Er, that isn't quit true.  Up, down, left and right, were controlled by the
arrow keys, and the control keys were used as weapon activation/fire


-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: 09 December 2010 05:18
To: Gamers Discussion list
Subject: Re: [Audyssey] Short Mysteries of the Sith Preview

Hi Hayden,

Actually, I'm remastering the cut scenes as well. Unlike the first
Jedi Knight game in the series Mysteries of the Sith didn't use full
motion vidio. That means the cut scenes were actually animations,
instead of a movie, and the dialog, sounds, etc were stored in a
separate *.goo file. So what I did is extracted the dialog I needed,
converted them to 44100 KHZ stereo which actually doesn't sound too
bad, and then mixed the dialog with higher quality sounds and music.
So the cut scenes in my version are of a much higher quality than the
original game. Plus since we can't actually see the game I didn't
bother trying to convert the vidio to mpg, avi, or some other vidio
format since this is strictly audio based.

As to what I'm replacing the answer is basically everything and
anything i can find a higher quality replacement for. For example, the
original light saber sounds for MOTS were lame. Well, I grabbed the
saber sounds from Jedi Knight II, dropped them in, and now you have
44100 KHZ light saber sounds that sound exactly like the movies
instead of someones fake immatation of a light saber. Diddo for the
bowcasters, blastech pistols, storm trooper rifles, etc. As for the
rail gun I couldn't find a better rail gun sound so I made one using a
rocket launcher sound, from another game which was of superior
quality, and dropped it in. As for the doors those are really easy to
come by, and since they always sound the same from game to game I
located the highest quality electronic door sounds I could from the
Star Wars games and dropped them in. As I said about the stone doors
from the Sith temple I simply used the stone door sound from MOTA
since it is already high quality and is pretty much what we need
anyway. Background ambience etc that stuff is fairly generic. Any high
quality cave dripping sound will do for the Sith temple just as any
high quality swamp background will work for the swamp level. You see
what I mean?

In other words I still fully intend to maintain authentic Star Wars
sounds, as much as humanly possible, but when and where possible I'm
not afraid to replace or create new sounds to update the ambience to
make the game more modern. The purpose here is to produce a Star Wars
game on par with todays games, but still maintain the story and game
play from the classic Jedi Knight games of the 90's. So in a way it
will be and won't be Mysteries of the Sith as there are elements I
intend to change like the sounds, remap the keyboard to free up keys
for accessibility review commands, and a few things like that. The
keyboard especially needed remapped, because it was totally
inaccessible from a blind gamer's point of view.

For example, the original JK games used a, s, d, and w to step
forward, step back, turn left, and turn right leaving the right hand
free to use the mouse to use the light saber. The f key activates your
force power, and e cycles through force powers. Well, that's all fine
and dandy if you are sighted and don't have a good solid dozen screen
review commands to worry about so the a, s, d, w, and f keys had to
go. The a command is for speak ammo, s toggles the sniper scope
on/off, control+s reads the sniper scope battery status, control+w
tells you what weapon is drawn, f speaks current direction, etc. Since
most of this information is displayed on screen a sighted gamer
wouldn't need commands like that, but you and I do so the keys had too
be remapped no questions asked. In a way I feel a bit put out I can't
make this game totally like the original, but I've just got my first
lesson in why mainstream developers don't want to make accessible
games. They would essentially have to make various exceptions such as
remapping all the keys to create x number of access commands that
speaks on screen information. That's bad for them, because the a, s,
d, and w keys are often used in mainstream titles so a sighted player
can use the keyboard and mouse at the same time. That's not so easy to
do if you have to use the standard arrow keys and the mouse too.

The only solution for a problem like that is to go with a game pad
that has duel thumb sticks. At least then you can move the player
around on the screen with one thumb stick and control his/her weapon
with the right thumb stick or the other way around.

I'm having this very issue myself as I'd like to eventually be able to
move the saber around, do complex saber attacks with the mouse, while
being able to control the player's movement at the same time.  That
doesn't seam feasable given the fact I had to move the arrow keys to
the actual arrow keys freeing up the a, s, d, w, and f keys for review
commands. I could go with a game pad myself, but if I make the game
dependant on a game pad only people who have one would be able to
play. See the problem?

Cheers!

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