, May 04, 2013 9:48 PM
>> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries
>> oftheAncientsConsiderations
>>
>>
>>> Paul, you're right.
>>>
>>> when a player was above you you would hear a rising tone and a falling
>>> tone would sound when a player was below you.
>>>
>>> What you and others may not know is that you could enable the mouse so
>>> you
>>>
>>> could fluidly look up, down, or left / right to move or target as well.
>>>
>>> So head shots were actually possible though there was no accessibility
>>> features implemented to make this easier for VI players.
>>>
>>> Since Audio quake is itself a mod of Quake, in order to create mods of
>>> Audio Quake you must actually know how to code the game. You need to use
>>> Quake C  to do this so it's actually quite a nice easy way of coding yet
>>> not coding the game! lol!
>>>
>>> What I mean is that while you could create new game elements from the
>>> ground up you didn't need to if you didn't want to. You could also
>>> simply
>>>
>>> just rely on game elements which were already created.
>>>
>>> this made game modding quite fun and rewarding.
>>>
>>> Anyway, I guess my point is that more things are possible with quake and
>>> its three current accessible mods. Really the sky is the limit and I
>>> hope
>>>
>>> people still consider working with it.
>>>
>>> Smiles,
>>>
>>> Cara :)
>>> ---
>>> View my Online Portfolio at:
>>>
>>> http://www.onemodelplace.com/CaraQuinn
>>>
>>> Follow me on Twitter!
>>>
>>> https://twitter.com/ModelCara
>>>
>>> On May 4, 2013, at 2:58 PM, Paul Lemm <paul.l...@sky.com> wrote:
>>>
>>> Not sure how Jeremy planned to use the vertical axis, but I think
>>> (although
>>> it wasn't exactly for head shots) in audio quake since there could be
>>> enemies on different heights you had the standard  left and right stereo
>>> panning  for aiming left and right and then 2 bleeps  that sounded at
>>> different  speeds until you lined them up for the vertical axis.  Have
>>> played many main stream zombie games such as resident evil and have
>>> always
>>> loved the ability to head shot and take out a zombie with just one shot,
>>> there's just  something very satisfying about it lol. I know Jeremy's
>>> not
>>> planning on any more updates to swamp but maybe if he did as a
>>> compromise
>>>
>>> to
>>> not make it seem to complex  that people don't want to try it maybe
>>> there
>>> could be that head shot choice just when using the sniper. Even without
>>> the
>>> head shots though swamp is still an amazing game  and to me feels like
>>> playing a main stream game   already and I look forward to seeing what
>>> Jeremy produces next.
>>>
>>>
>>> -----Original Message-----
>>> From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement
>>> Chou
>>> Sent: 04 May 2013 22:16
>>> To: Gamers Discussion list
>>> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
>>> theAncientsConsiderations
>>>
>>> I think I remember you telling me that at some point. And honestly, the
>>> problem with audiogamers... is that a lot of people, not all but a fair
>>> few,
>>> want things to be easy. What audio gamers consider a difficult game
>>> would
>>>
>>> be
>>> standard affair for mainstream gamers, and I think that headshot aspect
>>> should've remained in, especially since it wasn't technically necessary.
>>> I'm
>>> curious though... how would you have people centre the sound in both
>>> horrizontal and vertical planes? Most headphones can't handle up and
>>> down
>>> all that well when panning sounds, at least, not that I know... I was
>>> thinking to have some sort of elongated sound for when you were lined up
>>> for
>>> a headshot. That's how I would've done it. I've just always found that
>>> to
>>>
>>> be
>>> an aspect of fps games that've been missing in audio shooters and would
>>> add
>>> so much more skill and challenge.
>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
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>>
>>
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