Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Clement Chou
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 :)
---
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread James Bartlett

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 :)
---
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Paul Lemm
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.


---
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send E-mail to gamers-unsubscr...@audyssey.org.
You can make changes or update your subscription via the web, at
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Cara Quinn
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

2013-05-05 Thread Paul Lemm
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

2013-05-04 Thread Clement Chou
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.




---
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You can make changes or update your subscription via the web, at
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All messages are archived and can be searched and read at
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Paul Lemm
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

2013-05-04 Thread Paul Lemm
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.




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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Cara Quinn
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 :)
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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.


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