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