Author Topic: Muting VOIP in 1.2  (Read 5199 times)

FisherP

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Muting VOIP in 1.2
« on: October 18, 2009, 09:03:24 pm »
I had a game on the Dev Server #2 the other day (well, I didn't play, but I was asking questions) and we got onto the topic of the VOIP facility. I asked if there was a way for a mute vote on the VOIP. Tuple asked on IRC and told me it would also be good if I put it on the forums. The response on IRD iirc was negative at the moment. I thought I'd ask the same question on the forums for everyone's sake.

Will there be the ability to mute players from VOIP when 1.2 comes out?

KillerWhale

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Re: Muting VOIP in 1.2
« Reply #1 on: October 18, 2009, 09:05:45 pm »
There already is an option to local mute players, I've had to do it before.

There really should be some menus for VOIP, the commands have very cryptic syntax.

Winnie the Pooh

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Re: Muting VOIP in 1.2
« Reply #2 on: October 19, 2009, 12:05:02 am »
Assuming anybody actually uses voip in 1.2.. which they don't even do now. So I don't see why they will in 1.2. If worse comes to worse, unplug your speakers.
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SlackerLinux

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Re: Muting VOIP in 1.2
« Reply #3 on: October 19, 2009, 02:00:59 am »
that's a good idea.
maybe integrate it into the existing mute vote but also have a separate vote(maybe callvote mute_voip)(for those noobs who just dont know how to setup their bloody mic or are like 12 but dont really require a full text mute too) if the trem devs are not interested im sure amanieu and the tremfusion project would be.
Slackware64 13.1
SlackersQVM/

FisherP

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Re: Muting VOIP in 1.2
« Reply #4 on: October 19, 2009, 08:23:22 pm »
Oh, another question. I couldn't find my demo of when I was playing on the Dev server, but does the VOIP get recorded in the demo?

Undeference

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Re: Muting VOIP in 1.2
« Reply #5 on: October 19, 2009, 08:51:14 pm »
does the VOIP get recorded in the demo?
Yes
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Paradox

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Re: Muting VOIP in 1.2
« Reply #6 on: October 20, 2009, 08:19:43 am »
!mute -v noob

∧OMG ENTROPY∧

taylors

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Re: Muting VOIP in 1.2
« Reply #7 on: February 10, 2010, 06:54:37 am »
that's a good idea.
maybe integrate it into the existing mute vote but also have a separate vote(maybe callvote mute_voip)(for those noobs who just dont know how to setup their bloody mic or are like 12 but dont really require a full text mute too) if the trem devs are not interested im sure amanieu and the tremfusion project would be.

hahah i'm definately one of those noobs... to voip and this board. a little help?
thanks!

Kiwi

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Re: Muting VOIP in 1.2
« Reply #8 on: February 10, 2010, 04:34:16 pm »
unplug your speakers.
I wouldn't do that.  Its a lot harder to play with no sound.  Can't you just "cl_voip 0" and restart trem?

Asvarox

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Re: Muting VOIP in 1.2
« Reply #9 on: February 10, 2010, 05:34:55 pm »
why not just /voip ignore <name>?
I MINE FULL WEREWOLFES
NOT SUCH HIPPIE THINGS  >:(

MitSugna

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Re: Muting VOIP in 1.2
« Reply #10 on: February 11, 2010, 10:02:59 am »
I was at korx and there was someone spamming voip. We kicked him a few times but he some how continued to broadcast.

FisherP

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Re: Muting VOIP in 1.2
« Reply #11 on: February 20, 2010, 09:45:25 pm »
I think that's mostly because the status of a player is lost when they leave the server. Some QVM's keep the status of each player till the end of the game or for a set period of time.