Hi Dakotah,
Yeah, that is a good suggestion about using the radar, i've tried that myself, but maybe i need to pay more attention to the sounds its putting out. the thing i am finding now that is helping the most is knowing where i am on the map and how i am oriented, so i know where the walls are as much as I can and try to avoid them. as for the previous suggestions of pingging or changing the sound for indicating a wall between you and the zombie, that shouldn't be anything that puts any more work on the server. The server is sending location info of other players and zombies to each client, and the client does all the processing from there. at least that is the standard way MP setups are done, and jeremy has to be pretty efficient with his server code since he is running a personal server, and so far it seems to be working very well.
  Now, if we can just get some grenades in here...
  later
che


On 11/11/2011 8:22 AM, Dakotah Rickard wrote:
Listen. I started doing something that works really, really well.

When you think you've got a shot, you can use the long and short range
radars to find out if there's a wall in the way. For those who don't
know or don't feel like looking it up, radar keys are the four arrows
and/or e. To put it into long range, it's shift plus one of the radar
keys. Shift up arrow, for example, is pretty handy for telling if
there's a wall in the way. I've made a far fewer mistakes because of
this.

I actually didn't do this very much until I decided to play the game
exactly as though I were in that world. What with me being blind, I
started walking with my area radar on to make sure I would hear what's
around me. It got me thinking about the uses for that device, and
sniper checking is one of them.

Hope that helps with the walls thing, because, frankly, the more sound
issues we make the server have, the more work it has, and the less
work, the smoother the operation.

Signed:
Dakotah Rickard

On 11/10/11, john<jpcarnemo...@comcast.net>  wrote:
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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