On Mon, 2006-01-30 at 05:18 +1300, shaun everiss wrote:
> I am here for what its worth mat.
end-quote

Hehe, thanks.  Unfortunately I still haven't got the files needed to
work on Edit's mod, but I am still here and working on AQ when I get the
chance.

Sebby's computer died again so we've been set back with that.  Also I
have had many, many deadlines this month, but in February I will not
have as many so will spend more time on AQ.

quote
> When you make the next version could you get rid of the 2 bots that
> appear on each level if you start manually and also on the start
> level?
end-quote

I expect I will be able to make it an option, when you are preacticing
DM maps -- in fact it already is but it's not too well-explained.  You
might like to try editing autoexec.cfg and reading the comments for more
information.

quote
> What is this teams thing with the agrip.org.uk servers and how do you
> get in and what are said teams?
end-quote

I believe I added this information to the manual quite recently -- that
should help.  If there's things missing, let me know.

quote
> I really havn't got a customed to the audioquake engine.
> Is there any plans to change the engine?
> I mean from a pearl program to a standard program?
> maybe something like shades of doom type?
end-quote

The game engine is a standard Quake engine, in C, with some
modifications for accessibility.  The game launcher menu is in Perl.

We still have plans to add better sound capabilities to the ZQuake
engine, such as 3D and echoes.

quote
> I really find all the sounds hard.
> Beeping things on right left and then walls.
> I would prefur halls like shades of doom or side scroller type.
end-quote

I think these are good suggestions and we have planned to implement them
when we improve the sound tech in the engine.  Thanks for the
suggestions.

bye just now, best regards,


-- 
Matthew T. Atkinson <[EMAIL PROTECTED]>

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