Hi Shooting is just something you get used to the more you play, you get accustomed to knowing where the center is.
But, I do think that being able to adjust the interval of the double beep would help. ----- Original Message ----- From: "Tj" <[EMAIL PROTECTED]> To: "AGRIP User and Developer discussion list" <[email protected]> Sent: Saturday, March 29, 2008 2:04 PM Subject: Re: [AGRIP-discuss] Heeelp, how do I? > 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 >>> >> >> >> _______________________________________________ >> AGRIP-discuss mailing list >> [email protected] >> http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss > > _______________________________________________ > AGRIP-discuss mailing list > [email protected] > http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss > _______________________________________________ AGRIP-discuss mailing list [email protected] http://lists.agrip.org.uk/cgi-bin/mailman/listinfo/agrip-discuss
