Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-08 Thread Dakotah Rickard
n'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" 
>> To: "Gamers Discussion list" 
>> 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  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

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Cara Quinn
Hi Dakotah,

As I'd mentioned to Ken, the beeps were only ever meant to be placeholders and 
were supposed to be replaced with other ways of communicating the same data.

Yes, the way Swamp communicates targets is something I've been sort of keeping 
an eye on as I was curious about it as I love 3D experiences.

There are a couple of switches in Jedi Quake which eliminate some of the 
beeping and perhaps one of these days I'll revisit it. :)

I also do need to eventually get into Swamp a bit but since I'm not running 
Windows (and really have no desire to) many current games are out of reach at 
the moment. :) When I have time, I'll probably set up a vM for the heck of it 
and set up a few games. For now though my work on Mac / iOS is really my focus…

Dakotah, what issues are you having with Audio quake on Win 7? Perhaps we can 
get this up and running for you.

Also, thank you very much for your thanks! :) I too love online multiplayer 
real-time interaction and I think we need more of that.

Thanks so much for supporting this kind of development! It means a lot!

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 11:56 AM, Dakotah Rickard  wrote:

I have to say, having played and gotten pretty good at both Swamp and
AudioQuake, I have to say that I like the immersion of Swamp. There
aren't as many beeps in Swamp. None of the targets beep, and that's
amazing. There are ways of producing or providing sounds that aren't
beeping. For example, if you were going to do a headshot, maybe you
could hear the zombie actually breathing, rather than just growling or
stepping, if you were lined up, and the volume would throttle up and
down, depending on how close you were to the head.

As for AudioQuake, I didn't end up using the mouse, but I did put in
aliases to look up and down with keys, so I used to hang from the
ceiling on maps and shoot down at players. I used to play with the
sniper all the time, and people were fun to play with.

But the immersion I was talking about above wouldn't really work for
AudioQuake. I mean, Quake has many kinds of maps with many kinds of
objects and pickups. It wouldn't work to provide natural sounding
notifications for pickups and the like, because the maps were so
widely varied Still, I think that immersion and environmental sounds
is the way to go, especially as it makes the game feel a lot more
mainstream not to hear all the beeping.

Still, I'd be playing AudioQuake today if I could make it work on Win7
64-bit, but when I tried, I failed.

I want to thank the developers of Swamp and AudioQuake, as well as the
modders, because they opened up a whole new experience, online
competition and cooperation.

It's been great.

Signed:
Dakotah Rickard

On 5/6/13, Ken The PionEar  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" 
> To: "Gamers Discussion list" 
> 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 itse

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Cara Quinn
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  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" 
To: "Gamers Discussion list" 
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  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 

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Dakotah Rickard
I have to say, having played and gotten pretty good at both Swamp and
AudioQuake, I have to say that I like the immersion of Swamp. There
aren't as many beeps in Swamp. None of the targets beep, and that's
amazing. There are ways of producing or providing sounds that aren't
beeping. For example, if you were going to do a headshot, maybe you
could hear the zombie actually breathing, rather than just growling or
stepping, if you were lined up, and the volume would throttle up and
down, depending on how close you were to the head.

As for AudioQuake, I didn't end up using the mouse, but I did put in
aliases to look up and down with keys, so I used to hang from the
ceiling on maps and shoot down at players. I used to play with the
sniper all the time, and people were fun to play with.

But the immersion I was talking about above wouldn't really work for
AudioQuake. I mean, Quake has many kinds of maps with many kinds of
objects and pickups. It wouldn't work to provide natural sounding
notifications for pickups and the like, because the maps were so
widely varied Still, I think that immersion and environmental sounds
is the way to go, especially as it makes the game feel a lot more
mainstream not to hear all the beeping.

Still, I'd be playing AudioQuake today if I could make it work on Win7
64-bit, but when I tried, I failed.

I want to thank the developers of Swamp and AudioQuake, as well as the
modders, because they opened up a whole new experience, online
competition and cooperation.

It's been great.

Signed:
Dakotah Rickard

On 5/6/13, Ken The PionEar  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" 
> To: "Gamers Discussion list" 
> 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  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 

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries oftheAncientsConsiderations

2013-05-06 Thread Ken The PionEar
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" 

To: "Gamers Discussion list" 
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  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.


---
Gamers mailing list __ Gamers@audyssey.org
If you want to leave the list, send E-mail to 
gamers-unsubscr...@audyssey.org.

You can make changes or update your su

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Paul Lemm
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 :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 5, 2013, at 4:14 AM, Paul Lemm  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 :)
---
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  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 abili

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Cara Quinn
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  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  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 O

Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread Paul Lemm
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 :)
---
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  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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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-05 Thread James Bartlett

hello

   You make a good point, and I wish that they would start to try to figar 
something like that out. I think that would be very cool to pick off a 
zombies head, and kill them with one sshot, and maybe hear a sound like a 
nice ripe milon exploding to let you know that it was a good hit. grin


bfn
James

--
From: "Clement Chou" 
Sent: Saturday, May 04, 2013 3:37 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of 
theAncientsConsiderations


Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in 
so long... should probably give it a go again. I just wish we had more 
multiplayer fps titles. I've said before that I think Swamp's base combat 
and weapons would translate wonderfully to a pvp game. But it's been a 
dream of mine to be able to enjoy something as complex and strategic as 
Counterstrike for a long time, which is why I wish weapons in games like 
AQ would have different properties other than just rate of fire and amount 
of shots that it can hold, etc. The remaining thing for me too... all the 
audio fps titles I've played require too many shots to kill an enemy. In a 
mainstream shooter, it's possible if you're skilled enough to pick people 
off with one shot or two that are well-placed. I wish there'd be some way 
to implement more precise aiming. Targetting headshots is something that 
happens in regular shooters all the time, yet there hasn't been an 
implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly 
from a head shot  mechanic, given the fact that in most contemporary 
fiction zombies die the fastest when shot in the head.
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations



Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for 
Jedi Quake?


I specifically created it so that it did three things to address all of 
your points. :)


• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold 
down the control key behavior! lol! And yes, I and other players 
successfully and routinely tagged players from long distances and 
occasionally even got off a second shot too. Many of us could also 
dispatch them without them knowing what the heck just happened. ;)


I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.


Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so 
far, that's all.


Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.


Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
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Follow me on Twitter!

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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-05 Thread James Bartlett

Hello

   I haven't played that game yet, but it sounds very cool what you were 
abel to add to the game. I got to check it out.


bfn
James

--
From: "Cara Quinn" 
Sent: Saturday, May 04, 2013 3:38 PM
To: "Gamers Discussion list" 
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations



Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for 
Jedi Quake?


I specifically created it so that it did three things to address all of 
your points. :)


• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold 
down the control key behavior! lol! And yes, I and other players 
successfully and routinely tagged players from long distances and 
occasionally even got off a second shot too. Many of us could also 
dispatch them without them knowing what the heck just happened. ;)


I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.


Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so 
far, that's all.


Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.


Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 9:48 AM, Clement Chou  wrote:

The trouble with translating 3d fps games into pure audio is that you are 
going to miss a lot of the precision that you can get by visual 
observation. I'm not saying audio quake was bad, just not as precise as I 
would like it to be. It was a lot of fun, but too often I found myself and 
saw other people just holding down the control key while trying to aim 
with the arrow keys. It isn't really a design thing, and I think Audio 
Quake and road to Rage have tapped into something good. And sniping 
doesn't work as complexly in audio shooters as in sighted ones. Sure you 
have long range rifles, but I've never been able to snipe from somewhere 
far and above my opponent. And I think that aiming could be refined a bit 
more as well, so that it isn't just centre your opponent by turning and 
then just mashing the fire button. If you watch videos or watch sighted 
people playing games like Call of Duty or Counterstrike, the shots don't 
come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There 
are just things that could be taken further is all. We could always 
discuss this offlist as well since this is somewhat of a pet interest of 
mine too, I'm just not a programmer. lol

- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations



HI Clement,

I'm curious why you're saying that Audio Quake was 'too lucky?"

The original (pre-Jedi Quake) version is Quake itself with only the 
adaptive features in place to allow VI players to play the game.


Can you clarify your comments a bit for me? I ask as the first-person 3D 
genre is obviously a pet interest of mine. ;)


So I'm curious to hear more feedback on how this has worked for other VI 
players.


thanks so much!

Smiles,

Cara :)
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Clement Chou
No problem... interesting discussions are my thing. :D lol But I think you 
hit on a good point about how customizable quake is. I would've just liked 
to see something built from the ground up is all, not countless mods for an 
already existing game. but I'll take what we've gotten now.. because there's 
no use longing after what we don't have at least at the moment. I need to 
get all the quake mods again and start playing... time was when I was 
actually kind of good at the game. lol
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 6:54 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of 
theAncientsConsiderations



Hi Clement,

Actually the weapons in Quake can have any kind of properties you'd like.

The reason the sniper rifle allows you to sight players so far away is that 
I coded it to actually change the audio threshold of your avatar so you 
could hear your targeting beeps further away. You might have noticed that 
you would only have a very small window of targeting when sighting someone 
at a great distance because of perspective. This is how a sighted gamer 
plays as well.


anyway, as I said to Paul, AQ can be completely rewritten and customized 
because in order to work with AQ you need to use Quake C which is a quite 
powerful language considering it is only for quake.


anyway, thanks for starting an interesting discussion!

Smiles,

Cara :)
---
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Cara Quinn
Hi Clement,

Actually the weapons in Quake can have any kind of properties you'd like.

The reason the sniper rifle allows you to sight players so far away is that I 
coded it to actually change the audio threshold of your avatar so you could 
hear your targeting beeps further away. You might have noticed that you would 
only have a very small window of targeting when sighting someone at a great 
distance because of perspective. This is how a sighted gamer plays as well.

anyway, as I said to Paul, AQ can be completely rewritten and customized 
because in order to work with AQ you need to use Quake C which is a quite 
powerful language considering it is only for quake.

anyway, thanks for starting an interesting discussion!

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 12:37 PM, Clement Chou  wrote:

Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in so 
long... should probably give it a go again. I just wish we had more multiplayer 
fps titles. I've said before that I think Swamp's base combat and weapons would 
translate wonderfully to a pvp game. But it's been a dream of mine to be able 
to enjoy something as complex and strategic as Counterstrike for a long time, 
which is why I wish weapons in games like AQ would have different properties 
other than just rate of fire and amount of shots that it can hold, etc. The 
remaining thing for me too... all the audio fps titles I've played require too 
many shots to kill an enemy. In a mainstream shooter, it's possible if you're 
skilled enough to pick people off with one shot or two that are well-placed. I 
wish there'd be some way to implement more precise aiming. Targetting headshots 
is something that happens in regular shooters all the time, yet there hasn't 
been an implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly from a 
head shot  mechanic, given the fact that in most contemporary fiction zombies 
die the fastest when shot in the head.
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations


Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara



---
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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Cara Quinn
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  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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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Paul Lemm
Ok, your right that's already sounding like a lot of programming, definitely
more complex than my spectrum programming knowledge lol. Looking forward to
hearing more about the other project he's working on though.



-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 23:22
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

I'm no programmer at all, but from what I understand it would be a little on
the complicated side since you would have to implement health and recode the
server to handle multiple players that can take damage from each other, and
there's probably other things I'm missing out on. But it would be nice... 
however, I think I remember Aprone saying at some point that he wasn't
intending to work on that particular area, as Road to Rage was already the
multiplayer pvp shooter. But I'm still hoping he'll change his mind at some
point. lol
- Original Message -
From: "Paul Lemm" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 3:23 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations


> The closest thing I've ever done to programming is following the 
> instructions  from a book to write the most basic of games on my old 
> spectrum  128k( now I'm showing  my age lol), so I really don't have 
> the first idea about programming  but since swamp is  such a good game 
> and completed ,  (and excuse my complete ignorance here as I really 
> don't know the first thing about programming) but would it be very 
> difficult to take out the zombies and replace with PVP? Totally 
> appreciate  though  that it's not all about programming and it might 
> just be a direction that Jeremy doesn't want the game to go but I just 
> wondered theoretically if  it would be  huge to make a change like 
> that and then release it as a separate game?
>


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Paul Lemm
The praise is all much deserved, its truly an amazing game.

I don't follow the  audio games.net group so although  generally   the info
is passed over here  by someone  at some stage  it's not always straight
away and sometimes stuff is missed, I did hear a rumour that it might be
some sort of RPG, which would be good but I'm sure whatever it is I'll be
looking forward to playing it and look forward to hearing more about the
project.


-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Jeremy
Kaldobsky
Sent: 04 May 2013 23:14
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

At that early stage it wasn't a very polished idea, so it was going to rely
on firing first to know how close you were to a headshot.  Basically you'd
fire and hear a different impact sound based on how low or high you had hit
on the zombie.  Well, that was the plan anyway and the idea was trashed
before even making it far enough in to have sounds for it.  I don't even
think Kai was working on Swamp sounds yet when the feature was cut.

Thank you for the compliments.  I think here in the audio game community,
saying a game feels mainstream is among the highest expressions of praise
possible!  :D

I should write something up about my current project.  I've informed many
people from the audiogames.net group but I don't remember ever saying
anything here on audyssey.  I could use a code break right now, so I'll toss
something together so that people at least know what I'm working on these
days.

- Aprone

--- On Sat, 5/4/13, Clement Chou  wrote:


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Clement Chou
I'm no programmer at all, but from what I understand it would be a little on 
the complicated side since you would have to implement health and recode the 
server to handle multiple players that can take damage from each other, and 
there's probably other things I'm missing out on. But it would be nice... 
however, I think I remember Aprone saying at some point that he wasn't 
intending to work on that particular area, as Road to Rage was already the 
multiplayer pvp shooter. But I'm still hoping he'll change his mind at some 
point. lol
- Original Message - 
From: "Paul Lemm" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 3:23 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
theAncientsConsiderations




The closest thing I've ever done to programming is following the
instructions  from a book to write the most basic of games on my old
spectrum  128k( now I'm showing  my age lol), so I really don't have the
first idea about programming  but since swamp is  such a good game and
completed ,  (and excuse my complete ignorance here as I really don't know
the first thing about programming) but would it be very difficult to take
out the zombies and replace with PVP? Totally appreciate  though  that 
it's

not all about programming and it might just be a direction that Jeremy
doesn't want the game to go but I just wondered theoretically if  it would
be  huge to make a change like that and then release it as a separate 
game?





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Re: [Audyssey] Quake / 3D FPS games -was- Re: MysteriesoftheAncientsConsiderations

2013-05-04 Thread Clement Chou
I would love to hear about it.. because especially lately I find myself 
paying much more attention to things going on here than on the forum. lol
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 3:14 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: 
MysteriesoftheAncientsConsiderations



At that early stage it wasn't a very polished idea, so it was going to rely 
on firing first to know how close you were to a headshot.  Basically you'd 
fire and hear a different impact sound based on how low or high you had hit 
on the zombie.  Well, that was the plan anyway and the idea was trashed 
before even making it far enough in to have sounds for it.  I don't even 
think Kai was working on Swamp sounds yet when the feature was cut.


Thank you for the compliments.  I think here in the audio game community, 
saying a game feels mainstream is among the highest expressions of praise 
possible!  :D


I should write something up about my current project.  I've informed many 
people from the audiogames.net group but I don't remember ever saying 
anything here on audyssey.  I could use a code break right now, so I'll toss 
something together so that people at least know what I'm working on these 
days.


- Aprone


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Paul Lemm
The closest thing I've ever done to programming is following the
instructions  from a book to write the most basic of games on my old
spectrum  128k( now I'm showing  my age lol), so I really don't have the
first idea about programming  but since swamp is  such a good game and
completed ,  (and excuse my complete ignorance here as I really don't know
the first thing about programming) but would it be very difficult to take
out the zombies and replace with PVP? Totally appreciate  though  that it's
not all about programming and it might just be a direction that Jeremy
doesn't want the game to go but I just wondered theoretically if  it would
be  huge to make a change like that and then release it as a separate game?

-Original Message-
From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou
Sent: 04 May 2013 22:54
To: Gamers Discussion list
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations

The beeps would've been what I would use. And Swamp definitely feels like a
mainstream game... definitely no disagreement there, and I love it. I just
think it's a shame that there couldn't be another multiplayer fps with as
much refinement and as many weapons worked into it as Swamp already has. The
groundwork for what could potentially be a competetive shooting game is
there, but it doesn't work like that from a programming perspective. But we
can hope for an eventual game like that. At least, I can. lol Shooters are
the style of game that's fascinated me the most, and playing online against
multiple other people is something I've always liked the concept of. I would
love nothing more than to be able to sink my teeth into something like call
of Duty.
- Original Message -
From: "Paul Lemm" 
To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 2:58 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof
theAncientsConsiderations


> 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.
>
>


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
At that early stage it wasn't a very polished idea, so it was going to rely on 
firing first to know how close you were to a headshot.  Basically you'd fire 
and hear a different impact sound based on how low or high you had hit on the 
zombie.  Well, that was the plan anyway and the idea was trashed before even 
making it far enough in to have sounds for it.  I don't even think Kai was 
working on Swamp sounds yet when the feature was cut.

Thank you for the compliments.  I think here in the audio game community, 
saying a game feels mainstream is among the highest expressions of praise 
possible!  :D

I should write something up about my current project.  I've informed many 
people from the audiogames.net group but I don't remember ever saying anything 
here on audyssey.  I could use a code break right now, so I'll toss something 
together so that people at least know what I'm working on these days.

- Aprone

--- On Sat, 5/4/13, Clement Chou  wrote:

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
> theAncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 5:54 PM
> The beeps would've been what I would
> use. And Swamp definitely feels like a mainstream game...
> definitely no disagreement there, and I love it. I just
> think it's a shame that there couldn't be another
> multiplayer fps with as much refinement and as many weapons
> worked into it as Swamp already has. The groundwork for what
> could potentially be a competetive shooting game is there,
> but it doesn't work like that from a programming
> perspective. But we can hope for an eventual game like that.
> At least, I can. lol Shooters are the style of game that's
> fascinated me the most, and playing online against multiple
> other people is something I've always liked the concept of.
> I would love nothing more than to be able to sink my teeth
> into something like call of Duty.
> ----- Original Message - From: "Paul Lemm" 
> To: "'Gamers Discussion list'" 
> Sent: Saturday, May 04, 2013 2:58 PM
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re:
> Mysteriesof theAncientsConsiderations
> 
> 
> > 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.


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof theAncientsConsiderations

2013-05-04 Thread Clement Chou
The beeps would've been what I would use. And Swamp definitely feels like a 
mainstream game... definitely no disagreement there, and I love it. I just 
think it's a shame that there couldn't be another multiplayer fps with as 
much refinement and as many weapons worked into it as Swamp already has. The 
groundwork for what could potentially be a competetive shooting game is 
there, but it doesn't work like that from a programming perspective. But we 
can hope for an eventual game like that. At least, I can. lol Shooters are 
the style of game that's fascinated me the most, and playing online against 
multiple other people is something I've always liked the concept of. I would 
love nothing more than to be able to sink my teeth into something like call 
of Duty.
- Original Message - 
From: "Paul Lemm" 

To: "'Gamers Discussion list'" 
Sent: Saturday, May 04, 2013 2:58 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteriesof 
theAncientsConsiderations



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.





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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Paul Lemm
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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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations

2013-05-04 Thread Clement Chou
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.
- Original Message - 
From: "Jeremy Kaldobsky" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 2:19 PM
Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of 
theAncientsConsiderations



Clement, Swamp almost had a headshot aspect to it, but early in development 
I took decided against that feature because it increased the difficulty for 
players.  The original idea was that moving the mouse vertically would line 
up head shots, so you had to center the sound on both axis.  In those early 
days I was still fighting tooth and nail to even get people to accept the 
mouse, so I limited the game to a single horizontal axis.




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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Jeremy Kaldobsky
Clement, Swamp almost had a headshot aspect to it, but early in development I 
took decided against that feature because it increased the difficulty for 
players.  The original idea was that moving the mouse vertically would line up 
head shots, so you had to center the sound on both axis.  In those early days I 
was still fighting tooth and nail to even get people to accept the mouse, so I 
limited the game to a single horizontal axis.

> From: Clement Chou 
> Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
> AncientsConsiderations
> To: "Gamers Discussion list" 
> Date: Saturday, May 4, 2013, 3:37 PM
> Actually, that rifle was one of the
> things I loved about Jedi Quake when I tried it. I got
> pretty good with it at one point, but haven't played AQ in
> so long... should probably give it a go again. I just wish
> we had more multiplayer fps titles. I've said before that I
> think Swamp's base combat and weapons would translate
> wonderfully to a pvp game. But it's been a dream of mine to
> be able to enjoy something as complex and strategic as
> Counterstrike for a long time, which is why I wish weapons
> in games like AQ would have different properties other than
> just rate of fire and amount of shots that it can hold, etc.
> The remaining thing for me too... all the audio fps titles
> I've played require too many shots to kill an enemy. In a
> mainstream shooter, it's possible if you're skilled enough
> to pick people off with one shot or two that are
> well-placed. I wish there'd be some way to implement more
> precise aiming. Targetting headshots is something that
> happens in regular shooters all the time, yet there hasn't
> been an implementation of that in any sort of form that I'm
> aware of. Swamp in particular, with the whole zombie thing
> would probably benefit greatly from a head shot 
> mechanic, given the fact that in most contemporary fiction
> zombies die the fastest when shot in the head.


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Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the AncientsConsiderations

2013-05-04 Thread Clement Chou
Actually, that rifle was one of the things I loved about Jedi Quake when I 
tried it. I got pretty good with it at one point, but haven't played AQ in 
so long... should probably give it a go again. I just wish we had more 
multiplayer fps titles. I've said before that I think Swamp's base combat 
and weapons would translate wonderfully to a pvp game. But it's been a dream 
of mine to be able to enjoy something as complex and strategic as 
Counterstrike for a long time, which is why I wish weapons in games like AQ 
would have different properties other than just rate of fire and amount of 
shots that it can hold, etc. The remaining thing for me too... all the audio 
fps titles I've played require too many shots to kill an enemy. In a 
mainstream shooter, it's possible if you're skilled enough to pick people 
off with one shot or two that are well-placed. I wish there'd be some way to 
implement more precise aiming. Targetting headshots is something that 
happens in regular shooters all the time, yet there hasn't been an 
implementation of that in any sort of form that I'm aware of. Swamp in 
particular, with the whole zombie thing would probably benefit greatly from 
a head shot  mechanic, given the fact that in most contemporary fiction 
zombies die the fastest when shot in the head.
- Original Message - 
From: "Cara Quinn" 

To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 12:38 PM
Subject: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the 
AncientsConsiderations



Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?


I specifically created it so that it did three things to address all of your 
points. :)


• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold 
down the control key behavior! lol! And yes, I and other players 
successfully and routinely tagged players from long distances and 
occasionally even got off a second shot too. Many of us could also dispatch 
them without them knowing what the heck just happened. ;)


I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.


Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.


Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.


Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
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[Audyssey] Quake / 3D FPS games -was- Re: Mysteries of the Ancients Considerations

2013-05-04 Thread Cara Quinn
Hey there, thank you!

I should ask though, had you ever used the sniper rifle I developed for Jedi 
Quake?

I specifically created it so that it did three things to address all of your 
points. :)

• it used more ammo than normal

• It enabled long-range sniping

• It required a delay of several seconds to fire a second shot

I too, wanted very much to eliminate the whole stand in one place and hold down 
the control key behavior! lol! And yes, I and other players successfully and 
routinely tagged players from long distances and occasionally even got off a 
second shot too. Many of us could also dispatch them without them knowing what 
the heck just happened. ;)

I also added an EM Pulse to Jedi Quake specifically for taking out all 
electronic weapons so players would need to only rely on mechanical, 
slower-firing weapons or weapons with limited ammo.

Anyway, no worries on your opinions of the gameplay, I just want to get 
feedback as your point of view wasn't one I've heard in regard to AQ so far, 
that's all.

Yes, sure, by all means write me off-list if you like. I do think this 
discussion would be great here though too.

Thanks a bunch and talk soon!…

Smiles,

Cara AKA Frag Doll :)
---
View my Online Portfolio at:

http://www.onemodelplace.com/CaraQuinn

Follow me on Twitter!

https://twitter.com/ModelCara

On May 4, 2013, at 9:48 AM, Clement Chou  wrote:

The trouble with translating 3d fps games into pure audio is that you are going 
to miss a lot of the precision that you can get by visual observation. I'm not 
saying audio quake was bad, just not as precise as I would like it to be. It 
was a lot of fun, but too often I found myself and saw other people just 
holding down the control key while trying to aim with the arrow keys. It isn't 
really a design thing, and I think Audio Quake and road to Rage have tapped 
into something good. And sniping doesn't work as complexly in audio shooters as 
in sighted ones. Sure you have long range rifles, but I've never been able to 
snipe from somewhere far and above my opponent. And I think that aiming could 
be refined a bit more as well, so that it isn't just centre your opponent by 
turning and then just mashing the fire button. If you watch videos or watch 
sighted people playing games like Call of Duty or Counterstrike, the shots 
don't come nearly as often... because for one, ammo is scarce... and for 
another, there are more precise aiming and or lock on features. Just some 
thoughts. Having said that though, I love Audio Quake and Road to Rage... 
because they're the closest we've gotten to those types of games. There are 
just things that could be taken further is all. We could always discuss this 
offlist as well since this is somewhat of a pet interest of mine too, I'm just 
not a programmer. lol
- Original Message - From: "Cara Quinn" 
To: "Gamers Discussion list" 
Sent: Saturday, May 04, 2013 5:17 AM
Subject: Re: [Audyssey] Mysteries of the Ancients Considerations


> HI Clement,
> 
> I'm curious why you're saying that Audio Quake was 'too lucky?"
> 
> The original (pre-Jedi Quake) version is Quake itself with only the adaptive 
> features in place to allow VI players to play the game.
> 
> Can you clarify your comments a bit for me? I ask as the first-person 3D 
> genre is obviously a pet interest of mine. ;)
> 
> So I'm curious to hear more feedback on how this has worked for other VI 
> players.
> 
> thanks so much!
> 
> Smiles,
> 
> Cara :)
> ---
> View my Online Portfolio at:
> 
> http://www.onemodelplace.com/CaraQuinn
> 
> Follow me on Twitter!
> 
> https://twitter.com/ModelCara
> 


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[Audyssey] quake and AudioQuake

2011-03-08 Thread David Mehler
Hello,

Are these games still around? I had them a while back, but lost them.
I'm organizing a new box and want to make it an entertainment machine.
I'd like to find them.

Thanks.
Dave.

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Re: [Audyssey] quake basics

2010-08-21 Thread Tom Randall
I too would find this interesting, I found out about audio quake several
years ago and was interested enough that I actually took the trouble to get
a full quake cd which I still have, a friend of mine had it but did not play
it any longer.  I then tried to read the audio quake manual but I too found
it very confusing.  I tried playing the game for a while but essentially got
frustrated and gave up which is not usual for me as I am used to the
difficulties of mainstream gaming which is essentially what this is with
some modifications to make it playable.  So yes if anyone can do a
reasonably concise job of explaining the basics that would be really great.

Tom


-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of clement chou
Sent: Friday, August 20, 2010 9:12 AM
To: Gamers Discussion list
Subject: [Audyssey] quake basics


So, I just downloaded the portable audio quake... and have a few questins.

I never got into audio quake much, the mmanual was unclear, I found. So here
are a few questions that pertain to the portable audio quake, hoping answers
can be found here on the list. lol.

1. Could someone explain targetting basics? The manual goes on about it way
too much and I'm not sure how it works. The manual isn't exactly clear in
explaining it, at least not to me. lol.2. 
Could someone run through playing offline, if that is still possible with
the portable version?

Do people have any other tips for someone who is pretty much just starting
out? lol. I did play for a while, but it's been 3 or 4 years and I've
forgotten almost everything I now.
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[Audyssey] quake basics

2010-08-20 Thread clement chou
So, I just downloaded the portable audio quake... and have a few questins.

I never got into audio quake much, the mmanual was unclear, I found. So here 
are a few questions that pertain to the portable audio quake, hoping answers 
can be found here on the list. lol.

1. Could someone explain targetting basics? The manual goes on about it way too 
much and I'm not sure how it works. The manual isn't exactly clear in 
explaining it, at least not to me. lol.2. 
Could someone run through playing offline, if that is still possible with the 
portable version?

Do people have any other tips for someone who is pretty much just starting out? 
lol. I did play for a while, but it's been 3 or 4 years and I've forgotten 
almost everything I now.
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Re: [Audyssey] quake prtable

2010-08-16 Thread Ryan Chou
clement,
onj1.andrelouis.com/programs
its there somewhere

On 8/16/10, clement chou  wrote:
> Anyone have a place to get the portable version of quake with the updated
> sounds? Haven't played in a long time and want to get back on the server and
> start blowing off heads. lol. Thanks much!
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[Audyssey] quake prtable

2010-08-16 Thread clement chou
Anyone have a place to get the portable version of quake with the updated 
sounds? Haven't played in a long time and want to get back on the server and 
start blowing off heads. lol. Thanks much!
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Re: [Audyssey] quake, a question.

2008-10-04 Thread Dakotah Rickard
I'm by no means a Quake Guru, but there's an excellent tutorial in the
appendix of the Audio Quake manual which gives websites with list upon
list of single player and QuakeWorld server commands.
I don't remember the command to enable cheats, but I do remember
encountering it.

As for other mods, I'm not sure yet whether Audio Quake will support
them or not, and if it does, how much of that support will be
difficult to handle.

Consider this as an example of what I mean. I am a blind player who
has introduced several people to Audio Quake. Audio Quake is a
modification on the  3-dimensional game Quake, which traditionally
required the ability to aim vertically as well as horrizontally. I,
one of three blind players and five sighted players in the group of
people I've introduced, am the only one who thought to do the research
and allow for the aspect of vertical aiming. This goes to show how
little research people are willing to do to fix problems. Research is
difficult, but Quake was an extremely popular game. There are many
tutorials out there.

I would very much like to assist people if I am able, but I need to
know a little more about what people want.

Signed:
Dakotah Rickard

On 9/29/08, constantine (on laptop) <[EMAIL PROTECTED]> wrote:
> I've never for the life of me understood that. Am I stupid or what? I just
> can never get quake to work. I don't know what I'm doing. Is it just the
> fact that I couldn't find documentation, or am I stupid?
>
> It'd be awesome if someone could walk me through this on skype.
>
>
>
> contact details:
>
> email: [EMAIL PROTECTED]
>
> and others
> msn: [EMAIL PROTECTED]
> skype: the_conman283
>
> system details:
> Hp pavillion dv5220CA notebook pc
> AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu
> 100 gb 4500 RPM Hard Drive, connecsant AC-link audio
> - Original Message -
> From: "piotru[" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, September 28, 2008 11:06 AM
> Subject: [Audyssey] quake, a question.
>
>
>> hi! yesterday I revisited quake since we had a klango discussion on the
>> polish forums. and 2 questions come in to my head.
>> 1. anyway to get the cheats working? I've red the cheats and for example,
>> typing "God" in the consile gives me the message "cheats are not allowed
>> on this server". but this happens no matter where, in my bot
>> deafthmatches, or the single player games.
>> 2. will AudioQuake work with other mods? I mean, will it work only with
>> jedi quake?
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to
>> [EMAIL PROTECTED]
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>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/[EMAIL PROTECTED]
>> If you have any questions or concerns regarding the management of the
>> list,
>> please send E-mail to [EMAIL PROTECTED]
>>
>
>
> ---
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Re: [Audyssey] quake, a question.

2008-09-29 Thread constantine (on laptop)
I've never for the life of me understood that. Am I stupid or what? I just 
can never get quake to work. I don't know what I'm doing. Is it just the 
fact that I couldn't find documentation, or am I stupid?


It'd be awesome if someone could walk me through this on skype.



contact details:

email: [EMAIL PROTECTED]

and others
msn: [EMAIL PROTECTED]
skype: the_conman283

system details:
Hp pavillion dv5220CA notebook pc
AMD Turion(tm) 64 Mobile Technology ML-37 2.0 GHZ, 1024 mb DDR ram, Fujitsu 
100 gb 4500 RPM Hard Drive, connecsant AC-link audio
- Original Message - 
From: "piotru[" <[EMAIL PROTECTED]>

To: "Gamers Discussion list" 
Sent: Sunday, September 28, 2008 11:06 AM
Subject: [Audyssey] quake, a question.


hi! yesterday I revisited quake since we had a klango discussion on the 
polish forums. and 2 questions come in to my head.
1. anyway to get the cheats working? I've red the cheats and for example, 
typing "God" in the consile gives me the message "cheats are not allowed 
on this server". but this happens no matter where, in my bot 
deafthmatches, or the single player games.
2. will AudioQuake work with other mods? I mean, will it work only with 
jedi quake?

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[Audyssey] quake, a question.

2008-09-28 Thread piotru[
hi! yesterday I revisited quake since we had a klango discussion on the polish 
forums. and 2 questions come in to my head.
1. anyway to get the cheats working? I've red the cheats and for example, 
typing "God" in the consile gives me the message "cheats are not allowed on 
this server". but this happens no matter where, in my bot deafthmatches, or the 
single player games.
2. will AudioQuake work with other mods? I mean, will it work only with jedi 
quake?
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Re: [Audyssey] Quake confusion again

2008-06-12 Thread Ryan Chou
the enforcer.wav sound comes with the overkill mod
singleplayer maps are as follows
e1m1 to e1m8
e2m1 to e2m8 goes to e4 I think

On 6/12/08, Dark <[EMAIL PROTECTED]> wrote:
> Hi.
>
> Well, sinse there was a new version I thought I'd give audio quake another
> go. The thin is, I've run into the same business as before, ie, quite a few
> problems:
>
> 1: When i get to tutorial map 9 it fails to load and I'm told messages such
> as "cannot load sound/enforcer/wav" etc? is this not accessible with only
> the shareware version of quake?
>
> 2: whenever I try u in the console to put in name and password I'm told
> "username and password is invalid, please try again" I initially tried to
> register under the name dark, then dark empathy, then Darkempathy, and none
> of them worked! Any suggestions?
>
> 3: I know I can put in a dm command and play with the bots on the agrip
> maps,  but what else is there to do? I'd really like some single player
> levels to have a crack at, the manual says there are many available, but
> where? And which ones are particularly workable in terms of accessibility.
>
> i really like the idea and interface of audio quake,  but I wish i could
> do something more with it than there seems to be,  not to mention finish
> the tutorial.
>
> sorry about the miner wrant, but any advice would be most deffinately
> appreciated.
>
> Beware the Grue!
>
> Dark.
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[Audyssey] Quake confusion again

2008-06-12 Thread Dark
Hi. 

Well, sinse there was a new version I thought I'd give audio quake another go. 
The thin is, I've run into the same business as before, ie, quite a few 
problems: 

1: When i get to tutorial map 9 it fails to load and I'm told messages such as 
"cannot load sound/enforcer/wav" etc? is this not accessible with only the 
shareware version of quake? 

2: whenever I try u in the console to put in name and password I'm told 
"username and password is invalid, please try again" I initially tried to 
register under the name dark, then dark empathy, then Darkempathy, and none of 
them worked! Any suggestions? 

3: I know I can put in a dm command and play with the bots on the agrip maps, 
 but what else is there to do? I'd really like some single player levels to 
have a crack at, the manual says there are many available, but where? And which 
ones are particularly workable in terms of accessibility. 

i really like the idea and interface of audio quake,  but I wish i could do 
something more with it than there seems to be,  not to mention finish the 
tutorial. 

sorry about the miner wrant, but any advice would be most deffinately 
appreciated.

Beware the Grue! 

Dark.
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Re: [Audyssey] quake again

2008-06-04 Thread shaun everiss
well on this latest version I can't multiplay, the program is allowed in my 
firewall but I connect and I get connecting to servername, and then nothing.
as if It just does not want to go anywhere.
At 09:58 p.m. 4/06/2008, you wrote:
>hi all, when i registered for audio quake and typed
>sp
>at the console prompt, the tutorial maps said non standard player, or  
>something, detected even though my registration was succesful.
>also can i stop it asking do i want to install cd data every time i  
>load the game?
>haven't played quake for ages so am confused
>thanks will
>
>
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[Audyssey] quake again

2008-06-04 Thread will lomas
hi all, when i registered for audio quake and typed
sp
at the console prompt, the tutorial maps said non standard player, or  
something, detected even though my registration was succesful.
also can i stop it asking do i want to install cd data every time i  
load the game?
haven't played quake for ages so am confused
thanks will


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Re: [Audyssey] quake

2008-06-03 Thread Thomas Ward
Hi,
No. The audio Quake extention only works with Quake 1.




will lomas wrote:
>   hi all, can i use the audo quake extention with quake 4?
> thanks to all
> will
> p.s. i mean, the full verson of quake 4
> 
> 
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[Audyssey] quake

2008-06-02 Thread will lomas
hi all, can i use the audo quake extention with quake 4?
thanks to all
will
p.s. i mean, the full verson of quake 4


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Re: [Audyssey] quake

2008-05-27 Thread Thomas Ward
Hi,
No. Audio Quake was designed using the open source version of the Quake 
1 engine. So it requires the Quake 1 engine. The Quake 4 engine is still 
proprietary and closed source software.
Cheers.



mattias wrote:
> maybe wrong list
> anyone no if i can use audioquake with e.g quake4?
>  
> 
> -
> mattias
> mobil 0763396420
> www.mjw.se 
> 
>  
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[Audyssey] quake

2008-05-27 Thread mattias
maybe wrong list
anyone no if i can use audioquake with e.g quake4?
 

-
mattias
mobil 0763396420
www.mjw.se 

 
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Re: [Audyssey] Quake Mods with Audio Quake

2008-03-06 Thread Darren H
Hi

Just do a google search for quake mods, the first site that 
will come up is Planet quake.  There's a ton of stuff there 
including mods and extra levels and maps.

Incidentally, the maps work, you just put the map file in 
your ID1/maps folder.

Cheers
Darren

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 06, 2008 11:10 PM
Subject: Re: [Audyssey] Quake Mods with Audio Quake


>I don't know if that stuff has been tested or how to get 
>stuff to work, where does one get quake mods from.
> At 01:38 a.m. 7/03/2008, you wrote:
>>Hi gamers
>>
>>If I install regular quake mods will they work with audi 
>>quake in the same way that the actual game will?
>>
>>If so, do I install the mod in quake or Audio quake.
>>
>>There are hundreds of mods that sound brilliant, but not 
>>unless they work proeprly.
>>
>>Incidentally, Jedi Quake is brilliant, challenging, but 
>>brilliant.
>>
>>
>>Cheers
>>Darren
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Re: [Audyssey] Quake Mods with Audio Quake

2008-03-06 Thread shaun everiss
I don't know if that stuff has been tested or how to get stuff to work, where 
does one get quake mods from.
At 01:38 a.m. 7/03/2008, you wrote:
>Hi gamers
>
>If I install regular quake mods will they work with audi quake in the same way 
>that the actual game will?
>
>If so, do I install the mod in quake or Audio quake.
>
>There are hundreds of mods that sound brilliant, but not unless they work 
>proeprly.
>
>Incidentally, Jedi Quake is brilliant, challenging, but brilliant.
>
>
>Cheers
>Darren
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[Audyssey] Quake Mods with Audio Quake

2008-03-06 Thread Darren H
Hi gamers

If I install regular quake mods will they work with audi quake in the same way 
that the actual game will?

If so, do I install the mod in quake or Audio quake.

There are hundreds of mods that sound brilliant, but not unless they work 
proeprly.

Incidentally, Jedi Quake is brilliant, challenging, but brilliant.


Cheers
Darren
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Re: [Audyssey] quake

2008-02-18 Thread Cara Quinn
   Just as another quickie note here, when you do bring up the  
console, you can type:

pause
   -followed by enter, which will stop the craziness so you can think! 
…  lol!…

Laters,

CQ  :)


On Feb 18, 2008, at 1:53 PM, Dark wrote:

> Hmm Jeremy, I can't help you with the full game or what's happened,  
> sinse I
> stil haven't decided whether or not to buy the quake game myself and  
> am
> playing with the shareware version which audio quake automatically  
> installs.
> the demo is automatically played when the game begins, press the  
> accent key
> (to the left of the 1 on your keyboard), to get to the console where  
> you
> type commands.
>
> You should probably begin with the tutorial, which you can begin by  
> typing
> "tutorial" in the console.
>
> for the various other commands, oncemore check the manual.
>
> Hth.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] quake

2008-02-18 Thread Cara Quinn
   Hi Jeremy, will write more in a bit, but for now, can you give me  
perhaps a bit more info on where you are in the game?  In other words,  
have you installed?  Have you gotten past the initial menu?  Have you  
gotten to the game demo? (not the mp3 on the site) Have you been able  
to access the console?…

thanks for any info you can provide, and as I said, -will be in touch…

Smiles,

Cara  :)


On Feb 18, 2008, at 1:24 PM, Jeremy Gilley wrote:

> hello,
> I have read the manual, but some of the links are no longer good...  
> i have
> found the quake site, paid $20.00 for quake since apparently i need  
> it to
> play the game, but i am not sure where to get the actual game, i  
> tried to
> download it, but it did not do anything, and the demo that came with  
> auto
> quake is a demo of someone playing it for you, you don't actually  
> get to
> play it...
> any tips or suggestions would be appreciated... I do have a  
> rejesterd name
> and password that i got through the audio site.
> again, any info would be appreciated, thank you.
>
>
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Re: [Audyssey] quake

2008-02-18 Thread Dark
Hmm Jeremy, I can't help you with the full game or what's happened, sinse I
stil haven't decided whether or not to buy the quake game myself and am
playing with the shareware version which audio quake automatically installs.
the demo is automatically played when the game begins, press the accent key
(to the left of the 1 on your keyboard), to get to the console where you
type commands.

You should probably begin with the tutorial, which you can begin by typing
"tutorial" in the console.

for the various other commands, oncemore check the manual.

Hth.

Beware the Grue!

Dark.


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[Audyssey] quake

2008-02-18 Thread Jeremy Gilley
hello,
I have read the manual, but some of the links are no longer good... i have 
found the quake site, paid $20.00 for quake since apparently i need it to 
play the game, but i am not sure where to get the actual game, i tried to 
download it, but it did not do anything, and the demo that came with auto 
quake is a demo of someone playing it for you, you don't actually get to 
play it...
any tips or suggestions would be appreciated... I do have a rejesterd name 
and password that i got through the audio site.
again, any info would be appreciated, thank you. 


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Re: [Audyssey] Quake mission packs

2008-02-12 Thread shaun everiss
hmm.
I have a full version of quake.

I wander if I can still get the packs.
At 07:53 a.m. 13/02/2008, you wrote:
>Hi,
>For all Audioquake players: In case you're now aware of this, there are 
>two mission packs for Quake in addition to the original full game. I'm not 
>talking about Quake II and III, but rather Quake I Mission Pack 2 and 3, 
>which picks up the story right after the original game ends. These might 
>also be CDs to look out for, alternatively search the filesharing networks 
>for, depending on your ethical preferences.
>
>They consist of 16 levels each, if I remember correctly, so that's an 
>additional 32 levels to the 40 levels in the full game.
>
>Happy gaming,
>Tobias
>
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[Audyssey] Quake mission packs

2008-02-12 Thread Tobias Vinteus
Hi,
For all Audioquake players: In case you're now aware of this, there are 
two mission packs for Quake in addition to the original full game. I'm not 
talking about Quake II and III, but rather Quake I Mission Pack 2 and 3, 
which picks up the story right after the original game ends. These might 
also be CDs to look out for, alternatively search the filesharing networks 
for, depending on your ethical preferences.

They consist of 16 levels each, if I remember correctly, so that's an 
additional 32 levels to the 40 levels in the full game.

Happy gaming,
Tobias

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[Audyssey] Quake was SAPI issue fixed

2008-01-14 Thread Thomas Ward
HI Cara,
Well, it is true that ID holds the copyrights for the quake map files, 
sound effects, etc however I have seen pak files of them floating around 
the net. To my knolege ID Software isn't doing allot of complaining 
about it, but that could just be that the games source is already open 
source and they have little commercial interest in a game 12 years old.
What I find interesting is while the Quake game itself is 12 years old 
there are some newer games based on the Quake engines such as the Quake 
III engine. Star Trek Elite Force I and II are based on Quake technology.


Cara Quinn wrote:
>Actually this is not completely true.  quake was made in 96 and you  
> can download the source code and shareware game, however, the full  
> game is still under copyright to my knowledge, and the maps (after the  
> first episode) can only be gotten legally from that CD.
>
> However, I'm not sure anyone would likely prosecute someone
> for obtaining them as I believe you can do so widely on the web, and  
> as you said, the game is old and no longer supported...
>
> Smiles,
>
> Cara  :)
>   


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[Audyssey] quake assistance

2007-07-24 Thread Scott Shade
Does anyone have skype that is good with quake, msn works to.  I'd like to 
get some assistance and I'd rather do this via voice chat if possible. 
Thanks.  I'm a bit confused with the quake interface.  Thanks much,
Scott

P.S. my skype name is fabian754

msn is

[EMAIL PROTECTED]

Take care,
Scott 


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Re: [Audyssey] quake

2007-01-17 Thread Raul A. Gallegos
Hello Nicol. My recommendation is to read the archives of the list. I am 
doing this since I was away this past weekend and there were many 
messages on this subject. I did not have time to read them all while I 
was gone. So, I am like you, interested in this. Rather than having 
people post the same thing over and over since it is only a few days 
old, just go read the list archives. You will get a lot by typing quake 
in the search box.

The archives can be found from www.audyssey.org

Hope this helps.

* nicol <[EMAIL PROTECTED]> [2007-01-17 11:38]:
> I read so many posts about the quake games, but somewhere I have lost the
> thread. You know? In our country there is a sayhing: I heard the  bell but I
> don't know where the gong is hanging. Just a humerous expression to denote:
> I don't know exactly what's going on.
> Anywayh, first of all, do I need to purchase a program in order to play
> these quake games like all these different mods?
> Is all the quake mods like sod? The  star  wars mod of quake: is it also a
> 3d   navigation?
> I can remember reading something about  playing the mods on a shareware
> version. Does that mean that I have to purchase quake to fully playh these
> mods?



-- 
And it shall come to pass, that instead of sweet smell there shall
be stink; and instead of a girdle a rent; and instead of well set
hair baldness; and instead of a stomacher a girding of sackcloth;
and burning instead of beauty.
-- Isaiah 3:24
Raul A. Gallegos ... IliwSsmc

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[Audyssey] quake

2007-01-17 Thread nicol
Hi all
I read so many posts about the quake games, but somewhere I have lost the
thread. You know? In our country there is a sayhing: I heard the  bell but I
don't know where the gong is hanging. Just a humerous expression to denote:
I don't know exactly what's going on.
Anywayh, first of all, do I need to purchase a program in order to play
these quake games like all these different mods?
Is all the quake mods like sod? The  star  wars mod of quake: is it also a
3d   navigation?
I can remember reading something about  playing the mods on a shareware
version. Does that mean that I have to purchase quake to fully playh these
mods?
At first my impression was that all starwar games works like trek2000, but
if I understand you correctly cara: the star wars mod of quake is also 3d?
so if I'm correct: you walk in a 3d environment and you fight star wars
characters like you would fight monsters in sod?
thanks


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Re: [Audyssey] quake maps in the full game

2007-01-13 Thread Cara Quinn
 Ken, the button should have no sound queue for the bridge.  That's 
the way the original game is.  You don't have a way to know which buttons 
do what.  That's the point.  

   This is no different from the non adapted game here...

   As far as different step sounds, I think that's a great idea, and will 
look into working with that...

Smiles,

Cara

At 12:34 PM 1/13/2007 -0500, you wrote:

>The navigational features just aren't that well developed yet.  For example,
>the wall scraping sound is mono--it's not placed positionally so you can't
>tell where you are scraping the wall so you can know which way to turn.
>Also, some buttons are not identified with audio cues, like the one you
>shoot to lower the bridge--and when you're walking on the bridge you don't
>even know you're walking on anything different than the ground.  Changing
>footstep sounds would be helpful here, but there are already so many
>problems with sound I don't think it's feasible.
>Ken Downey


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.410 / Virus Database: 268.16.10/624 - Release Date: 1/12/2007



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Re: [Audyssey] quake maps in the full game

2007-01-13 Thread Ken the Crazy
The navigational features just aren't that well developed yet.  For example, 
the wall scraping sound is mono--it's not placed positionally so you can't 
tell where you are scraping the wall so you can know which way to turn. 
Also, some buttons are not identified with audio cues, like the one you 
shoot to lower the bridge--and when you're walking on the bridge you don't 
even know you're walking on anything different than the ground.  Changing 
footstep sounds would be helpful here, but there are already so many 
problems with sound I don't think it's feasible.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "Josh" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, January 12, 2007 8:05 AM
Subject: [Audyssey] quake maps in the full game


> Hi,
>
> Why aren't the other quake maps very navigable? Is it that they're just 
> too
> confusing? Or don't the accessibility features work in the other maps such
> as the radar?
>
> Josh
>
> email: [EMAIL PROTECTED]
> AOL: kutztownstudent
> msn: [EMAIL PROTECTED]
> skype: jkenn337
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can 
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.1.410 / Virus Database: 268.16.10/624 - Release Date: 1/12/2007
>
> 


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Re: [Audyssey] quake maps in the full game

2007-01-12 Thread Rob
Maybe they're a bit difficult to navigate, especially because the walls are 
really close to each other. For me its ok, however sometimes i have to use the 
jetpack 
because i am lazy to find the bridge (sp, ep 1)
On Fri, 12 Jan 2007 08:05:35 -0500, Josh wrote:

>Hi,

>Why aren't the other quake maps very navigable? Is it that they're just too 
>confusing? Or don't the accessibility features work in the other maps such 
>as the radar?

>Josh

>email: [EMAIL PROTECTED]
>AOL: kutztownstudent
>msn: [EMAIL PROTECTED]
>skype: jkenn337 


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>any subscription changes via the web.



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[Audyssey] quake maps in the full game

2007-01-12 Thread Josh
Hi,

Why aren't the other quake maps very navigable? Is it that they're just too 
confusing? Or don't the accessibility features work in the other maps such 
as the radar?

Josh

email: [EMAIL PROTECTED]
AOL: kutztownstudent
msn: [EMAIL PROTECTED]
skype: jkenn337 


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Re: [Audyssey] Quake server

2006-12-22 Thread jamie coady
thanks i think it is cool thanks
- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, December 22, 2006 5:56 AM
Subject: Re: [Audyssey] Quake server


>   Hi Jamie, best off if you visit:
>
> http://tbrn.net/modgirl
>
>   and download the docs and impulse and key list for JQ, and if you
> already have the latest release of JQ, then the docs are in the jediquake4
> folder.
>
>   If you've succeeded in installing JQ, then you can find them in the
> above folder, and if you haven't, then either download them by themselves
> from the site, or explore the JQ qmod file by changing it's name to .zip
> and opening it.  You'll see the jediquake folder inside...
>
>   Anyway, the keys and impulses are listed in the docs.  You can also view
> all of the cfg files you find as well, which will show many key bindings 
> as
> well...
>
>   HTH...
>
> Smiles,
>
> Cara
>
> At 01:27 AM 12/21/2006 +, you wrote:
>
>>can you tell me about any other keys you have set that i can add in thanks
>>- Original Message -
>>From: "Cara Quinn" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Wednesday, December 20, 2006 10:23 PM
>>Subject: Re: [Audyssey] Quake server
>>
>>
>> >   Hi Jamie;
>> >
>> > bind a key of your choice to impulse 63 and then if you like, another 
>> > to
>> > impulse 64.
>> >
>> > impulse 63 activates / swings the lightsaber and impulse 64 turns it
>> > off.  It will draw attention to you when it's turned on, as other 
>> > players
>> > /
>> > bots can hear it.
>> >
>> >   To bind keys from within the game, open the console, and type the
>> > following:
>> >
>> > bind a impulse 63
>> > bind b impulse 64
>> >
>> > I used a and b for the keys but you would obviously use which ever keys
>> > you
>> > like.  Also, remember to press enter after each of the above lines.
>> >
>> > If you want your bindings to always be the same each time you play, 
>> > then
>> > you can also bind keys from outside the game, by opening config.cfg in
>> > your
>> > id1 folder and adding the above lines at the end of the file in your 
>> > fav
>> > text editor.  NOTE: when you add these lines like this, make sure the
>> > impulses have quotes around them, as in:
>> >
>> > bind a "impulse 63"
>> >
>> >   You need to add quotes when placing lines like these in cfg files...
>> >
>> >   If you find that your new bindings don't work, open your autoexec.cfg
>> > file, also in your id1 folder and again, use your fav editor to search 
>> > it
>> > to see if the keys are already being used for something.  If they are, 
>> > and
>> > you'd rather not preserve them, you can either edit this file to 
>> > reflect
>> > what you'd like the keys to do, or remove the bindings and add them as
>> > above in config.  To remove them, you can either add a double slash at 
>> > the
>> > beginning of each line that you don't want, as in:
>> >
>> > // bind a "do something I don't want anymore"
>> >
>> > or delete the line.
>> >
>> >   Please remember to always back up each file before you make any 
>> > changes
>> > to it though...
>> >
>> >   Anyway, hope this helps!...
>> >
>> > Smiles,
>> >
>> > Cara
>> >
>> > At 06:37 PM 12/20/2006 +, you wrote:
>> >
>> >>how do you get the light saber working on that
>> >>
>> >>- Original Message -
>> >>From: "Cara Quinn" <[EMAIL PROTECTED]>
>> >>To: "Gamers Discussion list" 
>> >>Sent: Wednesday, December 20, 2006 8:14 AM
>> >>Subject: [Audyssey] Quake server
>> >>
>> >>
>> >> >   Hi All, I should have posted this
>> >> > before.*doing the blonde thing*   lol!
>> >> >
>> >> >   For those who might be having trouble installing / running Jedi
>> >> > Quake;
>> >> > if you already have AQ installed, you can enter the console and 
>> >> > type:
>> >> >
>> >> > connect tbrn.net and then press enter, and it will connect you to a
>> >

Re: [Audyssey] Quake server

2006-12-21 Thread Cara Quinn
   Hi Jamie, best off if you visit:

http://tbrn.net/modgirl

   and download the docs and impulse and key list for JQ, and if you 
already have the latest release of JQ, then the docs are in the jediquake4 
folder.

   If you've succeeded in installing JQ, then you can find them in the 
above folder, and if you haven't, then either download them by themselves 
from the site, or explore the JQ qmod file by changing it's name to .zip 
and opening it.  You'll see the jediquake folder inside...

   Anyway, the keys and impulses are listed in the docs.  You can also view 
all of the cfg files you find as well, which will show many key bindings as 
well...

   HTH...

Smiles,

Cara

At 01:27 AM 12/21/2006 +, you wrote:

>can you tell me about any other keys you have set that i can add in thanks
>- Original Message -
>From: "Cara Quinn" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Wednesday, December 20, 2006 10:23 PM
>Subject: Re: [Audyssey] Quake server
>
>
> >   Hi Jamie;
> >
> > bind a key of your choice to impulse 63 and then if you like, another to
> > impulse 64.
> >
> > impulse 63 activates / swings the lightsaber and impulse 64 turns it
> > off.  It will draw attention to you when it's turned on, as other players
> > /
> > bots can hear it.
> >
> >   To bind keys from within the game, open the console, and type the
> > following:
> >
> > bind a impulse 63
> > bind b impulse 64
> >
> > I used a and b for the keys but you would obviously use which ever keys
> > you
> > like.  Also, remember to press enter after each of the above lines.
> >
> > If you want your bindings to always be the same each time you play, then
> > you can also bind keys from outside the game, by opening config.cfg in
> > your
> > id1 folder and adding the above lines at the end of the file in your fav
> > text editor.  NOTE: when you add these lines like this, make sure the
> > impulses have quotes around them, as in:
> >
> > bind a "impulse 63"
> >
> >   You need to add quotes when placing lines like these in cfg files...
> >
> >   If you find that your new bindings don't work, open your autoexec.cfg
> > file, also in your id1 folder and again, use your fav editor to search it
> > to see if the keys are already being used for something.  If they are, and
> > you'd rather not preserve them, you can either edit this file to reflect
> > what you'd like the keys to do, or remove the bindings and add them as
> > above in config.  To remove them, you can either add a double slash at the
> > beginning of each line that you don't want, as in:
> >
> > // bind a "do something I don't want anymore"
> >
> > or delete the line.
> >
> >   Please remember to always back up each file before you make any changes
> > to it though...
> >
> >   Anyway, hope this helps!...
> >
> > Smiles,
> >
> > Cara
> >
> > At 06:37 PM 12/20/2006 +, you wrote:
> >
> >>how do you get the light saber working on that
> >>
> >>- Original Message -
> >>From: "Cara Quinn" <[EMAIL PROTECTED]>
> >>To: "Gamers Discussion list" 
> >>Sent: Wednesday, December 20, 2006 8:14 AM
> >>Subject: [Audyssey] Quake server
> >>
> >>
> >> >   Hi All, I should have posted this
> >> > before.*doing the blonde thing*   lol!
> >> >
> >> >   For those who might be having trouble installing / running Jedi
> >> > Quake;
> >> > if you already have AQ installed, you can enter the console and type:
> >> >
> >> > connect tbrn.net and then press enter, and it will connect you to a
> >> > Quake
> >> > server running Jedi Quake.  Actually, there are a couple of small
> >> > updates
> >> > but it's essentially JQ.
> >> >
> >> > You may find you're downloading several files, which may take a bit,
> >> > but
> >> > be
> >> > patient and the game will come up when they're all downloaded...
> >> >
> >> >   OH, also, if you log on to the server, you'll need to have a player
> >> > name, which is other than the default "player" so if you need to change
> >> > your player name, you can do so by entering the console and typing:
> >> >
> >> > name (your fav name)
> >> >
> >> >   where (yo

Re: [Audyssey] Quake server

2006-12-20 Thread jamie coady
can you tell me about any other keys you have set that i can add in thanks
- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, December 20, 2006 10:23 PM
Subject: Re: [Audyssey] Quake server


>   Hi Jamie;
>
> bind a key of your choice to impulse 63 and then if you like, another to
> impulse 64.
>
> impulse 63 activates / swings the lightsaber and impulse 64 turns it
> off.  It will draw attention to you when it's turned on, as other players 
> /
> bots can hear it.
>
>   To bind keys from within the game, open the console, and type the 
> following:
>
> bind a impulse 63
> bind b impulse 64
>
> I used a and b for the keys but you would obviously use which ever keys 
> you
> like.  Also, remember to press enter after each of the above lines.
>
> If you want your bindings to always be the same each time you play, then
> you can also bind keys from outside the game, by opening config.cfg in 
> your
> id1 folder and adding the above lines at the end of the file in your fav
> text editor.  NOTE: when you add these lines like this, make sure the
> impulses have quotes around them, as in:
>
> bind a "impulse 63"
>
>   You need to add quotes when placing lines like these in cfg files...
>
>   If you find that your new bindings don't work, open your autoexec.cfg
> file, also in your id1 folder and again, use your fav editor to search it
> to see if the keys are already being used for something.  If they are, and
> you'd rather not preserve them, you can either edit this file to reflect
> what you'd like the keys to do, or remove the bindings and add them as
> above in config.  To remove them, you can either add a double slash at the
> beginning of each line that you don't want, as in:
>
> // bind a "do something I don't want anymore"
>
> or delete the line.
>
>   Please remember to always back up each file before you make any changes
> to it though...
>
>   Anyway, hope this helps!...
>
> Smiles,
>
> Cara
>
> At 06:37 PM 12/20/2006 +, you wrote:
>
>>how do you get the light saber working on that
>>
>>- Original Message -
>>From: "Cara Quinn" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Wednesday, December 20, 2006 8:14 AM
>>Subject: [Audyssey] Quake server
>>
>>
>> >   Hi All, I should have posted this
>> > before.*doing the blonde thing*   lol!
>> >
>> >   For those who might be having trouble installing / running Jedi 
>> > Quake;
>> > if you already have AQ installed, you can enter the console and type:
>> >
>> > connect tbrn.net and then press enter, and it will connect you to a 
>> > Quake
>> > server running Jedi Quake.  Actually, there are a couple of small 
>> > updates
>> > but it's essentially JQ.
>> >
>> > You may find you're downloading several files, which may take a bit, 
>> > but
>> > be
>> > patient and the game will come up when they're all downloaded...
>> >
>> >   OH, also, if you log on to the server, you'll need to have a player
>> > name, which is other than the default "player" so if you need to change
>> > your player name, you can do so by entering the console and typing:
>> >
>> > name (your fav name)
>> >
>> >   where (your fav name) is the name you'd like, without the 
>> > parentheses,
>> > and then press enter.
>> >
>> >   Hope y'all have fun!...
>> >
>> > Smiles,
>> >
>> > Cara
>> >
>> > ---
>> >   View my on-line portfolio at:
>> >
>> > http://www.onemodelplace.com/CaraQuinn
>> >
>> >   "The only things I really think are important, are love, and each
>> > other.  -Then, anything is possible..."
>> >
>> > http://home.earthlink.net/~cara-quinn
>> >
>> >
>> > --
>> > No virus found in this outgoing message.
>> > Checked by AVG Free Edition.
>> > Version: 7.1.409 / Virus Database: 268.15.25/593 - Release Date:
>> > 12/19/2006
>> >
>> >
>> >
>> > ___
>> > Gamers mailing list .. Gamers@audyssey.org
>> > To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> > visit
>> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> &

Re: [Audyssey] Quake server

2006-12-20 Thread jamie coady
hi yes this helps thanks
- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, December 20, 2006 10:23 PM
Subject: Re: [Audyssey] Quake server


>   Hi Jamie;
>
> bind a key of your choice to impulse 63 and then if you like, another to
> impulse 64.
>
> impulse 63 activates / swings the lightsaber and impulse 64 turns it
> off.  It will draw attention to you when it's turned on, as other players 
> /
> bots can hear it.
>
>   To bind keys from within the game, open the console, and type the 
> following:
>
> bind a impulse 63
> bind b impulse 64
>
> I used a and b for the keys but you would obviously use which ever keys 
> you
> like.  Also, remember to press enter after each of the above lines.
>
> If you want your bindings to always be the same each time you play, then
> you can also bind keys from outside the game, by opening config.cfg in 
> your
> id1 folder and adding the above lines at the end of the file in your fav
> text editor.  NOTE: when you add these lines like this, make sure the
> impulses have quotes around them, as in:
>
> bind a "impulse 63"
>
>   You need to add quotes when placing lines like these in cfg files...
>
>   If you find that your new bindings don't work, open your autoexec.cfg
> file, also in your id1 folder and again, use your fav editor to search it
> to see if the keys are already being used for something.  If they are, and
> you'd rather not preserve them, you can either edit this file to reflect
> what you'd like the keys to do, or remove the bindings and add them as
> above in config.  To remove them, you can either add a double slash at the
> beginning of each line that you don't want, as in:
>
> // bind a "do something I don't want anymore"
>
> or delete the line.
>
>   Please remember to always back up each file before you make any changes
> to it though...
>
>   Anyway, hope this helps!...
>
> Smiles,
>
> Cara
>
> At 06:37 PM 12/20/2006 +, you wrote:
>
>>how do you get the light saber working on that
>>
>>- Original Message -
>>From: "Cara Quinn" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Wednesday, December 20, 2006 8:14 AM
>>Subject: [Audyssey] Quake server
>>
>>
>> >   Hi All, I should have posted this
>> > before.*doing the blonde thing*   lol!
>> >
>> >   For those who might be having trouble installing / running Jedi 
>> > Quake;
>> > if you already have AQ installed, you can enter the console and type:
>> >
>> > connect tbrn.net and then press enter, and it will connect you to a 
>> > Quake
>> > server running Jedi Quake.  Actually, there are a couple of small 
>> > updates
>> > but it's essentially JQ.
>> >
>> > You may find you're downloading several files, which may take a bit, 
>> > but
>> > be
>> > patient and the game will come up when they're all downloaded...
>> >
>> >   OH, also, if you log on to the server, you'll need to have a player
>> > name, which is other than the default "player" so if you need to change
>> > your player name, you can do so by entering the console and typing:
>> >
>> > name (your fav name)
>> >
>> >   where (your fav name) is the name you'd like, without the 
>> > parentheses,
>> > and then press enter.
>> >
>> >   Hope y'all have fun!...
>> >
>> > Smiles,
>> >
>> > Cara
>> >
>> > ---
>> >   View my on-line portfolio at:
>> >
>> > http://www.onemodelplace.com/CaraQuinn
>> >
>> >   "The only things I really think are important, are love, and each
>> > other.  -Then, anything is possible..."
>> >
>> > http://home.earthlink.net/~cara-quinn
>> >
>> >
>> > --
>> > No virus found in this outgoing message.
>> > Checked by AVG Free Edition.
>> > Version: 7.1.409 / Virus Database: 268.15.25/593 - Release Date:
>> > 12/19/2006
>> >
>> >
>> >
>> > ___
>> > Gamers mailing list .. Gamers@audyssey.org
>> > To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> > visit
>> > http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> &

Re: [Audyssey] Quake server

2006-12-20 Thread Cara Quinn
   Hi Jamie;

bind a key of your choice to impulse 63 and then if you like, another to 
impulse 64.

impulse 63 activates / swings the lightsaber and impulse 64 turns it 
off.  It will draw attention to you when it's turned on, as other players / 
bots can hear it.

   To bind keys from within the game, open the console, and type the following:

bind a impulse 63
bind b impulse 64

I used a and b for the keys but you would obviously use which ever keys you 
like.  Also, remember to press enter after each of the above lines.

If you want your bindings to always be the same each time you play, then 
you can also bind keys from outside the game, by opening config.cfg in your 
id1 folder and adding the above lines at the end of the file in your fav 
text editor.  NOTE: when you add these lines like this, make sure the 
impulses have quotes around them, as in:

bind a "impulse 63"

   You need to add quotes when placing lines like these in cfg files...

   If you find that your new bindings don't work, open your autoexec.cfg 
file, also in your id1 folder and again, use your fav editor to search it 
to see if the keys are already being used for something.  If they are, and 
you'd rather not preserve them, you can either edit this file to reflect 
what you'd like the keys to do, or remove the bindings and add them as 
above in config.  To remove them, you can either add a double slash at the 
beginning of each line that you don't want, as in:

// bind a "do something I don't want anymore"

or delete the line.

   Please remember to always back up each file before you make any changes 
to it though...

   Anyway, hope this helps!...

Smiles,

Cara

At 06:37 PM 12/20/2006 +, you wrote:

>how do you get the light saber working on that
>
>- Original Message -
>From: "Cara Quinn" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Wednesday, December 20, 2006 8:14 AM
>Subject: [Audyssey] Quake server
>
>
> >   Hi All, I should have posted this
> > before.*doing the blonde thing*   lol!
> >
> >   For those who might be having trouble installing / running Jedi Quake;
> > if you already have AQ installed, you can enter the console and type:
> >
> > connect tbrn.net and then press enter, and it will connect you to a Quake
> > server running Jedi Quake.  Actually, there are a couple of small updates
> > but it's essentially JQ.
> >
> > You may find you're downloading several files, which may take a bit, but
> > be
> > patient and the game will come up when they're all downloaded...
> >
> >   OH, also, if you log on to the server, you'll need to have a player
> > name, which is other than the default "player" so if you need to change
> > your player name, you can do so by entering the console and typing:
> >
> > name (your fav name)
> >
> >   where (your fav name) is the name you'd like, without the parentheses,
> > and then press enter.
> >
> >   Hope y'all have fun!...
> >
> > Smiles,
> >
> > Cara
> >
> > ---
> >   View my on-line portfolio at:
> >
> > http://www.onemodelplace.com/CaraQuinn
> >
> >   "The only things I really think are important, are love, and each
> > other.  -Then, anything is possible..."
> >
> > http://home.earthlink.net/~cara-quinn
> >
> >
> > --
> > No virus found in this outgoing message.
> > Checked by AVG Free Edition.
> > Version: 7.1.409 / Virus Database: 268.15.25/593 - Release Date:
> > 12/19/2006
> >
> >
> >
> > ___
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   "The only things I really think are important, are love, and each 
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Re: [Audyssey] Quake server

2006-12-20 Thread jamie coady
how do you get the light saber working on that

- Original Message - 
From: "Cara Quinn" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, December 20, 2006 8:14 AM
Subject: [Audyssey] Quake server


>   Hi All, I should have posted this
> before.*doing the blonde thing*   lol!
>
>   For those who might be having trouble installing / running Jedi Quake;
> if you already have AQ installed, you can enter the console and type:
>
> connect tbrn.net and then press enter, and it will connect you to a Quake
> server running Jedi Quake.  Actually, there are a couple of small updates
> but it's essentially JQ.
>
> You may find you're downloading several files, which may take a bit, but 
> be
> patient and the game will come up when they're all downloaded...
>
>   OH, also, if you log on to the server, you'll need to have a player
> name, which is other than the default "player" so if you need to change
> your player name, you can do so by entering the console and typing:
>
> name (your fav name)
>
>   where (your fav name) is the name you'd like, without the parentheses,
> and then press enter.
>
>   Hope y'all have fun!...
>
> Smiles,
>
> Cara
>
> ---
>   View my on-line portfolio at:
>
> http://www.onemodelplace.com/CaraQuinn
>
>   "The only things I really think are important, are love, and each
> other.  -Then, anything is possible..."
>
> http://home.earthlink.net/~cara-quinn
>
>
> -- 
> No virus found in this outgoing message.
> Checked by AVG Free Edition.
> Version: 7.1.409 / Virus Database: 268.15.25/593 - Release Date: 
> 12/19/2006
>
>
>
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[Audyssey] Quake server

2006-12-20 Thread Cara Quinn
   Hi All, I should have posted this 
before.*doing the blonde thing*   lol!

   For those who might be having trouble installing / running Jedi Quake; 
if you already have AQ installed, you can enter the console and type:

connect tbrn.net and then press enter, and it will connect you to a Quake 
server running Jedi Quake.  Actually, there are a couple of small updates 
but it's essentially JQ.

You may find you're downloading several files, which may take a bit, but be 
patient and the game will come up when they're all downloaded...

   OH, also, if you log on to the server, you'll need to have a player 
name, which is other than the default "player" so if you need to change 
your player name, you can do so by entering the console and typing:

name (your fav name)

   where (your fav name) is the name you'd like, without the parentheses, 
and then press enter.

   Hope y'all have fun!...

Smiles,

Cara

---
   View my on-line portfolio at:

http://www.onemodelplace.com/CaraQuinn

   "The only things I really think are important, are love, and each 
other.  -Then, anything is possible..."

http://home.earthlink.net/~cara-quinn


-- 
No virus found in this outgoing message.
Checked by AVG Free Edition.
Version: 7.1.409 / Virus Database: 268.15.25/593 - Release Date: 12/19/2006



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Re: [Audyssey] Quake true 3d game

2006-10-02 Thread Ron Schamerhorn
By all means Michael I'd be thankful if you could tell me how to get things 
running.  I've tried many times with no success.  Thanks in advance!

Ron

- Original Message - 
From: "Michael Maslo" <[EMAIL PROTECTED]>
To: "'Gamers Discussion list'" 
Sent: Monday, October 02, 2006 6:38 PM
Subject: Re: [Audyssey] Quake true 3d game


I can help with the game getting it started but the rest of the game is hard


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Re: [Audyssey] Quake true 3d game

2006-10-02 Thread Ron Schamerhorn
Glad I'm not the only person whose missed something about starting the game! 
*sighs*  I'm only playing mine with the maps and such that came with the 
audio quake version and can't figure it out.

- Original Message - 
From: "Lisa Leonardi" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 2:57 PM
Subject: Re: [Audyssey] Quake true 3d game


I have also had problems getting it to start. I know I'm missing something,
or at least I must be, but I'm not sure what.


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Re: [Audyssey] Quake true 3d game

2006-10-02 Thread Michael Maslo
I can help with the game getting it started but the rest of the game is hard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Ron Schamerhorn
Sent: Monday, October 02, 2006 11:58 AM
To: Ken the Crazy; Gamers Discussion list
Subject: [Audyssey] Quake true 3d game

The trouble I've had is getting the game to even start!  Any help is greatly

appreciated.  I'd love to be able to play it!

Ron  whose not quaking *grin*
- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 12:32 AM
Subject: [Audyssey] true 3d game


The closest we have is Audio Quake--you can hook yourself to walls--high up
or low down.  You can fly around with jet packs, and have to aim bother
horizontally and vertically to kill and opponent.  There are also places in
Quake where you have to jump up to get a key or open a door if I'm not
mistaken.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 01, 2006 11:01 PM
Subject: [Audyssey] 3D games was Thoughts about Montezuma's Revenge.


> Hi Lukas,
> In your post you stated there have been several good 3D games for the
> blind written. You mind naming me a few? To my knolege there are none in
> the accessible games market.
> Keep in mind that I am not talking virtual 3D audio. I am talking fully
> 3d. That means you have six, I repeat six directions of movement
> including: left, right, forward, back, up, and down. In other words
> everything is drawn to true shape, skale, and you can move in any
> direction a human can.
> I have seen on this list people eroniously call Shades of Doom a 3D
> game. While it has a virtual 3D audio emulation your movement is still
> only 2D. You can move left, right, forward, and back. You do not have
> any upward or downward motion. Such as having to jump up and catch a
> rope and climb up it. You also cant jump down in to a pit and grab say a
> gem, and them jump out on to the surface.
>
>
>
> Neo wrote:
>> Why couldn't a side scroller have enough replay value? I tend to agree
>> with
>> most folks here who are for the side scroller option. Although I love the
>> 3D
>> concept a lot and this new Angela character reminds me of the famous Tomb
>> Raider and my favourite Lara Croft so much, and although I don't have any
>> real relation to the original (old) Montezuma's Revenge, I still prefer
>> the
>> side scroller option cause there have already been several rather good
>> and
>> complex 3D games while we have only one side scroller that's atractive
>> and
>> funny, but it's still just one. :-)
>> As most people said, when you release the original Monty as intended, you
>> can do some 3D version later on if ya like. Just my thoughts.
>> Thanks,
>> Lukas
>>
>
>
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> visit
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> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.1.407 / Virus Database: 268.12.11/460 - Release Date: 10/1/2006
>
>


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Re: [Audyssey] Quake true 3d game

2006-10-02 Thread Lisa Leonardi
I have also had problems getting it to start. I know I'm missing something, 
or at least I must be, but I'm not sure what.
- Original Message - 
From: "Ron Schamerhorn" <[EMAIL PROTECTED]>
To: "Ken the Crazy" <[EMAIL PROTECTED]>; "Gamers Discussion list" 

Sent: Monday, October 02, 2006 11:57 AM
Subject: [Audyssey] Quake true 3d game


> The trouble I've had is getting the game to even start!  Any help is 
> greatly
> appreciated.  I'd love to be able to play it!
>
> Ron  whose not quaking *grin*
> - Original Message - 
> From: "Ken the Crazy" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Monday, October 02, 2006 12:32 AM
> Subject: [Audyssey] true 3d game
>
>
> The closest we have is Audio Quake--you can hook yourself to walls--high 
> up
> or low down.  You can fly around with jet packs, and have to aim bother
> horizontally and vertically to kill and opponent.  There are also places 
> in
> Quake where you have to jump up to get a key or open a door if I'm not
> mistaken.
> Ken Downey
> President
> DreamTechInteractive!
>
> And,
> Coming soon,
> Blind Comfort!
> The pleasant way to get a massage--no staring, just caring.
>
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, October 01, 2006 11:01 PM
> Subject: [Audyssey] 3D games was Thoughts about Montezuma's Revenge.
>
>
>> Hi Lukas,
>> In your post you stated there have been several good 3D games for the
>> blind written. You mind naming me a few? To my knolege there are none in
>> the accessible games market.
>> Keep in mind that I am not talking virtual 3D audio. I am talking fully
>> 3d. That means you have six, I repeat six directions of movement
>> including: left, right, forward, back, up, and down. In other words
>> everything is drawn to true shape, skale, and you can move in any
>> direction a human can.
>> I have seen on this list people eroniously call Shades of Doom a 3D
>> game. While it has a virtual 3D audio emulation your movement is still
>> only 2D. You can move left, right, forward, and back. You do not have
>> any upward or downward motion. Such as having to jump up and catch a
>> rope and climb up it. You also cant jump down in to a pit and grab say a
>> gem, and them jump out on to the surface.
>>
>>
>>
>> Neo wrote:
>>> Why couldn't a side scroller have enough replay value? I tend to agree
>>> with
>>> most folks here who are for the side scroller option. Although I love 
>>> the
>>> 3D
>>> concept a lot and this new Angela character reminds me of the famous 
>>> Tomb
>>> Raider and my favourite Lara Croft so much, and although I don't have 
>>> any
>>> real relation to the original (old) Montezuma's Revenge, I still prefer
>>> the
>>> side scroller option cause there have already been several rather good
>>> and
>>> complex 3D games while we have only one side scroller that's atractive
>>> and
>>> funny, but it's still just one. :-)
>>> As most people said, when you release the original Monty as intended, 
>>> you
>>> can do some 3D version later on if ya like. Just my thoughts.
>>> Thanks,
>>> Lukas
>>>
>>
>>
>> ___
>> Gamers mailing list .. Gamers@audyssey.org
>> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
>> visit
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
>> any subscription changes via the web.
>>
>>
>> -- 
>> No virus found in this incoming message.
>> Checked by AVG Free Edition.
>> Version: 7.1.407 / Virus Database: 268.12.11/460 - Release Date: 
>> 10/1/2006
>>
>>
>
>
> ___
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> visit
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> any subscription changes via the web.
> 


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[Audyssey] Quake was true 3d game

2006-10-02 Thread Ron Schamerhorn
The trouble I've had is getting the game to even start!  Any help is greatly 
appreciated.  I'd love to be able to play it!

Ron  whose not quaking *grin*
- Original Message -
From: "Ken the Crazy" <
[EMAIL PROTECTED]>

To: "Gamers Discussion list" <
gamers@audyssey.org>

Sent: Monday, October 02, 2006 12:32 AM
Subject: [Audyssey] true 3d game

The closest we have is Audio Quake--you can hook yourself to walls--high up
or low down.  You can fly around with jet packs, and have to aim bother
horizontally and vertically to kill and opponent.  There are also places in
Quake where you have to jump up to get a key or open a door if I'm not
mistaken.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.


___
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[Audyssey] Quake true 3d game

2006-10-02 Thread Ron Schamerhorn
The trouble I've had is getting the game to even start!  Any help is greatly 
appreciated.  I'd love to be able to play it!

Ron  whose not quaking *grin*
- Original Message - 
From: "Ken the Crazy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Monday, October 02, 2006 12:32 AM
Subject: [Audyssey] true 3d game


The closest we have is Audio Quake--you can hook yourself to walls--high up
or low down.  You can fly around with jet packs, and have to aim bother
horizontally and vertically to kill and opponent.  There are also places in
Quake where you have to jump up to get a key or open a door if I'm not
mistaken.
Ken Downey
President
DreamTechInteractive!

And,
Coming soon,
Blind Comfort!
The pleasant way to get a massage--no staring, just caring.

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, October 01, 2006 11:01 PM
Subject: [Audyssey] 3D games was Thoughts about Montezuma's Revenge.


> Hi Lukas,
> In your post you stated there have been several good 3D games for the
> blind written. You mind naming me a few? To my knolege there are none in
> the accessible games market.
> Keep in mind that I am not talking virtual 3D audio. I am talking fully
> 3d. That means you have six, I repeat six directions of movement
> including: left, right, forward, back, up, and down. In other words
> everything is drawn to true shape, skale, and you can move in any
> direction a human can.
> I have seen on this list people eroniously call Shades of Doom a 3D
> game. While it has a virtual 3D audio emulation your movement is still
> only 2D. You can move left, right, forward, and back. You do not have
> any upward or downward motion. Such as having to jump up and catch a
> rope and climb up it. You also cant jump down in to a pit and grab say a
> gem, and them jump out on to the surface.
>
>
>
> Neo wrote:
>> Why couldn't a side scroller have enough replay value? I tend to agree
>> with
>> most folks here who are for the side scroller option. Although I love the
>> 3D
>> concept a lot and this new Angela character reminds me of the famous Tomb
>> Raider and my favourite Lara Croft so much, and although I don't have any
>> real relation to the original (old) Montezuma's Revenge, I still prefer
>> the
>> side scroller option cause there have already been several rather good
>> and
>> complex 3D games while we have only one side scroller that's atractive
>> and
>> funny, but it's still just one. :-)
>> As most people said, when you release the original Monty as intended, you
>> can do some 3D version later on if ya like. Just my thoughts.
>> Thanks,
>> Lukas
>>
>
>
> ___
> Gamers mailing list .. Gamers@audyssey.org
> To unsubscribe send E-mail to [EMAIL PROTECTED] You can
> visit
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org to make
> any subscription changes via the web.
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.1.407 / Virus Database: 268.12.11/460 - Release Date: 10/1/2006
>
>


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[Audyssey] Quake was thanks

2006-08-07 Thread Thomas Ward
Hi, Chris.
No you don't need to buy Quake if you don't want to. There is a free 
shareware version you can try to see if you like it first.
You can get all information on accessible quake at:
http://www.agrip.org.uk


Chris Frahm wrote:
> Thanks for the info on quake.  Yeah I was thinking of warcraft.  Always 
> wanted to play that game.  That isn't accessable yet, huh?  Is anything out 
> there like it?  Loved the sound files.
> Also, where would I get audio quake?  Is it a hard learning curve?  Would i 
> need regularquake and would that cost?
> Thanks a ton!
> Chris
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>
>   


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Re: [Audyssey] quake?

2006-08-07 Thread Thomas Ward
Hi, Chris.
Quake is a first person shooter game. Basicly, you go around shooting 
and blowing up people and things.
Grin.


Chris Frahm wrote:
> I have heard of quake but don't know what it is.  Could some one please give 
> me the knowledge?  I for some reason keep thinking it's that strategy game 
> with all those ogres and dwarves a midevil fighting game.  I have a feeling 
> I'm wrong.  Wish I knew what game that was I'm thinking of.  The characters 
> talk and you build armies use catapolts and preform archery.
>
> Take care all!
> Chris
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>   


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[Audyssey] quake?

2006-08-07 Thread Chris Frahm
I have heard of quake but don't know what it is.  Could some one please give me 
the knowledge?  I for some reason keep thinking it's that strategy game with 
all those ogres and dwarves a midevil fighting game.  I have a feeling I'm 
wrong.  Wish I knew what game that was I'm thinking of.  The characters talk 
and you build armies use catapolts and preform archery.

Take care all!
Chris
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[Audyssey] Quake

2006-07-12 Thread ari
Hi all,
I've looked, and have found that you can still buy Quake, as a download from
the developers at
 http://www.idsoftware.com/store/index.php?view=quake&page=2
Will this download work with Audio Quake? I'm sorry about the link, but I
don't know how to make it fit into one line.
Ari


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