Hi Cara, thanks for all the help.  Yep, think I might have been being just a
little over ambitious to try quake as my first ever audio game lol! Would
definitely  like to give it another go now though  so any info you get on JQ
quake would be much appreciated . now I know what it's called I'll also see
what I can find on google to about it.


Thanks again for the help.

Paul 

-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: 05 May 2013 16:32
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

Hi Paul,

Wow, the first game you played after losing your sight? Yes, the interface
is sort of complex if you're not used to it.

I too needed to play with it for a little while to understand it as I had
some sighted expectations which I needed to translate into audio.

In order to use the mouse, you'll need to install Jedi Quake in addition to
the basic Audio Quake.

Someone a few years back, took development of JQ a bit further from where
I'd left it so I'm not sure of the current state of JQ. Nor am I sure where
to get the latest version.

I'll do a little digging both for the version I left off with and the latest
one. Not sure of all the changes the new person added but since it is an
open source project, I only asked that people be clear in crediting everyone
for their contributions so hopefully the docs will reflect that.

Anyway, I'l write back with what I find and I'd also welcome feedback from
others whom might have kept up with JQ and know the current state of affairs
more than I do. :)

Thanks, and let's see what we can find.

Smiles,

Cara :)
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On May 5, 2013, at 4:14 AM, Paul Lemm <paul.l...@sky.com> wrote:

Hi Cara, no I didn't know  that you could use the mouse like that in audio
quake.  So if I download the standard audio quake version  can I use the
mouse like that or do I need a mod'd version of the game?  I do actually
have to confess that audio quake was the first game I played when I lost my
sight since I had played it before and loved the idea of a main stream game
still being playable , but since I had never played an audio game before I
was a bit overwhelmed as it seemed quite complex  since I'd never played an
audio game and wasn't used to using my hearing to play a  game. So I started
on more basic games like (and still a favourite) dark destroyer (a space
invaders type game) and then progressed up to more complex games but I've
actually never got back round to trying audio quake now I'm more used to the
audio concept in games and both this thread and the idea of using a mouse to
aim with has inspired me to go give it another try  and see how well I do
this time, it can't be as bad as I did before lol


-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Cara Quinn
Sent: 05 May 2013 02:48
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

Paul, you're right.

when a player was above you you would hear a rising tone and a falling tone
would sound when a player was below you.

What you and others may not know is that you could enable the mouse so you
could fluidly look up, down, or left / right to move or target as well.

So head shots were actually possible though there was no accessibility
features implemented to make this easier for VI players.

Since Audio quake is itself a mod of Quake, in order to create mods of Audio
Quake you must actually know how to code the game. You need to use Quake C
to do this so it's actually quite a nice easy way of coding yet not coding
the game! lol!

What I mean is that while you could create new game elements from the ground
up you didn't need to if you didn't want to. You could also simply just rely
on game elements which were already created.

this made game modding quite fun and rewarding.

Anyway, I guess my point is that more things are possible with quake and its
three current accessible mods. Really the sky is the limit and I hope people
still consider working with it.

Smiles,

Cara :)
---
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On May 4, 2013, at 2:58 PM, Paul Lemm <paul.l...@sky.com> wrote:

Not sure how Jeremy planned to use the vertical axis, but I think (although
it wasn't exactly for head shots) in audio quake since there could be
enemies on different heights you had the standard  left and right stereo
panning  for aiming left and right and then 2 bleeps  that sounded at
different  speeds until you lined them up for the vertical axis.  Have
played many main stream zombie games such as resident evil and have always
loved the ability to head shot and take out a zombie with just one shot,
there's just  something very satisfying about it lol. I know Jeremy's not
planning on any more updates to swamp but maybe if he did as a compromise to
not make it seem to complex  that people don't want to try it maybe there
could be that head shot choice just when using the sniper. Even without the
head shots though swamp is still an amazing game  and to me feels like
playing a main stream game   already and I look forward to seeing what
Jeremy produces next.


-----Original Message-----
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 22:16
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of
theAncientsConsiderations

I think I remember you telling me that at some point. And honestly, the
problem with audiogamers... is that a lot of people, not all but a fair few,
want things to be easy. What audio gamers consider a difficult game would be
standard affair for mainstream gamers, and I think that headshot aspect
should've remained in, especially since it wasn't technically necessary. I'm
curious though... how would you have people centre the sound in both
horrizontal and vertical planes? Most headphones can't handle up and down
all that well when panning sounds, at least, not that I know... I was
thinking to have some sort of elongated sound for when you were lined up for
a headshot. That's how I would've done it. I've just always found that to be
an aspect of fps games that've been missing in audio shooters and would add
so much more skill and challenge.


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