On Sun, 2006-01-29 at 08:50 -0800, Mark BurningHawk wrote:
> I personally don't mind all the audio input--things beeping and 
> soudns and such--in fact, the richer the better, as long as my wimpy little 
> sound chip (compaq Presario 6420) can handle it, which sometimes it can't. 
end-quote

I'm currently writing a paper about the different ways that people like
to get information from audiogames and the fact that there are two
predominantly different schools of thought on this is quite interesting.
There are advantages and disadvantages to each, but it is clear that
people are different and we should try to make things adapt to their
needs rather than dictate what model they should be using.

We hope to implement alternative schemes of signals and so on in AQ
later on during it's development.

quote
> I wonder, sometimes, though, at the accuracy of the audioquake engine, as 
> sometimes I would appear to be shooting right at something, but come up with 
> a clean miss.  According to the targetting beep, I'm dead on, but even with 
> a directed weapon like lasers or rockets, I miss clean.
end-quote

That's probably because the engine is being too accurate and the sound
rendering isn't giving you all the information you need.  We will try to
improve this in future releases.

quote
> Another bug I seem to have found is that, whe switching ESR modes, 
> from mode one to mode two, when I switch back to mode one, the enemy warning 
> and targetting beep does not happen.  Also, what exactly is mode two 
> supposed to do?  I read in the manua that it's supposed to help you locate 
> additional hazzards, such as enemies, but I can't seem to follow it to an 
> enemy, even when it's on mode two.  As I say, I"m a newby to this, so please 
> help me learn.
end-quote

Thanks for reading the manual :-).  The ESR mode 2 is designed to help
you jump over pits and so on.  It's only really useful when a hazard
like that is in front of you.  The idea is that you can use it's beep
rate to judge when to jump.

If you think of alternative ways we could indicate such timing issues to
the player, please suggest them -- it would be good to come up with
something a bit more absolute than the current system, for want of
better words.

bye just now, best regards,


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

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