Re: [Audyssey] Swamp, version 1.0b is here

2011-11-06 Thread Dakotah Rickard
tages as
>> well.
>>
>> Signed:
>> Dakotah Rickard
>>
>> On 11/4/11, Jeremy Kaldobsky  wrote:
>>> The volume thing sounds like a windows 7 issue if you're using windows
>>> 7.
>>> It is really bad about automatically deciding if something should be
>>> louder
>>> or quieter and adjusting the settings for it.  You may have noticed this
>>> if
>>> you were playing music and opened up a skype call.  Windows 7 would
>>> probably
>>> automatically lower the music volume because it assumes you're more
>>> interested in hearing Skype.  There isn't anything I can do about that
>>> though, so you would have to go into the volume settings and tell it not
>>> to
>>> quiet down the game.  So far no one else has reported this particular
>>> problem, so I hope that helps.
>>>
>>> I've added in your coordinate idea.
>>>
>>> --- On Fri, 11/4/11, Valiant8086  wrote:
>>>
>>>> From: Valiant8086 
>>>> Subject: Re: [Audyssey] Swamp, version 1.0b is here
>>>> To: "Gamers Discussion list" 
>>>> Date: Friday, November 4, 2011, 5:48 PM
>>>> Hi.
>>>> The first sentence is a suggestion for a way to replay
>>>> passed informational messages, things you've picked up,
>>>> different area's you've walked through, blahblahblah.
>>>> Someone asked for a key to replay the last message, but I
>>>> think a buffer to replay through all of them could be nice,
>>>> just like with shift period and comma reading chat messages,
>>>> or also just putting those informational messages in so that
>>>> they appear mixed in with chats would work in a pinch though
>>>> it'd be annoying if you're trying to hear what someone
>>>> said.
>>>>
>>>> One thing I'm noticing is, swamp seems to be really quiet
>>>> on my computer. I turn my volume all the way up, turn NVDA's
>>>> volume way down to 30, and play that way. Is there something
>>>> simple you can do to get the game to be louder? It's the
>>>> only game that does this for me, even other fps games like
>>>> shades of doom are nice and loud. Like, I can't hear people
>>>> walking unless I turn it all the way up.
>>>>
>>>> Speaking of which, a lot of times I'll hear a zombie growl,
>>>> spin toward it and think I've centered on it, and then I'll
>>>> just stand there and wait for it to make more noise so I can
>>>> tell if I've aimed at it properly. Time and again I could
>>>> sit there a long time, and the monster would just sit there
>>>> and do nothing. I can walk toward it and suddenly get
>>>> attacked with absolutely no warning. Other times I can do a
>>>> search fire, just fire, move right a bit, fire, swing right
>>>> a bit, fire, swing left a lot, fire, etc. Bad for my
>>>> accuracy.
>>>>
>>>> Do you think you could make the grass footstep sounds a bit
>>>> louder, so they are more around the same volume as concrete
>>>> and dirt footsteps?
>>>>
>>>> Do you think you could give out coordinates with a certain
>>>> command? This could help one call other players to a certain
>>>> area. Many times I've chatted that I'm in deep doodoo,
>>>> people ask me where, and I can't tell them because the v key
>>>> doesn't say anything and either I've been whirrling around
>>>> firing at zombies then running along until I encounter more
>>>> that I don't even know which direction I've been traveling
>>>> so couldn't tell you if I was just west of auto mart, etc or
>>>> I just started playing and am surrounded and haven't the
>>>> slightest clue where I spawned at. Maybe shift v could give
>>>> you x y coordinates, unless somehow swamp doesn't use
>>>> coordinates in the code at all. Then I could say I'm at 4500
>>>> 3440 and someone at 3800 3500 could walk south and a little
>>>> east to try and get to me.
>>>>
>>>> Sometimes the game crashes during mid play, it just closes
>>>> cleanly. I think you already know about that though, seems
>>>> some people were chatting about it in game.
>>>>
>>>> I idled in the safe zone a while ago, and came back to have
>>

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Jeremy Kaldobsky
Dakotah, it's like you were listening in on the conversation Kai and I had last 
night ROFL!  The med kit for healing others is actually already in the works.  
I'm also quite fond of your M60 idea because it would give the ammo a use in 2 
weapons, which is what I've been trying to do.  When an ammo has a few weapons 
it can go with, it makes it much more versatile.

> Oh my word. I just had a wonderful
> idea.
> 
> Ok, say that the sniper rifle, which fires 7.62 nato is
> used. I was
> thinking, and another gun hit me that uses the same ammo
> and would be
> amazing. The m60 or similar. Yes, there's the m240 saw that
> uses the
> 5.56 and is standard now, but the m60 is still in service.
> Think about
> it. There's the one shot aim aided sniper rifle and the
> m60, which if
> we follow our traditional conventions, will have a doubled
> ammo
> capacity of about 100 rounds. It's a powerful gun that
> makes a lot of
> noise, just like the sniper rifle, and it'd be great for
> mowing down
> zombie hoards.
> 
> Ok, so that fills 8 and 9 on the keyboard, but what about
> beloved 0.
> Well, if we really are trying this hard to make the game
> cooperative,
> what about a gun that heals others with medkits as ammo,
> like a
> hypodermic air surrenge or something. Say if another player
> is within
> just a few coordinates, it autotargets the player and
> delivers a shot.
> It's take a little time to reload, and it'd make use of the
> medkits
> that people sometimes have extra, plus it'd make working in
> groups
> make sense. Perhaps if there're two or more players within
> range, it
> could bring up a quick menu to select which one you target.
> Otherwise,
> it might just not fire unless you were right on target,
> meaning it'd
> have to have an aim aid, which could be coded alongside the
> sniper
> rifle's.
> 
> I'm not trying to run the show, but frankly I think it's a
> great idea.
> The snhiper rifle, of which there are several 7.62 issues,
> the m60,
> and a medkit using air surrenge. Awesome.
> 
> Signed:
> Dakotah Rickard


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Jeremy Kaldobsky
I've really liked the idea of adding some kind of sniper rifle in to the game, 
so odds are it probably will be.  As everyone can probably imagine, the game 
requires development on several fronts so it is difficult for me to spread my 
efforts out evenly, or in the ways people might prefer.

There is a fairly good group of guns right now, so even though I plan to add 
more I am probably going to move my focus more in to multiplayer missions and 
such.  Some people are still really wanting me to develop the single player, 
but like I said, it's a balancing act and I can't work on all parts at the same 
time.

I want to have the safe zone become a place where you can turn in weapons and 
ammo you don't really need, or pick up things that you do.  This would let 
people share to some degree.  Because weapons are being saved now, my eventual 
plan will be to drastically lower the weapon drops, and possibly introduce ways 
they can be broken, lost, or destroyed.  As it stands now, everyone fairly 
quickly gathers each weapon type and is pretty much set from that point 
forward.  Sharing would be totally useless under the current system.

Multiplayer missions will be launched from the safe zone as well.  The 2 types 
of missions I have planned first are going to be rescue and retrieve.  In 
rescue, computer controlled people will be scattered around the map in hiding 
places.  You will locate them, use voice chat to tell them to follow you, and 
then lead them back to the safe zone.  I'm hoping to add in a little bit of 
story to make it more entertaining when you're asked to go find someone to lead 
them to the base.  Retrieval missions will be centered around the idea that 
your town's little makeshift fort needs supplies to keep everyone alive.  
Perhaps a mission will send you looking for gas canisters from the gas station, 
canned goods from aisle 7 of the Kai-Mart, or flashlights from the hardware 
store.  You'll go out to pick up those items, and then transport them back to 
the safe zone to get your next mission.

Once the missions are in place, I am considering a few more AI improvements for 
the zombies.  I'll keep those to myself for now though.


> I'll relay what I was talking about
> last night on the game chat.
> 
> I'd like to see a sniper rifle added, or I suppose the
> hunting rifle
> could be modified, or perhaps there could be a scope that
> you find,
> like the silencer for the pistol, which is an aiming aid as
> discussed.
> If the sniper rifle is used, it would fire probably 7.62
> nato or 50
> caliber or something like that, which nothing else
> currently uses,
> have a one shot capacity, and a fairly long reload time,
> but be quite
> powerful and loud. That's why I think it's better to use a
> sniper
> rifle than a scope accessory, although the other has its
> advantages as
> well.
> 
> Signed:
> Dakotah Rickard


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Dakotah Rickard
Oh my word. I just had a wonderful idea.

Ok, say that the sniper rifle, which fires 7.62 nato is used. I was
thinking, and another gun hit me that uses the same ammo and would be
amazing. The m60 or similar. Yes, there's the m240 saw that uses the
5.56 and is standard now, but the m60 is still in service. Think about
it. There's the one shot aim aided sniper rifle and the m60, which if
we follow our traditional conventions, will have a doubled ammo
capacity of about 100 rounds. It's a powerful gun that makes a lot of
noise, just like the sniper rifle, and it'd be great for mowing down
zombie hoards.

Ok, so that fills 8 and 9 on the keyboard, but what about beloved 0.
Well, if we really are trying this hard to make the game cooperative,
what about a gun that heals others with medkits as ammo, like a
hypodermic air surrenge or something. Say if another player is within
just a few coordinates, it autotargets the player and delivers a shot.
It's take a little time to reload, and it'd make use of the medkits
that people sometimes have extra, plus it'd make working in groups
make sense. Perhaps if there're two or more players within range, it
could bring up a quick menu to select which one you target. Otherwise,
it might just not fire unless you were right on target, meaning it'd
have to have an aim aid, which could be coded alongside the sniper
rifle's.

I'm not trying to run the show, but frankly I think it's a great idea.
The snhiper rifle, of which there are several 7.62 issues, the m60,
and a medkit using air surrenge. Awesome.

Signed:
Dakotah Rickard

On 11/5/11, Dakotah Rickard  wrote:
> I'll relay what I was talking about last night on the game chat.
>
> I'd like to see a sniper rifle added, or I suppose the hunting rifle
> could be modified, or perhaps there could be a scope that you find,
> like the silencer for the pistol, which is an aiming aid as discussed.
> If the sniper rifle is used, it would fire probably 7.62 nato or 50
> caliber or something like that, which nothing else currently uses,
> have a one shot capacity, and a fairly long reload time, but be quite
> powerful and loud. That's why I think it's better to use a sniper
> rifle than a scope accessory, although the other has its advantages as
> well.
>
> Signed:
> Dakotah Rickard
>
> On 11/4/11, Jeremy Kaldobsky  wrote:
>> The volume thing sounds like a windows 7 issue if you're using windows 7.
>> It is really bad about automatically deciding if something should be
>> louder
>> or quieter and adjusting the settings for it.  You may have noticed this
>> if
>> you were playing music and opened up a skype call.  Windows 7 would
>> probably
>> automatically lower the music volume because it assumes you're more
>> interested in hearing Skype.  There isn't anything I can do about that
>> though, so you would have to go into the volume settings and tell it not
>> to
>> quiet down the game.  So far no one else has reported this particular
>> problem, so I hope that helps.
>>
>> I've added in your coordinate idea.
>>
>> --- On Fri, 11/4/11, Valiant8086  wrote:
>>
>>> From: Valiant8086 
>>> Subject: Re: [Audyssey] Swamp, version 1.0b is here
>>> To: "Gamers Discussion list" 
>>> Date: Friday, November 4, 2011, 5:48 PM
>>> Hi.
>>> The first sentence is a suggestion for a way to replay
>>> passed informational messages, things you've picked up,
>>> different area's you've walked through, blahblahblah.
>>> Someone asked for a key to replay the last message, but I
>>> think a buffer to replay through all of them could be nice,
>>> just like with shift period and comma reading chat messages,
>>> or also just putting those informational messages in so that
>>> they appear mixed in with chats would work in a pinch though
>>> it'd be annoying if you're trying to hear what someone
>>> said.
>>>
>>> One thing I'm noticing is, swamp seems to be really quiet
>>> on my computer. I turn my volume all the way up, turn NVDA's
>>> volume way down to 30, and play that way. Is there something
>>> simple you can do to get the game to be louder? It's the
>>> only game that does this for me, even other fps games like
>>> shades of doom are nice and loud. Like, I can't hear people
>>> walking unless I turn it all the way up.
>>>
>>> Speaking of which, a lot of times I'll hear a zombie growl,
>>> spin toward it and think I've centered on it, and then I'll
>>> just stand there and wait for it to make more noise

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-05 Thread Dakotah Rickard
I'll relay what I was talking about last night on the game chat.

I'd like to see a sniper rifle added, or I suppose the hunting rifle
could be modified, or perhaps there could be a scope that you find,
like the silencer for the pistol, which is an aiming aid as discussed.
If the sniper rifle is used, it would fire probably 7.62 nato or 50
caliber or something like that, which nothing else currently uses,
have a one shot capacity, and a fairly long reload time, but be quite
powerful and loud. That's why I think it's better to use a sniper
rifle than a scope accessory, although the other has its advantages as
well.

Signed:
Dakotah Rickard

On 11/4/11, Jeremy Kaldobsky  wrote:
> The volume thing sounds like a windows 7 issue if you're using windows 7.
> It is really bad about automatically deciding if something should be louder
> or quieter and adjusting the settings for it.  You may have noticed this if
> you were playing music and opened up a skype call.  Windows 7 would probably
> automatically lower the music volume because it assumes you're more
> interested in hearing Skype.  There isn't anything I can do about that
> though, so you would have to go into the volume settings and tell it not to
> quiet down the game.  So far no one else has reported this particular
> problem, so I hope that helps.
>
> I've added in your coordinate idea.
>
> --- On Fri, 11/4/11, Valiant8086  wrote:
>
>> From: Valiant8086 
>> Subject: Re: [Audyssey] Swamp, version 1.0b is here
>> To: "Gamers Discussion list" 
>> Date: Friday, November 4, 2011, 5:48 PM
>> Hi.
>> The first sentence is a suggestion for a way to replay
>> passed informational messages, things you've picked up,
>> different area's you've walked through, blahblahblah.
>> Someone asked for a key to replay the last message, but I
>> think a buffer to replay through all of them could be nice,
>> just like with shift period and comma reading chat messages,
>> or also just putting those informational messages in so that
>> they appear mixed in with chats would work in a pinch though
>> it'd be annoying if you're trying to hear what someone
>> said.
>>
>> One thing I'm noticing is, swamp seems to be really quiet
>> on my computer. I turn my volume all the way up, turn NVDA's
>> volume way down to 30, and play that way. Is there something
>> simple you can do to get the game to be louder? It's the
>> only game that does this for me, even other fps games like
>> shades of doom are nice and loud. Like, I can't hear people
>> walking unless I turn it all the way up.
>>
>> Speaking of which, a lot of times I'll hear a zombie growl,
>> spin toward it and think I've centered on it, and then I'll
>> just stand there and wait for it to make more noise so I can
>> tell if I've aimed at it properly. Time and again I could
>> sit there a long time, and the monster would just sit there
>> and do nothing. I can walk toward it and suddenly get
>> attacked with absolutely no warning. Other times I can do a
>> search fire, just fire, move right a bit, fire, swing right
>> a bit, fire, swing left a lot, fire, etc. Bad for my
>> accuracy.
>>
>> Do you think you could make the grass footstep sounds a bit
>> louder, so they are more around the same volume as concrete
>> and dirt footsteps?
>>
>> Do you think you could give out coordinates with a certain
>> command? This could help one call other players to a certain
>> area. Many times I've chatted that I'm in deep doodoo,
>> people ask me where, and I can't tell them because the v key
>> doesn't say anything and either I've been whirrling around
>> firing at zombies then running along until I encounter more
>> that I don't even know which direction I've been traveling
>> so couldn't tell you if I was just west of auto mart, etc or
>> I just started playing and am surrounded and haven't the
>> slightest clue where I spawned at. Maybe shift v could give
>> you x y coordinates, unless somehow swamp doesn't use
>> coordinates in the code at all. Then I could say I'm at 4500
>> 3440 and someone at 3800 3500 could walk south and a little
>> east to try and get to me.
>>
>> Sometimes the game crashes during mid play, it just closes
>> cleanly. I think you already know about that though, seems
>> some people were chatting about it in game.
>>
>> I idled in the safe zone a while ago, and came back to have
>> no game open, I guess it crashed again.
>>
>> Didn't you t

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
The volume thing sounds like a windows 7 issue if you're using windows 7.  It 
is really bad about automatically deciding if something should be louder or 
quieter and adjusting the settings for it.  You may have noticed this if you 
were playing music and opened up a skype call.  Windows 7 would probably 
automatically lower the music volume because it assumes you're more interested 
in hearing Skype.  There isn't anything I can do about that though, so you 
would have to go into the volume settings and tell it not to quiet down the 
game.  So far no one else has reported this particular problem, so I hope that 
helps.

I've added in your coordinate idea.

--- On Fri, 11/4/11, Valiant8086  wrote:

> From: Valiant8086 
> Subject: Re: [Audyssey] Swamp, version 1.0b is here
> To: "Gamers Discussion list" 
> Date: Friday, November 4, 2011, 5:48 PM
> Hi.
> The first sentence is a suggestion for a way to replay
> passed informational messages, things you've picked up,
> different area's you've walked through, blahblahblah.
> Someone asked for a key to replay the last message, but I
> think a buffer to replay through all of them could be nice,
> just like with shift period and comma reading chat messages,
> or also just putting those informational messages in so that
> they appear mixed in with chats would work in a pinch though
> it'd be annoying if you're trying to hear what someone
> said.
> 
> One thing I'm noticing is, swamp seems to be really quiet
> on my computer. I turn my volume all the way up, turn NVDA's
> volume way down to 30, and play that way. Is there something
> simple you can do to get the game to be louder? It's the
> only game that does this for me, even other fps games like
> shades of doom are nice and loud. Like, I can't hear people
> walking unless I turn it all the way up.
> 
> Speaking of which, a lot of times I'll hear a zombie growl,
> spin toward it and think I've centered on it, and then I'll
> just stand there and wait for it to make more noise so I can
> tell if I've aimed at it properly. Time and again I could
> sit there a long time, and the monster would just sit there
> and do nothing. I can walk toward it and suddenly get
> attacked with absolutely no warning. Other times I can do a
> search fire, just fire, move right a bit, fire, swing right
> a bit, fire, swing left a lot, fire, etc. Bad for my
> accuracy.
> 
> Do you think you could make the grass footstep sounds a bit
> louder, so they are more around the same volume as concrete
> and dirt footsteps?
> 
> Do you think you could give out coordinates with a certain
> command? This could help one call other players to a certain
> area. Many times I've chatted that I'm in deep doodoo,
> people ask me where, and I can't tell them because the v key
> doesn't say anything and either I've been whirrling around
> firing at zombies then running along until I encounter more
> that I don't even know which direction I've been traveling
> so couldn't tell you if I was just west of auto mart, etc or
> I just started playing and am surrounded and haven't the
> slightest clue where I spawned at. Maybe shift v could give
> you x y coordinates, unless somehow swamp doesn't use
> coordinates in the code at all. Then I could say I'm at 4500
> 3440 and someone at 3800 3500 could walk south and a little
> east to try and get to me.
> 
> Sometimes the game crashes during mid play, it just closes
> cleanly. I think you already know about that though, seems
> some people were chatting about it in game.
> 
> I idled in the safe zone a while ago, and came back to have
> no game open, I guess it crashed again.
> 
> Didn't you talk on this list a few days ago a lot about
> some system for aiming at the monsters? Some radar thing
> that lets ou know if you've got a nice aim going on? I think
> a very fast beep with about 100ms of delay between each beep
> that increases in pitch slightly, then goes up really high
> if you're dead center. I think this is a fare suggestion
> myself, since after all sighted players of other games might
> have a scope or laser site that enables them, if they've
> enough time to bother, to get a really good shot. I can just
> imagine how much fun the hunting rifle would be with liberal
> use of that scope. That'd put true meaning to being a sniper
> on there.
> 
> Last one, I continually encounter monsters and stand trying
> to kill them for a good while only to finally give up and
> walk up to them to find out I've been firing at a wall of a
> building I didn't know was there and the monster is inside.
&

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
It's not quiet here. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Valiant8086
Sent: Friday, November 04, 2011 5:49 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Hi.
The first sentence is a suggestion for a way to replay passed informational
messages, things you've picked up, different area's you've walked through,
blahblahblah. Someone asked for a key to replay the last message, but I
think a buffer to replay through all of them could be nice, just like with
shift period and comma reading chat messages, or also just putting those
informational messages in so that they appear mixed in with chats would work
in a pinch though it'd be annoying if you're trying to hear what someone
said.

One thing I'm noticing is, swamp seems to be really quiet on my computer. I
turn my volume all the way up, turn NVDA's volume way down to 30, and play
that way. Is there something simple you can do to get the game to be louder?
It's the only game that does this for me, even other fps games like shades
of doom are nice and loud. Like, I can't hear people walking unless I turn
it all the way up.

Speaking of which, a lot of times I'll hear a zombie growl, spin toward it
and think I've centered on it, and then I'll just stand there and wait for
it to make more noise so I can tell if I've aimed at it properly. Time and
again I could sit there a long time, and the monster would just sit there
and do nothing. I can walk toward it and suddenly get attacked with
absolutely no warning. Other times I can do a search fire, just fire, move
right a bit, fire, swing right a bit, fire, swing left a lot, fire, etc. Bad
for my accuracy.

Do you think you could make the grass footstep sounds a bit louder, so they
are more around the same volume as concrete and dirt footsteps?

Do you think you could give out coordinates with a certain command? This
could help one call other players to a certain area. Many times I've chatted
that I'm in deep doodoo, people ask me where, and I can't tell them because
the v key doesn't say anything and either I've been whirrling around firing
at zombies then running along until I encounter more that I don't even know
which direction I've been traveling so couldn't tell you if I was just west
of auto mart, etc or I just started playing and am surrounded and haven't
the slightest clue where I spawned at. Maybe shift v could give you x y
coordinates, unless somehow swamp doesn't use coordinates in the code at
all. Then I could say I'm at 4500 3440 and someone at 3800 3500 could walk
south and a little east to try and get to me.

Sometimes the game crashes during mid play, it just closes cleanly. I think
you already know about that though, seems some people were chatting about it
in game.

I idled in the safe zone a while ago, and came back to have no game open, I
guess it crashed again.

Didn't you talk on this list a few days ago a lot about some system for
aiming at the monsters? Some radar thing that lets ou know if you've got a
nice aim going on? I think a very fast beep with about 100ms of delay
between each beep that increases in pitch slightly, then goes up really high
if you're dead center. I think this is a fare suggestion myself, since after
all sighted players of other games might have a scope or laser site that
enables them, if they've enough time to bother, to get a really good shot. I
can just imagine how much fun the hunting rifle would be with liberal use of
that scope. That'd put true meaning to being a sniper on there.

Last one, I continually encounter monsters and stand trying to kill them for
a good while only to finally give up and walk up to them to find out I've
been firing at a wall of a building I didn't know was there and the monster
is inside. I think if you can code it the best solution for this is to make
it sound very quiet like they're a really long ways away, then I'll try to
walk toward them, encounter the wall, maybe try to walk around the structure
to get to the creature, but find out in doing that they're inside, not just
way over on the other side of the structure. It wouldn't be so bad if I knew
I was aiming right at them, I just don't know if maybe I'm hitting the wall
right next to, and on the far side, of the monster than me, and need to
swing one way or the other and give it another try.





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If you have any questions or conc

Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
The first sentence is a suggestion for a way to replay passed 
informational messages, things you've picked up, different area's you've 
walked through, blahblahblah. Someone asked for a key to replay the last 
message, but I think a buffer to replay through all of them could be 
nice, just like with shift period and comma reading chat messages, or 
also just putting those informational messages in so that they appear 
mixed in with chats would work in a pinch though it'd be annoying if 
you're trying to hear what someone said.


One thing I'm noticing is, swamp seems to be really quiet on my 
computer. I turn my volume all the way up, turn NVDA's volume way down 
to 30, and play that way. Is there something simple you can do to get 
the game to be louder? It's the only game that does this for me, even 
other fps games like shades of doom are nice and loud. Like, I can't 
hear people walking unless I turn it all the way up.


Speaking of which, a lot of times I'll hear a zombie growl, spin toward 
it and think I've centered on it, and then I'll just stand there and 
wait for it to make more noise so I can tell if I've aimed at it 
properly. Time and again I could sit there a long time, and the monster 
would just sit there and do nothing. I can walk toward it and suddenly 
get attacked with absolutely no warning. Other times I can do a search 
fire, just fire, move right a bit, fire, swing right a bit, fire, swing 
left a lot, fire, etc. Bad for my accuracy.


Do you think you could make the grass footstep sounds a bit louder, so 
they are more around the same volume as concrete and dirt footsteps?


Do you think you could give out coordinates with a certain command? This 
could help one call other players to a certain area. Many times I've 
chatted that I'm in deep doodoo, people ask me where, and I can't tell 
them because the v key doesn't say anything and either I've been 
whirrling around firing at zombies then running along until I encounter 
more that I don't even know which direction I've been traveling so 
couldn't tell you if I was just west of auto mart, etc or I just started 
playing and am surrounded and haven't the slightest clue where I spawned 
at. Maybe shift v could give you x y coordinates, unless somehow swamp 
doesn't use coordinates in the code at all. Then I could say I'm at 4500 
3440 and someone at 3800 3500 could walk south and a little east to try 
and get to me.


Sometimes the game crashes during mid play, it just closes cleanly. I 
think you already know about that though, seems some people were 
chatting about it in game.


I idled in the safe zone a while ago, and came back to have no game 
open, I guess it crashed again.


Didn't you talk on this list a few days ago a lot about some system for 
aiming at the monsters? Some radar thing that lets ou know if you've got 
a nice aim going on? I think a very fast beep with about 100ms of delay 
between each beep that increases in pitch slightly, then goes up really 
high if you're dead center. I think this is a fare suggestion myself, 
since after all sighted players of other games might have a scope or 
laser site that enables them, if they've enough time to bother, to get a 
really good shot. I can just imagine how much fun the hunting rifle 
would be with liberal use of that scope. That'd put true meaning to 
being a sniper on there.


Last one, I continually encounter monsters and stand trying to kill them 
for a good while only to finally give up and walk up to them to find out 
I've been firing at a wall of a building I didn't know was there and the 
monster is inside. I think if you can code it the best solution for this 
is to make it sound very quiet like they're a really long ways away, 
then I'll try to walk toward them, encounter the wall, maybe try to walk 
around the structure to get to the creature, but find out in doing that 
they're inside, not just way over on the other side of the structure. It 
wouldn't be so bad if I knew I was aiming right at them, I just don't 
know if maybe I'm hitting the wall right next to, and on the far side, 
of the monster than me, and need to swing one way or the other and give 
it another try.






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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Ok. Awesome. Disregard my last message then. Haha. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 12:33 PM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Darren, I'm actually coding that right now believe it or not.  If all goes
as planned, in the next version your equipment and stats will be saved if
you leave the game while in the safe zone.


> Cool. Quick question for you. Is
> there a way to leave the game and come back later with all the ammo 
> you had before? That would be really cool indeed!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
The game keeps crashing on me after I am in the safe zone for a while. I
looze all my ammo and have to start over.  Is there away to fix this in an
update? 

Thanks.

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 12:48 PM
To: Johnny Tai; Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

Believe me, it's been in the planning stage for a little while now.  Kai and
I are looking for the best way to do it so that it sounds good.


> Put in chainsaw!
> Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Believe me, it's been in the planning stage for a little while now.  Kai and I 
are looking for the best way to do it so that it sounds good.


> Put in chainsaw!
> Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Valiant, I like the idea of the safe zone healing you.  I'm going to add that 
to give it a try.  I didn't understand the first sentence, would you mind 
rephrasing it?

> Hi.
> I think having other messages like get put go into another
> buffer, or 
> perhaps even the same one, as chat messages would be nice.
> 
> I was thinking last night that having that area heal a
> person, very 
> slowly, could be nice too.


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Johnny Tai

Put in chainsaw!
Lol, can't do zombies without chainsaw!


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
Darren, I'm actually coding that right now believe it or not.  If all goes as 
planned, in the next version your equipment and stats will be saved if you 
leave the game while in the safe zone.


> Cool. Quick question for you. Is
> there a way to leave the game and come back
> later with all the ammo you had before? That would be
> really cool indeed! 


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Valiant8086

Hi.
I think having other messages like get put go into another buffer, or 
perhaps even the same one, as chat messages would be nice.


I was thinking last night that having that area heal a person, very 
slowly, could be nice too.


Sent with Thunderbird 3.1.14 portable.

On 11/4/2011 4:26 AM, Jeremy Kaldobsky wrote:

The safe zone is currently a place where you can leave your character if you 
need to leave the computer and do not wish to be killed and start over.  I 
believe this was first suggested by someone who hated the fear of death 
whenever he had to run to the bathroom.  That sound funny, haha.

There are 2 NPC (non-player characters) standing on either side of the 
building's doorway, who will mow down any zombies who try to get in.

I plan to expand upon the safe zone so that it functions more like a common 
base for everyone.  The multiplayer missions will be based here, as well as a 
way to drop off weapons and ammo so that others can pick them up to use.  I'm 
also considering a system to track everyone's stats, as long as you exit the 
game from within the safe zone.  This prevents people from quickly pressing 
escape just before being slaughtered by a zombie mob and still having their 
stats saved.  The details are sketchy still.

The Zombie types are Normal, Canine, Giant, Tyrant, Stalker, Matriarch, and 
Reaper.  The Canines are fast but weak.  The Normals, Stalkers, and Matriarchs 
are medium health.  The Reaper is stronger than a normal zombie, and a bit 
faster also.  The Giant zombies are very strong, but the Tyrants are the brutes 
to fear the most.  They are twice as strong as Giant zombies.

I like your idea for a repeat message button.  I've written it down so I 
remember to put it into the next update.



HI,

Couple of questions:

1. What does the safe zone do?

2. You said there are 3 new types of zombies. Please list
all the different
types and the differences between them.

3. is it possible to have a key that would repeat what you
just picked up?
Sometimes just as it says this info, it might be
interrupted and you don't
really know what it was you just picked up.

Thanks for a really cool game. Looking forward to different
missions

Rich


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Cool. Quick question for you. Is there a way to leave the game and come back
later with all the ammo you had before? That would be really cool indeed! 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Friday, November 04, 2011 6:42 AM
To: Gamers Discussion list
Subject: Re: [Audyssey] Swamp, version 1.0b is here

I think I'm all set with sounds for the moment, but thanks for the offer and
I'll let you know if I end up needing them.

> Hey. Do you want some sword sounds?
> I've got some really good ones. IF
> you've ever thought about adding swords to the game. 


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
I think I'm all set with sounds for the moment, but thanks for the offer and 
I'll let you know if I end up needing them.

> Hey. Do you want some sword sounds?
> I've got some really good ones. IF
> you've ever thought about adding swords to the game. 


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Darren Duff
Hey. Do you want some sword sounds? I've got some really good ones. IF
you've ever thought about adding swords to the game. 

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Jeremy Kaldobsky
Sent: Thursday, November 03, 2011 9:14 PM
To: audyssey
Subject: [Audyssey] Swamp, version 1.0b is here

Version 1.0b is finally here!  I haven't done as much as I wanted to, but I
didn't want to wait any longer to release this next update.  The annoying
gun and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn
in the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like
they used to.
- Sounds for the guns have been tweaked to make it easier to locate the
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at
all yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and
Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand
watch outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of
zombie swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip

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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-04 Thread Jeremy Kaldobsky
The safe zone is currently a place where you can leave your character if you 
need to leave the computer and do not wish to be killed and start over.  I 
believe this was first suggested by someone who hated the fear of death 
whenever he had to run to the bathroom.  That sound funny, haha.

There are 2 NPC (non-player characters) standing on either side of the 
building's doorway, who will mow down any zombies who try to get in.

I plan to expand upon the safe zone so that it functions more like a common 
base for everyone.  The multiplayer missions will be based here, as well as a 
way to drop off weapons and ammo so that others can pick them up to use.  I'm 
also considering a system to track everyone's stats, as long as you exit the 
game from within the safe zone.  This prevents people from quickly pressing 
escape just before being slaughtered by a zombie mob and still having their 
stats saved.  The details are sketchy still.

The Zombie types are Normal, Canine, Giant, Tyrant, Stalker, Matriarch, and 
Reaper.  The Canines are fast but weak.  The Normals, Stalkers, and Matriarchs 
are medium health.  The Reaper is stronger than a normal zombie, and a bit 
faster also.  The Giant zombies are very strong, but the Tyrants are the brutes 
to fear the most.  They are twice as strong as Giant zombies.

I like your idea for a repeat message button.  I've written it down so I 
remember to put it into the next update.


> HI,
> 
> Couple of questions:
> 
> 1. What does the safe zone do?
> 
> 2. You said there are 3 new types of zombies. Please list
> all the different 
> types and the differences between them.
> 
> 3. is it possible to have a key that would repeat what you
> just picked up? 
> Sometimes just as it says this info, it might be
> interrupted and you don't 
> really know what it was you just picked up.
> 
> Thanks for a really cool game. Looking forward to different
> missions
> 
> Rich


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Re: [Audyssey] Swamp, version 1.0b is here

2011-11-03 Thread Richard Sherman
HI,

Couple of questions:

1. What does the safe zone do?

2. You said there are 3 new types of zombies. Please list all the different 
types and the differences between them.

3. is it possible to have a key that would repeat what you just picked up? 
Sometimes just as it says this info, it might be interrupted and you don't 
really know what it was you just picked up.

Thanks for a really cool game. Looking forward to different missions

Rich
- Original Message - 
From: "Jeremy Kaldobsky" 
Sent: Thursday, November 03, 2011 7:13 PM


Version 1.0b is finally here!  I haven't done as much as I wanted to, but I 
didn't want to wait any longer to release this next update.  The annoying 
gun and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing 
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn 
in the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like 
they used to.
- Sounds for the guns have been tweaked to make it easier to locate the 
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at 
all yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and 
Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand 
watch outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of 
zombie swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip


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[Audyssey] Swamp, version 1.0b is here

2011-11-03 Thread Jeremy Kaldobsky
Version 1.0b is finally here!  I haven't done as much as I wanted to, but I 
didn't want to wait any longer to release this next update.  The annoying gun 
and spawn bugs are finally gone.  Yay!

Changes from version 0.9b to 1.0b
-

- Once again tweaked the growl rate back of zombies.
- Page up and Page down now perform the same action as < and > for reviewing 
online chat messages.
- The B key repeats the direction you must go to reach your selected beacon.
- Fixed a few typos in the map locations.
- The way the server handles loot has been changed.
- Zombie AI has been tweaked in an attempt to solve the bug where you spawn in 
the middle of a huge group of zombies.
- Zombies are better at navigating so they don't get stuck to walls like they 
used to.
- Sounds for the guns have been tweaked to make it easier to locate the 
position of friends who are shooting.
- Benelli repeating shotgun added.
- I have put single player back in, though it has not been expanded upon at all 
yet.
- Fixed the gun bug that was muting the sounds at random.
- Three new zombie types have been added.  The Stalker, Matriarch, and Reaper.
- The Safe zone has been added to the multiplayer map.  Two guards stand watch 
outside to keep you safe while you're in there.
- I fixed the typo that would sometimes spawn players into the middle of zombie 
swarms, or spawn zombies near players.

www.kaldobsky.com/audiogames/Swamp.zip

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