what about a rising pitch instead of a beap? also a different sound for targeting. and another for when your target is idol. So instead of the monster below and above, or in front of you if there is a monster in range you here a tone, you turn toward it and well the tone gets higher and vice verser At 07:33 a.m. 30/01/2006, you wrote: >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]> > >_______________________________________________ >AGRIP-discuss mailing list >[email protected] >http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
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