How you managed to figure that out is way beyond me. It's handy info, though.

----- Original Message -----
From: "Kai" <kaixi...@sbcglobal.net
To: "Gamers Discussion list" <gamers@audyssey.org
Date sent: Thu, 10 Nov 2011 14:37:23 -0800
Subject: Re: [Audyssey] Swamp questions

Another way is to open up the progress.ini file in the swamp directory and
setting the value of the first line to 3.

Kai

----- Original Message -----
From: "Darren Duff" <duff...@gmail.com
To: <blindadrenal...@gmail.com>; "'Gamers Discussion list'"
<gamers@audyssey.org
Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


In regards to getting jaws to work with the game press tab twice quickly
and
jfw will start to work with the game. IF you press tab twice fast enough,
the game won't crash. That's how I got it to work.

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Che
Sent: Thursday, November 10, 2011 4:00 PM
To: Gamers Discussion list
Subject: [Audyssey] Swamp questions

  Wow, Jeremy has done it again. Great job man.
Swamp has the potential to be one of the most popular games ever for the
action oriented AG community in my opinion.
  The sound effects especially deserve kudos.
  Some questions though:
1. Why the deviation from the time tested standard input method of FPS on
the PC? Every FPS I played when I was sighted used the mouse in
conjunction
with the A S D and W keys fore movement by default, a system that works great. Why not mirror this, in other words, w moves one forward, and use
the
right mouse button for replicating the shift key, removing the need to
stretch the fingers for shift v for example.
also, having the scroll wheel move between available weapons would be
great.
2. I can't get jaws to work with swamp on my system, when I hit tab, the game ends up crashing. is there maybe a config file or something that can
be
set to jaws so the game will launch in JFW mode, or is this just a bug
that
has to be worked out?
3. I end up shooting a lot of walls, because it sounds like a zombie is right there, when he is actually on the other side of a wall. can we have
a
mode that gives a subtle audio cue when you have a direct shot, or maybe a
key to hit to ping and see if we're facing a wall directly?
4. if we could drop our own waypoint beacons, that would be way cool,
maybe
double tap a number to drop a beacon, then control number to turn that beacon on. being able to name the beacon when you drop it would be a
great
bonus as well, with the name being read out when you control numbered. thanks for another excellent release Jeremy, and awesome job on the
sound
efffects Chi, hope I'm spelling that right.
  Later
che
.

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