Hi Ken,

yes, there are actually three mods because Audio Quake itself is a mod. So the 
two other mods besides AQ itself are mine (Jedi Quake) and Overkill from Derek 
London, which is an excellent mod.

So in this case, coding mods for Audio Quake is basically coding Audio quake 
itself.

This leads in nicely to your comments on the beeping. Those beeping sounds were 
only ever meant to be placeholders and in Jedi Quake, I did actually substitute 
steady wind sounds of differing pitches to replace the pitched beeps for ledges 
and such. -Because the obnoxious beeping got on my nerves too! lol! :)

I also did experiment with making the walls a steady pitch as well but I found 
that it seemed to interfere with the game play a bit because of the way the 
sounds needed to be looped in terms of their timing. In essence, it would 
equate to a video game with its graphics leaving trails. Perhaps I'll look at 
it again one of these days to rewrite some of the basic Audio Quake 
accessibility routines.

As for your own modding, cool beans!

I think I do remember you doing that. I personally hadn't seen what you'd done 
but I'm sure psyched that you got involved. the more the merrier! :)

thanks and talk soon!…

Smiles,

Cara :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 6, 2013, at 2:54 AM, Ken The PionEar <kenwdow...@me.com> wrote:

Three mods? I only know about your mod and Derek London's mod. What's the third 
one?
I did a little modding myself a while back by the way. I created a low-level, 
slow-moving rocket that would find the nearest enemy. It didn't do much damage, 
because that wasn't the intent. The intent was to use it to lead you to the 
next room where monsters were hiding. I also used x to give the coordinates, 
and used different keys to increase and decrease scan speed and distance. 
Unfortunately, when you mess with scanning distance in game, some of the 
sounds, like buttons,  disappear. I also wrote a few maps.
I think the biggest reason I don't play quake much anymore is all the beeping. 
It gets on my nerves. It's easily fixed though, and I just need to do it. I 
think that Swamp and other similar games have shown us how.

Check out my games at
www.ThePionEar.net
and my music, and that of my band, at
www.ThePionEar.net/BlindLabyrinth.html .
If you want to reach me, you can call 419-744-0517, friend me on Facebook, 
(KenWDowney,) or write me at kenwdow...@me.com .
Crazy Ken
----- Original Message ----- From: "Cara Quinn" <caraqu...@caraquinn.com>
To: "Gamers Discussion list" <gamers@audyssey.org>
Sent: Saturday, May 04, 2013 9:48 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries 
oftheAncientsConsiderations


> 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 :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 
> 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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