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Posted

And an insane use of bandwidth. If built into the client, you'd need to have the module get a second ip/port for the voice chat stuff so zones can choose to support it and isolate it from the game server. Secondly, you'd need to handle player validation. Though, if the client sends the same un/pw, then you could just have the biller validate them for the voice chat stuff.

 

Then, on top of that, you have to deal with how to moderate it. You'd need to have a protocol from the game server to the voice chat server to let staff mute and ban people from that functionality. On the client end, you could assume that ?ignore handles both voice AND text (or simply add a ?mute command), but the server end is where your problems are going to be.

Posted
could be a nice feature. I'm sure with the number of people on high speed Internet bandwidth wouldn't be too much of an issue. I cant see anyone needing audio quality of higher then 64k for this.
Posted
Let's not reinvent the wheel, just use team speak or something? I think MS already had a library written for DirectSpeak in the DirectX SDK so it wouldn't surprise me they integrated it into Xbox and whatnots.
Posted
You could do that, but then you're leaving it entirely up to the players to do. In most cases this means only the most hard-core will do it since no one wants to pay for the server/service. With zone owners having the option, it eliminates another hurdle for the players.
Posted

Would it be ridiculous to have it work on a peer to peer basis? Like, the players could install and turn on the voice chat module, and the server would only have to send the clients the IPs and ports and whatnot. This might be hard on the clients if several players connected at once, but it would save the server some work.

 

A bit more importantly, though, who would actually want to bother coding something like that when Ventrilo exists?

Posted
peer to peer might hurt on the upload... unless like you send it to two people who send it to two more ect, but then there might be a delay if they're the last one on the chain.
Posted
Plus you'd have to assume everyone has a decent low-latency connection, otherwise that person would not only cause issues for themselves, but for anyone else relying on them for data. That, and this adds more lag for players which may manifest in-game -- and we don't want that.
Posted (edited)
I think i would be a good idea if some one would make an ps2 and or xbox version of Continuum and then got the plug-ins for it and the drivers. And if you had your px2 and or xbox would be plugin to your internet connection. Maybe threw Tcp\ip connection (if ps2 or xbox was able to use tcp\ip).Then it might work. But i doubt it will. (ps2 and xbox would be the most likely to get it to work) Edited by Hamm
Posted (edited)
I think i would be a good idea if some one would make an ps2 and or xbox version of Continuum and then got the plug-ins for it and the drivers. And if you had your px2 and or xbox would be plugin to your internet connection. Maybe threw Tcp\ip connection (if ps2 or xbox was able to use tcp\ip).Then it might work. But i doubt it will. (ps2 and xbox would be the most likely to get it to work)

 

Playstation is based on Linux and OpenGL with some proprietary extensions, but I wouldn't say such a thing would be a big deal. If a basic client gets done and we can market it around the open source community, hobbyists will probably modify it to work on PS3, etc themselves. Since Microsoft has an extremely small market share of the open source development community, I really doubt such an idea would proliferate without posix support.

Edited by jake13jake
Posted
In both cases, at the moment, getting Continuum to work on any next-gen console involves the user either installing linux in favor of the default OS (PS3), or setting up the system for homebrew applications (360). Neither case is going to be worth the effort for the 1 or 2 people who do it.
Posted
In both cases, at the moment, getting Continuum to work on any next-gen console involves the user either installing linux in favor of the default OS (PS3), or setting up the system for homebrew applications (360). Neither case is going to be worth the effort for the 1 or 2 people who do it.

I only have a gamecube, and I hardly use that.

Posted
I only have a gamecube, and I hardly use that.

 

Lol i have a gamecube, ps2, gameboy, gameboy advance, gameboy advance sp, and a DS light

:( but i had to buy them all my self :(

 

Oh, what I meant is: portable platforms don't count! I actually have a broken gameboy advance sp, and it really pains me that DS broke the backwards compatibility with all gameboy games.

Posted
can we try to stay ontopic guys?

 

I honestly don't care for VoIP at the moment. It could be great for team freqs in the future though, depending on how many people utilize it.

 

However, right now, I just want Discretion to compile on Linux. Otherwise I'll have a hard time figuring out how it's supposed to work and contributing. I'll try to see what's up with it tonight while I have some free time, though.

  • 2 months later...
Posted
What about plugin(s) for the client to include IRC, ICQ, AIM, or in the normal game chat? It's not voice, but you could still chat with your other buddies while you're playing the game in full screen.
  • 4 weeks later...
Posted
so my harddrive is kinda crappy and has bad sectors, one of which ended up in my filesystem's (ReiserFS) "system" area, which pretty much means I can't do !@#$%^&* save buy a new harddrive and copy everything over or reinstall and pray it doesn't happen again. I ordered a new harddrive so when I get that I might finally get a chance to get the linux version compiling again.
  • 1 year later...

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