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Old 07-03-2009, 03:47 AM   #61
PLODDITHANLEY
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Default Re: PR Mumble 0.5 Beta Release

Once more people use it I guess each server can choose one or two channels if they want the realism and problems of everyone in the same positional channel
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Old 07-03-2009, 06:29 AM   #62
[R-DEV]Twisted Helix
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Default Re: PR Mumble 0.5 Beta Release

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Originally Posted by McLuv View Post
Hopefully not hearing people ingame, and ingame people not hearing people not playing (unless it's FCP, ofc) would be implemented,
I am going to try and see if I can have dead and out of game players automatically muted. Of course they will be freaking out thinking their mumble isn't working , but at least you wont be able to hear them

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as well as hopefully automatic serverchannel moving
This is basically the next priority if it can be done. I believe it can, as I have backported some code from Frism's work on MurmurExt that should allow it. However it requires some python coding to get the info from the BF2 end.


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and Squad Leader channel moving.
This will be a priority after the above is sorted.
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Old 07-03-2009, 07:39 AM   #63
Raptor007
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Default Re: PR Mumble 0.5 Beta Release

Quote:
Originally Posted by [R-DEV]Twisted Helix View Post
Oh I don't know ... nothing better than a "How do you like them apples now ?!!" while you are giving them a good teabagging

Or "Eat NADE Sukkas!" a split second before it goes off is also quite satisfying
I think trash talking kind of degrades the game to an arcadey kind of experience, like Counter-Strike or Halo. It's not going to feel as realistic when your enemies are yelling "oh yeah I owned you!" And I think Mumble would get some real traction if it weren't for the fear of eavesdropping.
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Old 07-03-2009, 12:52 PM   #64
bkandor
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Default Re: PR Mumble 0.5 Beta Release

I find peoples voice grow so faint after 35 or so meters that I can barely make out what they are saying. It seems pretty realistic. I don't see any need to have teams on seperate channels - you should use your descretion when mumbling.

I use mumble sparingly in a round. For eg. if I'm seperated from the main body of my squad with maybe one other squad mate then I will mumble to him about contacts so that only he hears me. Or if I need to communicate to someone on my team who is nearby - which is pretty rare. The biggest and best use of mumble is the squad leader radio - squad coordination is a huge advantage on the battlefield.
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Old 07-03-2009, 12:54 PM   #65
[R-DEV]dbzao
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Default Re: PR Mumble 0.5 Beta Release

Guys, the channel thing is a matter of taste. Some servers asked for 2 channels, some like a single channel. So we can do whatever you like. Also, once we get the other stuff Twisted said, it will be a lot easier to control this, so just give it time.


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Old 07-03-2009, 02:06 PM   #66
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Default Re: PR Mumble 0.5 Beta Release

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Originally Posted by McLuv View Post
I only wish the maximum distance was lowered as well, to around 40 meters. Hopefully not hearing people ingame, and ingame people not hearing people not playing (unless it's FCP, ofc) would be implemented, as well as hopefully automatic serverchannel moving and Squad Leader channel moving. Those I guess are the biggest priorities, and harder to code I"m sure, having to get mumble to work hand in hand with BF2's information.
Agree with this its only realistic to an extent that you can hear the enemy like hearing them when there inside a building 30 odd metres away you're only ever going to ear them loud and clear at 10 metres max irl but i guess its at 70 atm so the communication on your team can be widespread.


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Old 07-04-2009, 12:28 AM   #67
[R-DEV]Twisted Helix
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Default Re: PR Mumble 0.5 Beta Release

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Originally Posted by Raptor007 View Post
And I think Mumble would get some real traction if it weren't for the fear of eavesdropping.
Well we had well over 100 players on it last night ....

Guess it all depends on your definition of 'traction'.
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Old 07-04-2009, 12:44 AM   #68
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Default Re: PR Mumble 0.5 Beta Release

Most of the time during during the UKWF Insurgency Mumble night, most people opted to use VOIP as they did not want to be responsible in giving away the squad's position. I find Mumble is implemented much more on a server with a channel per team, a la TG.

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Old 07-04-2009, 05:08 AM   #69
cyberzomby
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Default Re: PR Mumble 0.5 Beta Release

I dont get why people use mumble instead of VOIP for squad talk. Mumble is epic due to the fact that you can talk to blue guys!


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Old 07-04-2009, 05:28 AM   #70
McBumLuv

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Default Re: PR Mumble 0.5 Beta Release

Yea, but it's also better for squad talk in the sense that it's realistic, has lower latency, better quality, and higher situational awareness with positional audio.

I do hope maximum distance gets lowered to about 40 meters, though.


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