Voice?

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[DiE]x8668k

Skilled
Oct 4, 2000
289
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With 2 computers you can also be a little bastard. :rolleyes:

While you play on a public server and someone you have on your ICQ loggs in, you can type a message in ICQ if they are online on ICQ that is, then just wait until a new round starts and when it gets interessting, SEND, some times they have forgotten to turn off autopopup in ICQ. :D
 

DaddyBone

Infiltration Team
Jul 24, 1999
445
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Boulder, CO, USA
www.sobservers.com
Ah yes - I understand what you're saying, but don't just point out the good stuff. Integrated also means:

1) A whole 'nother layer of difficulty in the game, one more thing to not work right. At least with the separate ones you can work out for yourself that you need to start one up first, need to adjust this, that, etc.

2) Yah, um... sure, with integrated voicecomm mod developers have yet another thing to figure out, lol - depending on how Epic coded it in, the option to disable some peeps from talking to others may not even be feasible.

3) Who's gonna write it? As things stand now, all you could really do is incorporate a 3rd party program, and that means someone paying someone else - AND you're back to where you were with compatibility.

4) This'll never happen for UT - Epic has stated many times that there aren't going to be any more patches, let alone a whole 'nother coded part!

From where I stand, this needs to be done in the NEXT level of Unreal, U2 or UW. And then integrate the snot out of it, so that it has many, many options and is flexible enough so that mods can change what they need. It also needs to be FULLY integrated, so that if the game runs on a platform, it just simply WORKS - BUT, keep in mind that voicecomm requires MORE from the server - more bandwidth, more CPU - so it should also be able to be turned off by server admins, or, better yet, server admins should be able to choose where the voicecomm 'base station' resides - then you could use someone else's or run yours on another box.
 

DaddyBone

Infiltration Team
Jul 24, 1999
445
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54
Boulder, CO, USA
www.sobservers.com
Incidentally, head on over to our clan's homepage, www.sobservers.com - there you'll see two 'button adverts' on the left hand side of the page, one for RW, the other for teamsound - both servers are public, and we've been running them for years. :) The RW one allows user-creatable 'rooms' with an optional password for privacy, but teamsound has set channels you can join, and no private rooms. (due to teamsound's limitations, not ours).

Enjoy :)


(For those of you who are curious, both run on servers that don't host games, 1 800MHz, 1 1GHz, and both are direct fiber boxes to an OC-3)
 

JaFO

bugs are features too ...
Nov 5, 2000
8,408
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Originally posted by DaddyBone
Ah yes - I understand what you're saying, but don't just point out the good stuff. Integrated also means:

1) A whole 'nother layer of difficulty in the game, one more thing to not work right. At least with the separate ones you can work out for yourself that you need to start one up first, need to adjust this, that, etc.
but with separates it's also easier to shift the blame to someone else (we did everything to spec's, 'they' didn't give us 'all' the info, we can't test every combination, etc. ...)

2) Yah, um... sure, with integrated voicecomm mod developers have yet another thing to figure out, lol - depending on how Epic coded it in, the option to disable some peeps from talking to others may not even be feasible.
sad but true, more options => more stuff to figure out
and you're probably only going to find out that the things you wanted to do are impossible because the developers didn't think it was necessary ... (but then again some mod-developers have proven they *can* do pretty 'impossible' things despite these restrictions)
And there is the fact that mod-developers won't have the same info as 'real' licensed developers will (you can't blame Epic/Valve/Id for this part as they need to be able to sell the license too)

3) Who's gonna write it? As things stand now, all you could really do is incorporate a 3rd party program, and that means someone paying someone else - AND you're back to where you were with compatibility.
MS claims the basics are integrated in the DirectX 8 Api, so if MS has given the developers all the info there is no need for 3rd party programs/hacks anymore ... (hey! I can dream ;) )

4) This'll never happen for UT - Epic has stated many times that there aren't going to be any more patches, let alone a whole 'nother coded part!
I know this is never going to work for UT, but the next-generation (either Unreal 2 or "Unreal Warfare" might have this stuff) ...
And Valve only integrated this, because it gives them access to a large group of "beta-testers". So they aren't doing this "just because it's fun" either.

From where I stand, this needs to be done in the NEXT level of Unreal, U2 or UW. And then integrate the snot out of it, so that it has many, many options and is flexible enough so that mods can change what they need. It also needs to be FULLY integrated, so that if the game runs on a platform, it just simply WORKS - BUT, keep in mind that voicecomm requires MORE from the server - more bandwidth, more CPU - so it should also be able to be turned off by server admins, or, better yet, server admins should be able to choose where the voicecomm 'base station' resides - then you could use someone else's or run yours on another box.
I guess you know what you want, I'd suggest you'd tell Epic/Valve too :D
 

eon5

New Member
Oct 19, 2001
76
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Argentina
www.eternaut.com.ar
And a integrated vc program is a interesting idea.

But what about to add "Team Sound", i select this one because you can use 2 channels in the same ip for 2 TEAMS !!

This is a easy and clean solution.

So all the servers add a voice chat using the same INF ip... al the players join games and they can select inside which channels to use !!

I play UT with some online friends using it. Just try a CTF !! is GREAT !!
 

Antedeluge

I survived the flood of 2000 B.C.
Jan 1, 2001
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I use Roger Wilco. So far it has proved to be sufficient in most situatiuons. You just have to be careful not to get too many people talking at the same time and everythign's cool.

Oh, and use Press-to-talk mode. Voice activated can cause problems.
 

TobiasR

Adept soldier - (IF)
TS

I find Team Sound to be the best solution. You can have unlimited amount of chanels and set rules how they are alowed to interact with each other. It is quite fast and stable and has also a computer voice feature. You can bind keys to say a specific phrase, such as "Incoming from left" or what ever....


/Tobias
 

DaddyBone

Infiltration Team
Jul 24, 1999
445
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Boulder, CO, USA
www.sobservers.com
Well, I'd beg to differ on the 'stable' part - out teamsound server mixes up channels all the time and crashes unexpectedly - and although the other features are nice, there's still no compatibility for Macs... so any large clan can't expect to use it in matches!
 

AlmostAlive

Active Member
Jun 12, 2001
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Voice chat in teamgames like Infiltration is essential. Lots of people use Roger Wilco and it usually works just fine. However, I have found that voicequality in RW is terrible compared to BattleCom. We (DiE) have tested BattleCom for some time now and so far Battlecom works better, at least for us.