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Old 05-28-2009, 09:45 PM   #11
Robbi
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Default Re: PR Server - Confusion Cleared Up

Fair do's Scott, cheers...

Just checking noone has ran into flaws with it


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"Dtacs you fool you have overloaded your douschbag reactor!!! Your at fucktard critical mass, NO DONT PUSH THAT BUTTON YOU RETARD!"

dtacs - lol who said that?
say dat 2 my face nerdking not online and see wat happens
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Old 05-29-2009, 02:41 AM   #12
[R-DEV]Twisted Helix
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Default Re: PR Server - Confusion Cleared Up

You can actually run multiple 'virtual' servers on one murmur instance I think. Full guides to setting up and running Murmur are here ...

Running Murmur - Mumble

Murmurguide - Mumble

ACL and Groups/English - Mumble

The donkey work is in setting up the channels , acls and groups ... I am going to look at making a script that will set you up automatically ... once we decide on a workable pattern that can be used for each game server.

Quote:
Originally Posted by [R-CON]scottp05156
Maybe try forcing or setting this as default in the next PR murmer client built


Next, turn on the Expert Config options, and turn the Loopback Mode to "Server" under "Audio Output". If you can hear yourself talk while connected to the server, your network settings are fine; the problem is other users.

If you can hear yourself in the audio wizard, but not when using server loopback mode, something between you and the server is blocking UDP packets. Try turning on "Use TCP Mode" and reconnect to the server.
The only problem is that TCP mode is actually an older legacy mode that delivers lower quality. UDP mode is the newer protocol and the older one may even get dropped in a future version. I think that the drop outs might be occuring because there is too much bandwidth being pulled. Fuzz had me change the default quality to maximum in the client, and these problems have literally started since then (or I hadn't noticed mumble going down before that). So I am thinking of limiting the quality as a test maybe to see if it helps.

However you can do this too in the murmur.ini ... at this line here ...

Quote:
# Maximum bandwidth (in bytes per second) clients are allowed
# to send speech at.
bandwidth=20000
I will try to find out what each of the quality settings refer to , but I think 10 = 20,000 and 8=16,000 or something similar. So it can be seen that just that simple drop frees up nearly a 1/4 of the bandwidth on each connection. I would try limiting folks to 16,000 or 14,000 in that line and see if it solves the problem.

However I know that mumble gets used a lot on things like WoW, where on raids there may be as many as 2 or 300 people on it ... so as a program it can definitely take a load ... just perhaps we have the quality too high.

For the future though I too see running murmur on each game server as a desirable thing as then you can have a very tight link between the game and murmur. Things like players getting autoassigned to channels depending on what Squad or even kit they have. The idea being that mumble becomes a seamless experience, the player does not even have to do anything ... he launches his game and mumble launches seamlessly in the background (or through a launcher), when he joins a server mumble autoconnects to that games murmur server, as he spawns and joins a team he is automatically moved into that channel and the channel for his squad. Therefore mumble will become a side by side alternative for BF2VOIP, but one that offers much much more.

Having our own development servers will allow us to increase the pace at which all this and more is achievable, thereby helping us to bring you new things quicker. The loan of the servers from =TCC= has been a huge help to the team , and one that rightly has not been shown enough appreciation ... as bugger all would have been possible without them. But ideally for the future we need to have our development environment in house ... it speeds things up basically. And that is for the benefit of all.
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