to be honest brian I totally aggree with you on this.
back in the day and I mean round 2006 I toyed with aq.
I never finnished all maps, I did not really play that much.
I even spent the 25 bucks us buying the full program from idsoftware
to use the datapacks.
in april this year I decided that since my system had been going for
the last 5 years, and had built up its share of errors nad
corruptions that I'd reformat.
the reformat went good though along the way I lost cds and other
things and had to spend another hundred getting more.
Eventually, after getting things up and running I searched the drive
I use for backups for stuff I wanted to keep.
I had not played realisticly aq since the project shut down
development and I was only a real player from 2007-2009.
so I decided not to bother reloading anything.
although I do watch this project its unlikely unless something major
changes that I will ever play aq again.
At 02:40 a.m. 20/09/2010, you wrote:
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 It is built on a system that is extremely out of date, and,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
_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss
_______________________________________________
AGRIP-discuss mailing list
[email protected]
http://lists.agrip.org.uk/mailman/listinfo/agrip-discuss