Ah! Cool! Didn't know that's what that was! 

-----Original Message-----
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Kai
Sent: Thursday, November 10, 2011 5:37 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp questions

Another way is to open up the progress.ini file in the swamp directory and
setting the value of the first line to 3.

Kai

----- Original Message -----
From: "Darren Duff" <duff...@gmail.com>
To: <blindadrenal...@gmail.com>; "'Gamers Discussion list'" 
<gamers@audyssey.org>
Sent: Thursday, November 10, 2011 1:31 PM
Subject: Re: [Audyssey] Swamp questions


> In regards to getting jaws to work with the game press tab twice quickly 
> and
> jfw will start to work with the game. IF you press tab twice fast enough,
> the game won't crash. That's how I got it to work.
>
> -----Original Message-----
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Che
> Sent: Thursday, November 10, 2011 4:00 PM
> To: Gamers Discussion list
> Subject: [Audyssey] Swamp questions
>
>   Wow, Jeremy has done it again. Great job man.
>   Swamp has the potential to be one of the most popular games ever for the
> action oriented AG community in my opinion.
>   The sound effects especially deserve kudos.
>   Some questions though:
> 1. Why the deviation from the time tested standard input method of FPS on
> the PC? Every FPS I played when I was sighted used the mouse in 
> conjunction
> with the A S D and W keys fore movement by default, a system that works
> great. Why not mirror this, in other words, w moves one forward, and use 
> the
> right mouse button for replicating the shift key, removing the need to
> stretch the fingers for shift v for example.
>  also, having the scroll wheel move between available weapons would be
> great.
>   2. I can't get jaws to work with swamp on my system, when I hit tab, the
> game ends up crashing. is there maybe a config file or something that can 
> be
> set to jaws so the game will launch in JFW mode, or is this just a bug 
> that
> has to be worked out?
> 3. I end up shooting a lot of walls, because it sounds like a zombie is
> right there, when he is actually on the other side of a wall. can we have 
> a
> mode that gives a subtle audio cue when you have a direct shot, or maybe a
> key to hit to ping and see if we're facing a wall directly?
> 4. if we could drop our own waypoint beacons, that would be way cool, 
> maybe
> double tap a number to drop a beacon, then control number to turn that
> beacon on.  being able to name the beacon when you drop it would be a 
> great
> bonus as well, with the name being read out when you control numbered.
>   thanks for another excellent release Jeremy, and awesome job on the 
> sound
> efffects Chi, hope I'm spelling that right.
>   Later
> che
> .
>
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