Hi matthew

Thanks for your response.

Regarding the look up/down functionality, it's not so much a 
case of the system doing badly at aiming virtically, it's 
more a srategic thing.

for example, if I'm playing a deathmatch game against 
someone on a map that has multiple level/floors, it would be 
good to find a spot where you can snipe your friends from 
above.  you can only do this if you have a look up/down 
function as in the actual quake game, it's a well known 
strategy.

Regarding visual elements being made accessible like the red 
circle example I sited.

What it really needs is for someone who knows the map lay 
outs for quake inside and out to write map descriptions for 
the documentation.

It's taken me almost two weeks to work out that in map e1m1, 
once you go down the elevator, there is a bridge going over 
the stretch of water.  Now, this is somethign that a sighted 
person would be able to see.  so, having some kind of text 
description for each map would be very useful, otherwise you 
can spend hours just bumping off the walls and getting 
nowhere.

also, I think there needs to be a way of speeding up the 
intervals between the double bleeps for monsters. 
currently, they seem very far apart and you can get yourself 
shot before you hear the next indicator.

maybe a toggle hotkey for a constant double bleep.  so you'd 
have it switched off most of the time until you heard the 
normal double bleep indicator, then you could turn your 
"targetter", for want of a better phrase, on.

sorry if this seems a little disorganized, I'm just writing 
as things enter my head.

In the regular version of quake, you're able to hear when 
other opponents pick up items in deathmatch, again another 
strategy for knowing how to avoid getting killed.  In fact 
maybe that's already available, I just don't know what I'm 
listening for.

OK, I'll leave it there for now.

Cheers
Darren


----- Original Message ----- 
From: "Matthew Tylee Atkinson" <[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list" 
<[email protected]>
Sent: Saturday, March 29, 2008 12:53 AM
Subject: Re: [AGRIP-discuss] Heeelp, how do I?


> Thanks for your questions.
>
> On Thu, 2008-03-27 at 18:42 +0000, Darren H wrote:
>> 1.  How do I enable mouse functionality for more fluid 
>> movement.
>
> Currently this isn't supported, though it easily could be 
> (when I've
> updated the developer documentation to the point that you 
> can all make
> changes).
>
>> I've tried removing the nmouse stuff in start.pl, but the 
>> game wouldn't run after that, glad I copied the file 
>> elsewhere.
>
> Sounds like (a) you'll be a good developer and (b) you 
> know the
> importance of backing up :-).
>
>> 2.  how do I enable the look up and down function as I've 
>> found monster attacking me from above and I couldn't 
>> shoot bck because they weren't level with me.
>
> The game will try to aim for you in the vertical axis.  If 
> it's really
> doing badly at this, perhaps because the other dude is way 
> above you,
> then we may have to collectively consider what to do about 
> it.
>
>> 3.  how to I enable the swim up swim down function, which 
>> is, I believe different to the jump and swim functions.
>
> Hmmm.... IIRC jump is swim up and you will naturally float 
> down under
> water.  There are a lot of difficult issues wrt dealing 
> with water (it
> puts you in a very free-moving environment, where finer 
> directional
> control would be useful) but I think we need to discuss 
> the way forward
> as a community.  What often happens in open source 
> projects -- and I
> would like to think this one will end up being no 
> different -- is that
> people implement the way they think it should be done and 
> the most
> popular solution gets put into the ``official'' version.
>
>> 4.  Is there any way around getting to the secret area by 
>> doing things like shooting the red circle on the wall 
>> type actions, very visual game play, or is there an 
>> alternative audible option.
>
> Another very good question.  I suppose we could, should? 
> make some
> indication that they are there, possibly by a quiet sound 
> (but then it
> would be hard to know how close by it was)... thoughts, 
> others?
>
>> I think that'll do for now.
>
> I hope the answers have been of help and interest.  Thanks 
> for bringing
> up these important points.
>
> bye just now,
>
>
> -- 
> Matthew Tylee Atkinson <[EMAIL PROTECTED]>
>
> _______________________________________________
> AGRIP-discuss mailing list
> [email protected]
> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
> 


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