Re: [Audyssey] Swamp Questions

2013-12-26 Thread shaun everiss

latest swamp is 3.1 aparently.

At 07:31 PM 12/24/2013, you wrote:

Greetings All!
Just updated my Swamp to 3.0c I think it is, it's the latest on the
site any way.
Well When I click on multiplayer it tells me who is the sponser for
the day and then nothing, it goes silent.
I thoght at this point I was to be taken to the safe zone to chose
what type of game I wanted to play.
When I escape out of this silence the option for multiplayer is gone
and it has a option for player list.
Not sure what is going on but if any one could shed any light on what
I am missing I would be Greatful.
Thanks for reading, Sly

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Re: [Audyssey] Swamp Questions

2013-12-25 Thread simon dowling
hi sylvester, you are in the main game from there, to see if you are
in multi player mode just hit shift slash and it will list how many
players are on that map, and if you havent died yet it won't
automatically start you off in the safe zone. the latest version is
3.1 as of yesterday with a lot of the buggs squashed andd a fifth map
to explore with a new mission as well. if i can help you in game jjust
send aa shout out to bulls eye. enjoy and merry christmas.

On 24/12/2013, sylvester thomas III sylvesterthomastheth...@gmail.com wrote:
 Greetings All!
 Just updated my Swamp to 3.0c I think it is, it's the latest on the
 site any way.
 Well When I click on multiplayer it tells me who is the sponser for
 the day and then nothing, it goes silent.
 I thoght at this point I was to be taken to the safe zone to chose
 what type of game I wanted to play.
 When I escape out of this silence the option for multiplayer is gone
 and it has a option for player list.
 Not sure what is going on but if any one could shed any light on what
 I am missing I would be Greatful.
 Thanks for reading, Sly

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[Audyssey] Swamp Questions

2013-12-24 Thread sylvester thomas III
Greetings All!
Just updated my Swamp to 3.0c I think it is, it's the latest on the
site any way.
Well When I click on multiplayer it tells me who is the sponser for
the day and then nothing, it goes silent.
I thoght at this point I was to be taken to the safe zone to chose
what type of game I wanted to play.
When I escape out of this silence the option for multiplayer is gone
and it has a option for player list.
Not sure what is going on but if any one could shed any light on what
I am missing I would be Greatful.
Thanks for reading, Sly

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[Audyssey] Swamp questions.

2013-03-27 Thread Rick

Hi list.
Is there a way to pause Swamp when playing multiplayer?
Also, how do you save your character so it doesn't lose all its 
equipment when you log off outside the safe zone.
I read the read me file, and looked on the forums on the audio games web 
site, but there's over 7000 posts on swamp alone.

That makes it rather hard for me to find what I'm looking for.

Thanks in advance for any help.

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Re: [Audyssey] Swamp questions.

2013-03-27 Thread Kaveinthran Pulanthran
hi. unfortunately, we can't pause the gameplay in swamp. and, when in
the safe zone, press escape twice and it'll save all your equipments
and armers unless you died.

On 3/27/13, Rick twelvestring...@verizon.net wrote:
 Hi list.
 Is there a way to pause Swamp when playing multiplayer?
 Also, how do you save your character so it doesn't lose all its
 equipment when you log off outside the safe zone.
 I read the read me file, and looked on the forums on the audio games web
 site, but there's over 7000 posts on swamp alone.
 That makes it rather hard for me to find what I'm looking for.

 Thanks in advance for any help.

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Re: [Audyssey] Swamp questions.

2013-03-27 Thread Jeremy Kaldobsky
Rick,

You can not pause Swamp while in multiplayer.  If you walk into a safe 
zone, zombies cannot follow you so you are safe to walk away from the computer.

In version 2.8, which is the official version running on the main server, 
you save your equipment by pressing escape in the safe zone.  Since you must 
press escape to exit the game, as long as you always exit from inside the safe 
zone, your stuff will be there when you come back.  There is no way to save 
when you are outside of the safe zone.

On the 2.9 testing server the rules are different.  Saving happens 
automatically so you can sign out from anywhere in the game you wish.

- Aprone

 From: Rick twelvestring...@verizon.net
 Hi list.
 Is there a way to pause Swamp when playing multiplayer?
 Also, how do you save your character so it doesn't lose all
 its equipment when you log off outside the safe zone.
 I read the read me file, and looked on the forums on the
 audio games web site, but there's over 7000 posts on swamp
 alone.
 That makes it rather hard for me to find what I'm looking
 for.
 
 Thanks in advance for any help.


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[Audyssey] Swamp Questions

2012-04-07 Thread steve cullen
Hi Everybody,

I am a swamp new be. Here's my question for the list I can't seem to get out
of the safe zone how do I do this?

Any help would be appreciated thank you very much.

Regards,

Steve Cullen

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Re: [Audyssey] Swamp Questions

2012-04-07 Thread william lomas
track the safe zone with shift tilde 

On 7 Apr 2012, at 18:42, steve cullen wrote:

 Hi Everybody,
 
 I am a swamp new be. Here's my question for the list I can't seem to get out
 of the safe zone how do I do this?
 
 Any help would be appreciated thank you very much.
 
 Regards,
 
 Steve Cullen
 
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[Audyssey] Swamp questions

2012-02-28 Thread Keith S.
Hi, there has been a lot of talk and discussions regarding the game called 
Swamp (a zombie stomping game)).  Is there a website i can go to to learn about 
game play, instuctions on how to move, shoot, etc, and what not.  I understand 
that it is a server based online game (like a MUDD I guess).

Any help or suggestions would be greatly  appreciated.

Keith
Reach me at:
Email:  hea...@mchsi.com
Skype:  keith.steinbach1
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Re: [Audyssey] Swamp questions

2012-02-28 Thread dark

Hi kieth.

Swamp is not like a mud, it's a full audio game where you move and shoot in 
real time and the zombies make sounds, even though it has it's own server. 
You also use the mouse to aime your gun, making it rather different even 
from other audio first person shooter games like technoshock and shades of 
doom.


There are many weapons, and the game is under constant developement with new 
weapons, missions, maps and other goodies added constantly.


For more info see the swamp page on audiogames.net at 
http://audiogames.net/db.php?id=Swamp


Or alternatively just go streight to aprone, aka Jeremy Kaldobski's own page 
at http://www.kaldobsky.com/audiogames/


The game certainly comes with a readme, though how up to date that is with 
the current changes that have been made to things I'm afraid I don't know.


hth.

Beware the Grue!
Dark.
- Original Message - 
From: Keith S. hea...@mchsi.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Tuesday, February 28, 2012 12:33 PM
Subject: [Audyssey] Swamp questions


Hi, there has been a lot of talk and discussions regarding the game called 
Swamp (a zombie stomping game)).  Is there a website i can go to to learn 
about game play, instuctions on how to move, shoot, etc, and what not.  I 
understand that it is a server based online game (like a MUDD I guess).


Any help or suggestions would be greatly  appreciated.

Keith
Reach me at:
Email:  hea...@mchsi.com
Skype:  keith.steinbach1
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list,
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[Audyssey] swamp questions

2012-02-05 Thread mike maslo
Hi list:
I have a question or two please with regards to swamp.

1. If we get something or find something and we get killed, is it right that
we lose the stuff we were carrying?

2. if we make it to the safe zone, do we always keep it then or what should
we do with it?

3. if we quit and then get killed do we lose it?

4. I tried to do a quest. I was told to find a charcoal filter, but when I
went to the pet store,, I went to the fish supply area but I heard nothing.

Can someone please explain on how to do a quest? Am I supposed to hear
something or how do I do it? 

Do I bring it back then to the safe zone when if I ever find it? 

Is there a certain place I bring it?

Thanks so much for all the answers.



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Re: [Audyssey] swamp questions

2012-02-05 Thread Kai
If you're starting out on Swamp, you probably shouldn't be on the testing 
server. it is a testing server for a reason. Many things (such as quests) 
won't work fully as expected, and many things are subject to change. I 
recommend you switch back to the official 1.8B release.


You can save your equipment in the safe zone by hitting escape, and you'll 
have that gear should you exit and return to the game. You also lose 
everything when you die, whether or not you save. The save is only for 
exiting the game, and for progress tracking.


Kai

- Original Message - 
From: mike maslo mmaslo1...@swbell.net

To: Gamers Discussion list gamers@audyssey.org
Sent: Sunday, February 05, 2012 5:06 PM
Subject: [Audyssey] swamp questions



Hi list:
I have a question or two please with regards to swamp.

1. If we get something or find something and we get killed, is it right 
that

we lose the stuff we were carrying?

2. if we make it to the safe zone, do we always keep it then or what 
should

we do with it?

3. if we quit and then get killed do we lose it?

4. I tried to do a quest. I was told to find a charcoal filter, but when I
went to the pet store,, I went to the fish supply area but I heard 
nothing.


Can someone please explain on how to do a quest? Am I supposed to hear
something or how do I do it?

Do I bring it back then to the safe zone when if I ever find it?

Is there a certain place I bring it?

Thanks so much for all the answers.



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list,
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[Audyssey] Swamp questions

2012-01-16 Thread dark
Hi. 

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however have 
some questions which may or may not count as bug reports. 

Firstly, I'm having trouble hereing the zombies footsteps over other players, 
sinse other players footsteps are so fast and the zombies are correspondingly 
slower. 

secondly (and more seriously), I often can't here how close zombies are to me. 
This comes into play both with me wasting a lot of amo trying to shoot a zombie 
out of range, and with me dying a lot because I think a zombie is more distant 
than it actually is. Indeed I've usually got killed because while I'm 
concentrating on shooting one zombie a hole bunch of others literally sneak in. 

I'm not sure why, but zombies don't seem to grone as much as they used to in 
the older versions of the game, which means I'm doing a lot more standing stil 
and listening, and consequently getting caught by a bunch of the, indeed it 
seems the tracking of distance to relative volume of footsteps sounds on the 
zombies isn't as I would've expected or whyat I'm used to in a game like 
shades, sinse the difference in volume betwene a dzombie that is a long way 
away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs fixing. 

I genuinely don't know which at this point, but I do seem to be dying a heck of 
a lot simply because I don't know where zombies are, which isn't a good thing. 

beware the grue! 

Dark.
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Re: [Audyssey] Swamp questions

2012-01-16 Thread Christopher Bartlett
The player footsteps are a new thing, but the volume and range v. volume for
zombies seems to be the same from version to version.  I don't think this is
a bug from the new version.

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of dark
Sent: Monday, January 16, 2012 3:13 PM
To: Gamers@audyssey.org
Subject: [Audyssey] Swamp questions

Hi. 

I'm playing swamp again. Bare in mind I've not tried too many previous
versions, so am probably stil relatively new at the game. I do however have
some questions which may or may not count as bug reports. 

Firstly, I'm having trouble hereing the zombies footsteps over other
players, sinse other players footsteps are so fast and the zombies are
correspondingly slower. 

secondly (and more seriously), I often can't here how close zombies are to
me. This comes into play both with me wasting a lot of amo trying to shoot a
zombie out of range, and with me dying a lot because I think a zombie is
more distant than it actually is. Indeed I've usually got killed because
while I'm concentrating on shooting one zombie a hole bunch of others
literally sneak in. 

I'm not sure why, but zombies don't seem to grone as much as they used to in
the older versions of the game, which means I'm doing a lot more standing
stil and listening, and consequently getting caught by a bunch of the,
indeed it seems the tracking of distance to relative volume of footsteps
sounds on the zombies isn't as I would've expected or whyat I'm used to in a
game like shades, sinse the difference in volume betwene a dzombie that is a
long way away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs
fixing. 

I genuinely don't know which at this point, but I do seem to be dying a heck
of a lot simply because I don't know where zombies are, which isn't a good
thing. 

beware the grue! 

Dark.
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Re: [Audyssey] Swamp questions

2012-01-16 Thread Dallas O'Brien
hi dark, it simply takes a bit of practive. i found it hard at first to, 
but you just need to get used to it. once you do, you will start 
noticing the different volumes more readily.

dallas


On 1/17/2012 6:13, dark wrote:

Hi.

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however have 
some questions which may or may not count as bug reports.

Firstly, I'm having trouble hereing the zombies footsteps over other players, 
sinse other players footsteps are so fast and the zombies are correspondingly 
slower.

secondly (and more seriously), I often can't here how close zombies are to me. 
This comes into play both with me wasting a lot of amo trying to shoot a zombie 
out of range, and with me dying a lot because I think a zombie is more distant 
than it actually is. Indeed I've usually got killed because while I'm 
concentrating on shooting one zombie a hole bunch of others literally sneak in.

I'm not sure why, but zombies don't seem to grone as much as they used to in 
the older versions of the game, which means I'm doing a lot more standing stil 
and listening, and consequently getting caught by a bunch of the, indeed it 
seems the tracking of distance to relative volume of footsteps sounds on the 
zombies isn't as I would've expected or whyat I'm used to in a game like 
shades, sinse the difference in volume betwene a dzombie that is a long way 
away and a close up one doesn't seem particularly great.

Am I doing something wrong? or is it something in the game that needs fixing.

I genuinely don't know which at this point, but I do seem to be dying a heck of 
a lot simply because I don't know where zombies are, which isn't a good thing.

beware the grue!

Dark.
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Re: [Audyssey] Swamp questions

2012-01-16 Thread dark

Hi dallas.

That is probably true as well. As I said I'm not sure how much is my 
inexperience and how much is identifyable problems with the game.

beware the gRue!

Dark.

- Original Message - 
From: Dallas O'Brien dallas-obr...@bigpond.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Monday, January 16, 2012 10:10 PM
Subject: Re: [Audyssey] Swamp questions


hi dark, it simply takes a bit of practive. i found it hard at first to, 
but you just need to get used to it. once you do, you will start noticing 
the different volumes more readily.

dallas


On 1/17/2012 6:13, dark wrote:

Hi.

I'm playing swamp again. Bare in mind I've not tried too many previous 
versions, so am probably stil relatively new at the game. I do however 
have some questions which may or may not count as bug reports.


Firstly, I'm having trouble hereing the zombies footsteps over other 
players, sinse other players footsteps are so fast and the zombies are 
correspondingly slower.


secondly (and more seriously), I often can't here how close zombies are 
to me. This comes into play both with me wasting a lot of amo trying to 
shoot a zombie out of range, and with me dying a lot because I think a 
zombie is more distant than it actually is. Indeed I've usually got 
killed because while I'm concentrating on shooting one zombie a hole 
bunch of others literally sneak in.


I'm not sure why, but zombies don't seem to grone as much as they used to 
in the older versions of the game, which means I'm doing a lot more 
standing stil and listening, and consequently getting caught by a bunch 
of the, indeed it seems the tracking of distance to relative volume of 
footsteps sounds on the zombies isn't as I would've expected or whyat I'm 
used to in a game like shades, sinse the difference in volume betwene a 
dzombie that is a long way away and a close up one doesn't seem 
particularly great.


Am I doing something wrong? or is it something in the game that needs 
fixing.


I genuinely don't know which at this point, but I do seem to be dying a 
heck of a lot simply because I don't know where zombies are, which isn't 
a good thing.


beware the grue!

Dark.
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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
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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 the list,
  send E-mail to gamers-unsubscr...@audyssey.org.
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Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

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, johnjpcarnemo...@comcast.net  wrote:

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

  - Original Message -
From: Kaikaixi...@sbcglobal.net
To: Gamers Discussion listgamers@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 Duffduff...@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
  .

  ---
  Gamers mailing list __ Gamers@audyssey.org If you want to leave
the list,
  send E-mail to gamers-unsubscr...@audyssey.org.
  You

Re: [Audyssey] Swamp questions

2011-11-11 Thread Jeremy Kaldobsky
It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through walls, 
so the problem will be a past issue.  In the current version I tend not to 
shoot at zombies behind me because I do a quick rotation test before I start 
shooting a new target.  If the sound is about center and I turn a little to the 
right, the zombie will move to my left if he is indeed in front of me.  If the 
zombie is actually behind me, the sound will move to the right.  I know this 
message wasn't talking about the trouble of zombies being behind you, but it 
reminded me to share the strategy I use.

 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


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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 It feels like forever between my posts now, haha.

 In the next update you won't be able to hear any sound passing through
 walls, so the problem will be a past issue.  In the current version I tend
 not to shoot at zombies behind me because I do a quick rotation test before
 I start shooting a new target.  If the sound is about center and I turn a
 little to the right, the zombie will move to my left if he is indeed in
 front of me.  If the zombie is actually behind me, the sound will move to
 the right.  I know this message wasn't talking about the trouble of zombies
 being behind you, but it reminded me to share the strategy I use.

 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


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Re: [Audyssey] Swamp questions

2011-11-11 Thread Che

  hi jeremy,
  good deal with not being able to hear zombies on the other side of 
walls. this will have folks being careful how they come around a wall so 
they don't get a sudden shock from the baddies.
  any feedback on the interface questions? perhaps a keys.ini file so 
we can modify key behavior?

  thanks for another great game, you've outdone yourself this time.
 che


On 11/11/2011 11:02 AM, Dakotah Rickard wrote:

The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobskyjer...@kaldobsky.com  wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test before
I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of zombies
being behind you, but it reminded me to share the strategy I use.


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



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Re: [Audyssey] Swamp questions

2011-11-11 Thread Kai
I agree with Dakotah here. Perhaps the map should have differing wall types, 
thin walls for isle divisions, thick walls for building perimeter. You can 
hear zombies through thin walls, but not thick ones.


Kai

- Original Message - 
From: Dakotah Rickard dakotah.rick...@gmail.com

To: Gamers Discussion list gamers@audyssey.org
Sent: Friday, November 11, 2011 9:02 AM
Subject: Re: [Audyssey] Swamp questions


The sounds for the different zombies are standard in the folders, and
I'm not sure, but it seems that the only modification is based on
volume and position.

My wife and I are discussing the reasonability of hearing someone or
something through a wall, and I'm not sure that hearing nothing is
tremendously good. I hope that you'll be making a distinction between
thick external walls and thinner internal walls, say between aisles in
the Kai-Mart or the Hardware Store or something.

Signed:
Dakotah Rickard

On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:

It feels like forever between my posts now, haha.

In the next update you won't be able to hear any sound passing through
walls, so the problem will be a past issue.  In the current version I tend
not to shoot at zombies behind me because I do a quick rotation test 
before

I start shooting a new target.  If the sound is about center and I turn a
little to the right, the zombie will move to my left if he is indeed in
front of me.  If the zombie is actually behind me, the sound will move to
the right.  I know this message wasn't talking about the trouble of 
zombies

being behind you, but it reminded me to share the strategy I use.


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



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Re: [Audyssey] Swamp questions

2011-11-11 Thread Dakotah Rickard
The thin ones, in my oppinion, should behave just as walls, in
general, do in this version. They lower the volume somewhat of a sound
beyond them.

Signed:
Dakotah Rickard

On 11/11/11, Kai kaixi...@sbcglobal.net wrote:
 I agree with Dakotah here. Perhaps the map should have differing wall types,
 thin walls for isle divisions, thick walls for building perimeter. You can
 hear zombies through thin walls, but not thick ones.

 Kai

 - Original Message -
 From: Dakotah Rickard dakotah.rick...@gmail.com
 To: Gamers Discussion list gamers@audyssey.org
 Sent: Friday, November 11, 2011 9:02 AM
 Subject: Re: [Audyssey] Swamp questions


 The sounds for the different zombies are standard in the folders, and
 I'm not sure, but it seems that the only modification is based on
 volume and position.

 My wife and I are discussing the reasonability of hearing someone or
 something through a wall, and I'm not sure that hearing nothing is
 tremendously good. I hope that you'll be making a distinction between
 thick external walls and thinner internal walls, say between aisles in
 the Kai-Mart or the Hardware Store or something.

 Signed:
 Dakotah Rickard

 On 11/11/11, Jeremy Kaldobsky jer...@kaldobsky.com wrote:
 It feels like forever between my posts now, haha.

 In the next update you won't be able to hear any sound passing through
 walls, so the problem will be a past issue.  In the current version I tend
 not to shoot at zombies behind me because I do a quick rotation test
 before
 I start shooting a new target.  If the sound is about center and I turn a
 little to the right, the zombie will move to my left if he is indeed in
 front of me.  If the zombie is actually behind me, the sound will move to
 the right.  I know this message wasn't talking about the trouble of
 zombies
 being behind you, but it reminded me to share the strategy I use.

 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


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[Audyssey] Swamp questions

2011-11-10 Thread Che

  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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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
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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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
The shooting at walls thing is the last major action element problem left to
be addressed.  It really is frustrating, lining up a nice sniper shot on a
tyrant, only to have the wall hitting sound reward your efforts.

I'm not sure how to address this without a gunsight mode, which I feel would
detract from the impact of the play, (though it should be an option for
people who have difficulty localizing sound due to hearing loss or
whatever).  If I understand it, the sounds are played to everybody, and the
server interprets your direction and sound level based on your position.
Would it be possible to maybe have the sounds have a gating effect so that
they stutter a bit if there's a wall between you and the sound source?  Or
maybe a reverb effect of some sort?  I don't know, just some alteration that
clues you in that though you hear a zombie close at hand, you've got a wall
between you?

Chris Bartlett


-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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Re: [Audyssey] Swamp questions

2011-11-10 Thread Kai
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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Re: [Audyssey] Swamp questions

2011-11-10 Thread Christopher Bartlett
I've tried this numerous times to no effect.  

Chris Bartlett


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Darren Duff
Sent: Thursday, November 10, 2011 4:32 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
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. 



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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
Low treble would do it! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Christopher Bartlett
Sent: Thursday, November 10, 2011 4:44 PM
To: blindadrenal...@gmail.com; 'Gamers Discussion list'
Subject: Re: [Audyssey] Swamp questions

The shooting at walls thing is the last major action element problem left to
be addressed.  It really is frustrating, lining up a nice sniper shot on a
tyrant, only to have the wall hitting sound reward your efforts.

I'm not sure how to address this without a gunsight mode, which I feel would
detract from the impact of the play, (though it should be an option for
people who have difficulty localizing sound due to hearing loss or
whatever).  If I understand it, the sounds are played to everybody, and the
server interprets your direction and sound level based on your position.
Would it be possible to maybe have the sounds have a gating effect so that
they stutter a bit if there's a wall between you and the sound source?  Or
maybe a reverb effect of some sort?  I don't know, just some alteration that
clues you in that though you hear a zombie close at hand, you've got a wall
between you?

Chris Bartlett


-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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Re: [Audyssey] Swamp questions

2011-11-10 Thread Darren Duff
Ah! Cool! Didn't know that's what that was! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, November 10, 2011 5:37 PM
To: Gamers Discussion list
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
 .

 ---
 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://mail.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 
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You can

Re: [Audyssey] Swamp questions

2011-11-10 Thread john
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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