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| PR:BF2 General Discussion General discussion of the Project Reality BF2 modification. |
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#1 |
![]() Join Date: Feb 2009
Posts: 3,559
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First off, heres my idea for how I think PTT buttons should be set up.
1. Button that uses only Mumble. 2. Button that uses regular squad VOIP, with added Mumble. 3. Button that uses commander radio but transmit to all squad leaders aswell, with added Mumble. When you're using button 2 and 3 you should move your hand from your weapon to your shoulder radio thing, this will ensure that players don't go for the radio that their whole squad can hear when they're in a firefight, because you can't shoot and talk on the radio at the same time. I also think the regular squad VOIP should get the sound effects that commander chat gets. Now to my main thoughts. Mumble is pretty great, it makes the game more realistic. But I think the main flaw is that you hear people whispering 70.1m away, which is pretty unrealistic. When you set it up you come to a Volume Tuning thing that has the bar that registers how loudly you're speaking. Couldn't we use something like that to set a standard for how far away sound should travel and how much the volume should decrease over distance? Sound within the blue field are whispers and will only be heard 5 meters away, sounds within the green go 12 meters, yellow goes 20m, orange 40m, and red 70m. Just an idea. |
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#2 |
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Forum Moderator
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Think part of your suggestion there is hardcoded... Afaik I dont believe that you can stop a player firing whilst he is talking on VOIP/mumble on the BF2 engine.
However I do agree with your other suggestion that when you talk on VOIP you should be talking on mumble as well. Its part of the gradual full integration of mumble into PR and will make it highly realistic with mumble allowing everyone around you to hear as you talk on the radio, as would happen in RL. As for distance at which you can hear, it is adjustable and if it is too high for you then you can reduce it. For me it is perfect. I can hear my m8 standing 10 meters away but much farther and its hard to hear unless they shout which is entirely realistic, especially given the general noise generated during combat. |
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#3 |
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I'm thinking some of this is hardcoded with the BF 2 engine, though I wouldn't worry if PR 2 heads to a less limited one.
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#4 |
![]() Join Date: Aug 2007
Posts: 73
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VOIP in bf2 is delayed about two seconds so if you talk on bf2 voip and mumble at the same time, you hear an echo since mumble has less latency to it. But i thought that the positional audio already meant that it is harder to hear someone far away than someone who is close, atleast from what ive heard in-game.
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#5 | |
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Banned
![]() Join Date: Feb 2009
Location: Please delete this account
Posts: 7
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Quote:
For mumble I've got a PTT button, and an Alt-PTT which is bound to my squad voip (default B) I like it, and still use it, but I'm pretty sure 90% of EEF don't use that set up anymore | |
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#6 |
![]() Join Date: Jan 2008
Location: Stockholm
Posts: 41
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You can, even talking with the hand microphone connected to the huge swedish ra180 on your back and shooting at the same time is possible. With decreased accuracy (hip shot 'ish) sure, but you can most definately fire the weapon in close quarters to defend yourself.
Army training even learns you how to carry another person on your back while being able to shoot at the same time, so a small radio in your hand isn't much of a problem. Even less since there are headsets avaliable with just a small talkbutton fastened somewhere on your chest/elsewere. |
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#7 |
![]() Join Date: Feb 2009
Posts: 3,559
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Well of course you could fire it with one hand, you just probably wouldn't hit anything.
Which part is the hardcoded one? The button to radio squad leaders or the volume to distance adjuster? Because the last one seems more like a mumble thing than the BF2 engine. I should probably be more knowledgeable in Acoustics but we don't start with the technical side of it until 3rd year, so I don't know the specifics. But you'd think there would be a way of elimiating sound based on distance. The lines represent a measure of distance, for every one of these lines you get a dropoff in volume, first one is you, then it drops off midly and continues to decrease in volume until you can't hear it. The louder you speak into the microphone, the more the volume has to drop off before it becomes inaudible. So with a fixed set of volume per distance volume reduction, that would pretty much make it so that the louder you speak the further the sound travels. |||||||||||||||||||||||||||||||||||||||||||||||||| || <-- Screaming would go to here, these are 12 year olds dying and bitching about it. |
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#8 |
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If Mumble can get players' positions from the game, can it also get other data? Like what weapon you have out, are you firing it, and what firemode its in? Then you could have a radio weapon with different firemodes representing different radio channels, and Mumble could transmit in that channel whenever you hold fire.
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#9 |
![]() Join Date: Sep 2008
Posts: 33
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i don't think this matters really. It would cause problems with all of those who have their mics too close or on too loud, and you can already hear the difference if someone is screaming in mumble vs when he's whispering.
If i stand next to a guy ingame right now with mumble, i can hear his whispers fine. But if i walk further away the sound volume drops. If he then starts to scream i can hear him again, like the real world. Mumble already works fine imo. |
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#10 | ||
![]() Join Date: Jan 2008
Location: Stockholm
Posts: 41
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Quote:
Quote:
Me and a few clanmembers discussed this, could probably be possible to use diffrent sound thresholds with set maximum distances. However having these set staticly would make diffrent people's speech go very diffrent distances since people have diffrent mic input settings and just diffrent mics/soundcards making some be very very quiet and some really loud with a lot of static noice. | ||
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Last edited by Wiman; 03-26-2009 at 05:36 AM..
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| Tags |
| limitations, mumble, range, voice |
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