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 <paul.l...@sky.com> 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 <paul.l...@sky.com> wrote: Not sure how Jeremy planned to use the vertical axis, but I think (although it wasn't exactly for head shots) in audio quake since there could be enemies on different heights you had the standard left and right stereo panning for aiming left and right and then 2 bleeps that sounded at different speeds until you lined them up for the vertical axis. Have played many main stream zombie games such as resident evil and have always loved the ability to head shot and take out a zombie with just one shot, there's just something very satisfying about it lol. I know Jeremy's not planning on any more updates to swamp but maybe if he did as a compromise to not make it seem to complex that people don't want to try it maybe there could be that head shot choice just when using the sniper. Even without the head shots though swamp is still an amazing game and to me feels like playing a main stream game already and I look forward to seeing what Jeremy produces next. -----Original Message----- From: Gamers [mailto:gamers-boun...@audyssey.org] On Behalf Of Clement Chou Sent: 04 May 2013 22:16 To: Gamers Discussion list Subject: Re: [Audyssey] Quake / 3D FPS games -was- Re: Mysteries of theAncientsConsiderations I think I remember you telling me that at some point. And honestly, the problem with audiogamers... is that a lot of people, not all but a fair few, want things to be easy. What audio gamers consider a difficult game would be standard affair for mainstream gamers, and I think that headshot aspect should've remained in, especially since it wasn't technically necessary. I'm curious though... how would you have people centre the sound in both horrizontal and vertical planes? Most headphones can't handle up and down all that well when panning sounds, at least, not that I know... I was thinking to have some sort of elongated sound for when you were lined up for a headshot. That's how I would've done it. I've just always found that to be an aspect of fps games that've been missing in audio shooters and would add so much more skill and challenge. --- 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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org. --- 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 subscription via the web, at http://audyssey.org/mailman/listinfo/gamers_audyssey.org. All messages are archived and can be searched and read at http://www.mail-archive.com/gamers@audyssey.org. If you have any questions or concerns regarding the management of the list, please send E-mail to gamers-ow...@audyssey.org.