When making Jedi Quake, one problem that kept coming up is that the engine has 
a limit on how many sounds that it will load. Both the mod and map count toward 
the limit. Jedi Quake added a lot of sounds. Originally, there were lots more 
sounds as part of the mod. So, with some maps, there would be missing sounds. 
The number of sounds in the mod had to be cut. Don't know if you're running in 
to this now, but it is possible. Also never figured out what the exact limit 
was, or how to increase it.

I think that Cara and I are just off on other projects. I made a Mac installer 
one weekend cause I wanted to play on my Mac, and I was learning that part of 
XCode, but I'm just not interested in it anymore. I think that she has new 
interests now, too.

Oh well. The code is all out there. If people are interested, they can continue 
work.

Personally, I think that AQ was a great idea, but it isn't the future. It is 
built on a system that is extremely out of date, and, as we're seeing, has many 
technical limitations. It is quite hard to teach to new blind players. The 
lessons learned from it are good, though. Maybe those will help the next FPS 
game. I have no idea when that game will come, though. AQ was developed under a 
grant, and those are rare for any game projects. The only other way to get 
money for developing a game is to sell it, and pretty much everyone that has 
tried selling games to the blind community over the last 10 years has learned a 
very hard lesson. There aren't enough blind people that can buy a sophisticated 
game in order to cover the money that it costs to program it. That's why all 
that comes out now are silly little card games and such, as those take no 
effort. When an accessible game can sell 1,000 copies at $49.95, then something 
like another FPS might happen. Right now, though, most com
 mercial accessible game projects are considered very successful if they gross 
$15,000. There is no way I'd work on a tough programming project for a year for 
$15,000. Maybe more blind people will come online (so more customers), or blind 
people will start earning more money (so can afford to pay more for a game), 
but those are years away, if ever.

Bryan

-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Eilers Christoff
Sent: Sunday, September 19, 2010 10:20 AM
To: AGRIP User and Developer discussion list
Subject: [AGRIP-discuss] AudioQuake updatings

Hi there,

It'sbeen a long time! smiles
I have some good news for everybody, but also questions, because I encounter 
some problems.

Firstly, about the AQ release I had promissed. Well, right now, it is almost 
finished. I mean, I corrected everything I could, including lots of bugs that 
appeared when playing SP maps. For the moment, I only have one problem left 
that I cannot solve, and there for I need your help. When I start some maps, it 
appears that some models and sounds are missing. For example, there are no 
sounds distributed for the Enforcers. I won't list hall them here, but I 
suppose that if you know what I'm saying you know what's missing. I think there 
are two possibilities, the first is that these maps are made for Quake II. In 
that case, it can be cool I think, to make them available for playing on AQ 
(which is based on Quake 1), because the only things that are missing are these 
sounds and models. My second idea was that we only can play lots of that maps 
in registred version, which I don't have. Please tell me if you know! :)

Well, I won't write here about the modifications I made anymore. But you'll see 
it when I'll release it :p

Now, the other questions. Firstly, Cara still doesn't give any news... 
*crying*
Secondly, I have problems when trying to set up the SnS on my Web site. For the 
moment I don't find the problem, it simply tells me there is a problem with the 
rsync command, and I don't understand why... *crying again*


Well, I think it's all... So bye everybody!

Chris 

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