Author Topic: mic ingame?  (Read 7639 times)

black adder9

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mic ingame?
« on: July 20, 2006, 11:33:12 am »
can there be mics in the game so u can talk faster abouth regrouping and atacking taktics?

Lava Croft

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mic ingame?
« Reply #1 on: July 20, 2006, 12:12:08 pm »
Try TeamSpeak or Ventrilo.

Coca-Cola

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mic ingame?
« Reply #2 on: July 20, 2006, 02:04:49 pm »
TeamSpeak ftw
f the brain was simple to understand, we'd be too simple to understand it.

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Vector_Matt

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mic ingame?
« Reply #3 on: July 20, 2006, 02:18:57 pm »
Opensource, asci C, VOIP FTW!

Rippy

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mic ingame?
« Reply #4 on: July 20, 2006, 02:44:59 pm »
TeamSpeak isn't a solution. Only other people on your TS channel can hear you, and 99.9% of the other people playing Tremulous aren't.

Voice chat would be nice, but I for one would prefer maps and upgrades/aliens first. (Also, if they ever do add voice chat, MAKE SURE THERE'S A "mute player" BUTTON!)
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Lava Croft

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mic ingame?
« Reply #5 on: July 20, 2006, 02:47:17 pm »
Are you going to code it?

I thought so.

Stick with TeamSpeak.

Rekov

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mic ingame?
« Reply #6 on: July 20, 2006, 03:56:27 pm »
Lava Croft: Your pessimistic responses are not welcome here in this place of forward thinking.




I think that this is definatly something that should be added into game at some point. There would still be seperate channels for team chat and normal chat. Normal chat would have a range so you cant hear people accross the map, and team chat wouldnt.

The only issue would be if normal chat and team chat start interfeering with eachother. Obviously team chat should take priorety.
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Neo

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mic ingame?
« Reply #7 on: July 20, 2006, 04:49:19 pm »
Might as well have 2 buttons like the text chat, unless you use the irritating Valve method of having a server setting of All or Team.

For some advice, just ignore Lava thats what everyone else does.

SLAVE|Mietz

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mic ingame?
« Reply #8 on: July 20, 2006, 04:54:01 pm »
Quote from: "Rekov"
Lava Croft: Your pessimistic responses are not welcome here in this place of forward thinking.




I think that this is definatly something that should be added into game at some point. There would still be seperate channels for team chat and normal chat. Normal chat would have a range so you cant hear people accross the map, and team chat wouldnt.

The only issue would be if normal chat and team chat start interfeering with eachother. Obviously team chat should take priorety.


but WHY should someone code that?
If teamspeak works well and there are like 500 other voip or audio-chats available?
Why pack the engine with unnecessary stuff, first try to fix some important ballance issues and bugs, then think about new game-concepts and maybe in third line think about audio-com.
This suggestion was made many times before, and the community had to disagee, because the investment is non-proportional to the result that can be reproduced with teamspeak or other progs.

PIE

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mic ingame?
« Reply #9 on: July 20, 2006, 07:40:18 pm »
If this ever happens.. please have a way to disable it..Last thing i want is to hear someone freaking out, voice spamming...

Rekov

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mic ingame?
« Reply #10 on: July 20, 2006, 10:59:23 pm »
Quote from: "SLAVE|Mietz"
Quote from: "Rekov"
Lava Croft: Your pessimistic responses are not welcome here in this place of forward thinking.




I think that this is definatly something that should be added into game at some point. There would still be seperate channels for team chat and normal chat. Normal chat would have a range so you cant hear people accross the map, and team chat wouldnt.

The only issue would be if normal chat and team chat start interfeering with eachother. Obviously team chat should take priorety.


but WHY should someone code that?
If teamspeak works well and there are like 500 other voip or audio-chats available?
Why pack the engine with unnecessary stuff, first try to fix some important ballance issues and bugs, then think about new game-concepts and maybe in third line think about audio-com.
This suggestion was made many times before, and the community had to disagee, because the investment is non-proportional to the result that can be reproduced with teamspeak or other progs.


The reason would be so that you dont have to join a different team speak for every server. Also, so that you couldnt just pop into the enemy teams teamspeak and listen to their plans the whole game. What else needs to be done? the game is balanced as it is.
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Odin

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mic ingame?
« Reply #11 on: July 20, 2006, 11:20:28 pm »
The thing is, getting multiple sound output to work in Linux is hard as hell. Teamspeak will not work while running Tremulous at the same time, because they both use OSS, and by using OSS, they use /dev/dsp, and one program will hog all of it.

TeamSpeak 3 will have ALSA support(finally), so we can actually hope to have both at the same time.


However, voicechat WITHIN Tremulous would be nice.

StVald

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mic ingame?
« Reply #12 on: July 21, 2006, 04:37:56 am »
To solve the problem of screeching people: We can have the voice chat prog analyze a player's message before its sent. If it peaks over a certain threshold, the prog can lower the output volume or mute completely.
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SLAVE|Mietz

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mic ingame?
« Reply #13 on: July 21, 2006, 05:34:32 am »
I....don't....understand....why....

Taiyo.uk

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mic ingame?
« Reply #14 on: July 21, 2006, 06:19:57 am »
I think voicechat is a nice idea, but there needs to be some controls to avoid the aforementioned spamming/abuse problems:

1. PTT (press to talk) button, else permanently open mics would be a nightmare, probably causing echoing and allowing everyone to hear one player's washing machine in the background.

2. Server side per-player voicechat disable, and a vote option to disable it for when the admins aren't around to silence spammers and other abusers.

3. Client side option to disable voicechat, as some players won't want to use it. There sould be a text announcement on the screen whenever somebody enables/disables it, perhaps an icon appears on the scoreboard too, to avoid people shouting "hello? HELLO? ARE YOU LISTENING?!" thinking a player has voicechat when they do not.

The other problem is that players without voicechat won't hear important messages while normal text chat gets to all players. I normally pipe the chat messages to a tts program else often messages scroll off of the screen before I've had a chance to read them.

Finally, I fully agree with this:
Quote from: "SLAVE|Mietz"
Why pack the engine with unnecessary stuff, first try to fix some important ballance issues and bugs, then think about new game-concepts and maybe in third line think about audio-com.


Just my £0.02

DKG

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mic ingame?
« Reply #15 on: September 20, 2006, 09:57:30 pm »
Without taking into consideration, Voice-spamming, echo/reverb, and without the foggiest clue on implimentation(programming), or even how practical it would be.  I have this to say-

>NO 'universe speak' for starters
--There's no need to implement such a feature.
--Avoids spamming/washingmachines.

"Private" team cb channels, with the possibility of a 'CB scanner' upgrade (scramblers/encoders/channel switching as defence...).
Definately a PTT (Push to talk) system, to avoid background sound/spam.

Hearing the live speach (not radio transmition) of foes in close proximity  (You hear what they say because the're close to you, you don't hear what their teammates say because they recieve it via earphones)

David

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mic ingame?
« Reply #16 on: September 20, 2006, 11:44:34 pm »
there are better things for the Dev's to spend there time on.
they work hard to make this game for nothing.

a simpler options would be to integrate with team chat, so the server tells your client what server to go to, and then you automatically get put on the right channel for your team.

also, people near hear what you say?
you see an alien with a radio?
maby a physic link? or just screw the reasoning. don't go for realalism, when it ain't realistic.
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Caveman

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mic ingame?
« Reply #17 on: September 21, 2006, 01:38:42 am »
Quote from: "Rekov"
I think that this is definatly something that should be added into game at some point. There would still be seperate channels for team chat and normal chat. Normal chat would have a range so you cant hear people accross the map, and team chat wouldnt.


Wow, we have another wise guy here...

Go ahead and do what you describe, Trem is OS.
I am sure that you can do what nearly all commercial Game-Developers did not.

BTW you DO know that you need at least an extra 6kb bandwith for _each_ playerslot?

benplaut

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mic ingame?
« Reply #18 on: September 21, 2006, 05:15:11 am »
Teamspeak is great, yes, but is missing two things you would get from in-game:

1) Automatically being connected.  Very important
2) New players wouldn't spend the whole game wondering how the hell people were coordinating...

TTS (or STT, but it's harder to code) is pretty nice... search the forums for a linux command that pipes all messages to a TTS program.

As long as nobody starts w spamming, everything works great.

double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you double you ...
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Undeference

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mic ingame?
« Reply #19 on: September 21, 2006, 05:18:16 am »
Obviously, if anything like this were to be done, the following conditions would have to be available:
  • Disabled on the server side
  • Disabled on the client side (not just ignored, but not sent to that client) -- "bind" friendly
  • Server side quality settings
  • Separate volume cvar
  • Team only
  • Ignored users
The only reason it would make sense in the slightest bit would be for team only communication that goes anywhere across the map. If it were benefitial, that would only be for coordination purposes, and having a range limit or letting enemies hear what you say defeats the whole purpose.

You know ahead of time that when a feature like this is implemented it will be abused. If I'm playing a serious game of Tremulous, I don't want to hear someone else's cybersex session or whatever. Especially if a couple other teammates and I are actually trying to effectively coordinate.

Having on screen team overlay stuff informing you of where your teammates are and who is where will always be more useful. Tremulous is not a highly tactical game and can't really be made into one. You can either try something or you can't. Adding voice communication does not help with that.

A negative with this is that when you hear voices you tend to focus on those voices and disregard environmental sounds. However, thos environmental sounds can mean life or death. And there will always be spam:
"AHH, THAT WAS CLOSE. Did you see that?"
Need help? Ask intelligently. Please share solutions you find.

Thats what we need, helpful players, not more powerful admins.

Dj_Pong

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mic ingame?
« Reply #20 on: September 22, 2006, 12:23:31 pm »
"You go forward I camp here, èh èh"

Quote from: "Lava Croft"
Are you going to code it?

I thought so.

Stick with TeamSpeak.

 :roll: I r Teh 1337 wAnneBaaa! ?
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