Here's my thing.

I'm not a very good aimer.  It will sound like someone, especially in 
deathmatch, is right in line, but I will shoot, and nothing.  Could there, 
like jedi Quake, be a little sound that alerts you that you're clear to 
shoot as well?  Or do I just stink at shooting people *grins*.  Either way, 
I'll be a murder at heart oneday!
----- Original Message ----- 
From: "Darren H" <[EMAIL PROTECTED]>
To: "AGRIP User and Developer discussion list" 
<[email protected]>
Sent: Saturday, March 29, 2008 4:53 AM
Subject: Re: [AGRIP-discuss] Heeelp, how do I?


> 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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