Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
No problem... interesting discussions are my thing. :D lol But I think you hit on a good point about how customizable quake is. I would've just liked to see something built from the ground up is all, not countless mods for an already existing game. but I'll take what we've gotten now.. because there's no use longing after what we don't have at least at the moment. I need to get all the quake mods again and start playing... time was when I was actually kind of good at the game. lol - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 6:54 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Hi Clement, Actually the weapons in Quake can have any kind of properties you'd like. The reason the sniper rifle allows you to sight players so far away is that I coded it to actually change the audio threshold of your avatar so you could hear your targeting beeps further away. You might have noticed that you would only have a very small window of targeting when sighting someone at a great distance because of perspective. This is how a sighted gamer plays as well. anyway, as I said to Paul, AQ can be completely rewritten and customized because in order to work with AQ you need to use Quake C which is a quite powerful language considering it is only for quake. anyway, thanks for starting an interesting discussion! Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
hello You make a good point, and I wish that they would start to try to figar something like that out. I think that would be very cool to pick off a zombies head, and kill them with one sshot, and maybe hear a sound like a nice ripe milon exploding to let you know that it was a good hit. grin bfn James -- From: Clement Chou chou.clem...@gmail.com Sent: Saturday, May 04, 2013 3:37 PM To: Gamers Discussion list gamers@audyssey.org Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Actually, that rifle was one of the things I loved about Jedi Quake when I tried it. I got pretty good with it at one point, but haven't played AQ in so long... should probably give it a go again. I just wish we had more multiplayer fps titles. I've said before that I think Swamp's base combat and weapons would translate wonderfully to a pvp game. But it's been a dream of mine to be able to enjoy something as complex and strategic as Counterstrike for a long time, which is why I wish weapons in games like AQ would have different properties other than just rate of fire and amount of shots that it can hold, etc. The remaining thing for me too... all the audio fps titles I've played require too many shots to kill an enemy. In a mainstream shooter, it's possible if you're skilled enough to pick people off with one shot or two that are well-placed. I wish there'd be some way to implement more precise aiming. Targetting headshots is something that happens in regular shooters all the time, yet there hasn't been an implementation of that in any sort of form that I'm aware of. Swamp in particular, with the whole zombie thing would probably benefit greatly from a head shot mechanic, given the fact that in most contemporary fiction zombies die the fastest when shot in the head. - Original Message - From: Cara Quinn caraqu...@caraquinn.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 12:38 PM Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations Hey there, thank you! I should ask though, had you ever used the sniper rifle I developed for Jedi Quake? I specifically created it so that it did three things to address all of your points. :) • it used more ammo than normal • It enabled long-range sniping • It required a delay of several seconds to fire a second shot I too, wanted very much to eliminate the whole stand in one place and hold down the control key behavior! lol! And yes, I and other players successfully and routinely tagged players from long distances and occasionally even got off a second shot too. Many of us could also dispatch them without them knowing what the heck just happened. ;) I also added an EM Pulse to Jedi Quake specifically for taking out all electronic weapons so players would need to only rely on mechanical, slower-firing weapons or weapons with limited ammo. Anyway, no worries on your opinions of the gameplay, I just want to get feedback as your point of view wasn't one I've heard in regard to AQ so far, that's all. Yes, sure, by all means write me off-list if you like. I do think this discussion would be great here though too. Thanks a bunch and talk soon!… Smiles, Cara AKA Frag Doll :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
Hi Cara, no I didn't know that you could use the mouse like that in audio quake. So if I download the standard audio quake version can I use the mouse like that or do I need a mod'd version of the game? I do actually have to confess that audio quake was the first game I played when I lost my sight since I had played it before and loved the idea of a main stream game still being playable , but since I had never played an audio game before I was a bit overwhelmed as it seemed quite complex since I'd never played an audio game and wasn't used to using my hearing to play a game. So I started on more basic games like (and still a favourite) dark destroyer (a space invaders type game) and then progressed up to more complex games but I've actually never got back round to trying audio quake now I'm more used to the audio concept in games and both this thread and the idea of using a mouse to aim with has inspired me to go give it another try and see how well I do this time, it can't be as bad as I did before lol -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 05 May 2013 02:48 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations 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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
Hi Paul, Wow, the first game you played after losing your sight? Yes, the interface is sort of complex if you're not used to it. I too needed to play with it for a little while to understand it as I had some sighted expectations which I needed to translate into audio. In order to use the mouse, you'll need to install Jedi Quake in addition to the basic Audio Quake. Someone a few years back, took development of JQ a bit further from where I'd left it so I'm not sure of the current state of JQ. Nor am I sure where to get the latest version. I'll do a little digging both for the version I left off with and the latest one. Not sure of all the changes the new person added but since it is an open source project, I only asked that people be clear in crediting everyone for their contributions so hopefully the docs will reflect that. Anyway, I'l write back with what I find and I'd also welcome feedback from others whom might have kept up with JQ and know the current state of affairs more than I do. :) Thanks, and let's see what we can find… Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 5, 2013, at 4:14 AM, Paul Lemm paul.l...@sky.com wrote: Hi Cara, no I didn't know that you could use the mouse like that in audio quake. So if I download the standard audio quake version can I use the mouse like that or do I need a mod'd version of the game? I do actually have to confess that audio quake was the first game I played when I lost my sight since I had played it before and loved the idea of a main stream game still being playable , but since I had never played an audio game before I was a bit overwhelmed as it seemed quite complex since I'd never played an audio game and wasn't used to using my hearing to play a game. So I started on more basic games like (and still a favourite) dark destroyer (a space invaders type game) and then progressed up to more complex games but I've actually never got back round to trying audio quake now I'm more used to the audio concept in games and both this thread and the idea of using a mouse to aim with has inspired me to go give it another try and see how well I do this time, it can't be as bad as I did before lol -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 05 May 2013 02:48 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations 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
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
Hi Cara, thanks for all the help. Yep, think I might have been being just a little over ambitious to try quake as my first ever audio game lol! Would definitely like to give it another go now though so any info you get on JQ quake would be much appreciated . now I know what it's called I'll also see what I can find on google to about it. Thanks again for the help. Paul -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 05 May 2013 16:32 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Hi Paul, Wow, the first game you played after losing your sight? Yes, the interface is sort of complex if you're not used to it. I too needed to play with it for a little while to understand it as I had some sighted expectations which I needed to translate into audio. In order to use the mouse, you'll need to install Jedi Quake in addition to the basic Audio Quake. Someone a few years back, took development of JQ a bit further from where I'd left it so I'm not sure of the current state of JQ. Nor am I sure where to get the latest version. I'll do a little digging both for the version I left off with and the latest one. Not sure of all the changes the new person added but since it is an open source project, I only asked that people be clear in crediting everyone for their contributions so hopefully the docs will reflect that. Anyway, I'l write back with what I find and I'd also welcome feedback from others whom might have kept up with JQ and know the current state of affairs more than I do. :) Thanks, and let's see what we can find. Smiles, Cara :) --- View my Online Portfolio at: http://www.onemodelplace.com/CaraQuinn Follow me on Twitter! https://twitter.com/ModelCara On May 5, 2013, at 4:14 AM, Paul Lemm paul.l...@sky.com wrote: Hi Cara, no I didn't know that you could use the mouse like that in audio quake. So if I download the standard audio quake version can I use the mouse like that or do I need a mod'd version of the game? I do actually have to confess that audio quake was the first game I played when I lost my sight since I had played it before and loved the idea of a main stream game still being playable , but since I had never played an audio game before I was a bit overwhelmed as it seemed quite complex since I'd never played an audio game and wasn't used to using my hearing to play a game. So I started on more basic games like (and still a favourite) dark destroyer (a space invaders type game) and then progressed up to more complex games but I've actually never got back round to trying audio quake now I'm more used to the audio concept in games and both this thread and the idea of using a mouse to aim with has inspired me to go give it another try and see how well I do this time, it can't be as bad as I did before lol -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn Sent: 05 May 2013 02:48 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations 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
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. - Original Message - From: Jeremy Kaldobsky jer...@kaldobsky.com To: Gamers Discussion list gamers@audyssey.org Sent: Saturday, May 04, 2013 2:19 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations Clement, Swamp almost had a headshot aspect to it, but early in development I took decided against that feature because it increased the difficulty for players. The original idea was that moving the mouse vertically would line up head shots, so you had to center the sound on both axis. In those early days I was still fighting tooth and nail to even get people to accept the mouse, so I limited the game to a single horizontal axis. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
The closest thing I've ever done to programming is following the instructions from a book to write the most basic of games on my old spectrum 128k( now I'm showing my age lol), so I really don't have the first idea about programming but since swamp is such a good game and completed , (and excuse my complete ignorance here as I really don't know the first thing about programming) but would it be very difficult to take out the zombies and replace with PVP? Totally appreciate though that it's not all about programming and it might just be a direction that Jeremy doesn't want the game to go but I just wondered theoretically if it would be huge to make a change like that and then release it as a separate game? -Original Message- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:54 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations The beeps would've been what I would use. And Swamp definitely feels like a mainstream game... definitely no disagreement there, and I love it. I just think it's a shame that there couldn't be another multiplayer fps with as much refinement and as many weapons worked into it as Swamp already has. The groundwork for what could potentially be a competetive shooting game is there, but it doesn't work like that from a programming perspective. But we can hope for an eventual game like that. At least, I can. lol Shooters are the style of game that's fascinated me the most, and playing online against multiple other people is something I've always liked the concept of. I would love nothing more than to be able to sink my teeth into something like call of Duty. - Original Message - From: Paul Lemm paul.l...@sky.com To: 'Gamers Discussion list' gamers@audyssey.org Sent: Saturday, May 04, 2013 2:58 PM Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations 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. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.
Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations
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 If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- Gamers mailing list __ Gamers@audyssey.org If you want to leave the list, send E-mail to gamers-unsubscr...@audyssey.org. You can make changes or update your subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.