Indeed, check out the team-only/all-talk SM plugin here

http://forums.alliedmods.net/showthread.php?p=648899



On Thu, Jul 24, 2008 at 2:30 AM, Dustin Wyatt <[EMAIL PROTECTED]>
wrote:

> This would be nice.  There are SM plugins that implement this, though
> I haven't tried them out yet...
>
> On Wed, Jul 23, 2008 at 10:30 AM, William Stillwell - KI4SWY
> <[EMAIL PROTECTED]> wrote:
> >
> > I myself, would love a "Team Voice" and "All Talk Voice" seperate of each
> other, that is my biggest gripe, i love playing tf2, but some love all talk
> on, and some love it off, i prefer off..
> > thx.
> > -----Original Message-----
> > From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
> > Sent 7/23/2008 11:07:15 AM
> > To: "'Half-Life dedicated Win32 server mailing list'" <
> hlds@list.valvesoftware.com>
> > Subject: Re: [hlds] Suggestion: Independant PFF Voicecom
> channelPointless, people can still mic-spam without using
> voice_inputfromfile
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
> > Sent: Wednesday, July 23, 2008 10:59 AM
> > To: Half-Life dedicated Win32 server mailing list
> > Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
> > This sounds like an awful lot of work for a very small minority of
> > people.  I can honestly say I've NEVER seen (heard?) anyone on my
> > sever trying playing music for  a "shared experience".
> > There's already an SM plugin
> > (http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
> > of HLSS and HLDJ (works great!), making this even less of a priority,
> > I'm sure.
> > On Tue, Jul 22, 2008 at 2:55 PM,  <[EMAIL PROTECTED]> wrote:
> >> As you know, a lot of people use the VoiceCom Play-From-File feature
> >> (Heretofore refereed to as "PFF") to do things like play music and
> >> prerecorded sounds with the assistance of tools like HLSS and HLDJ.
> While
> >> many people find this annoying, others rather enjoy it. Unfortunately
> for
> >> everybody, the sound files used must be converted to a low-quality wave
> >> file and altered to prevent distortion, and are played back through the
> >> general VoiceCom system.
> >>
> >> My suggestion is actually quite simple and would improve enjoyment for
> all
> >> players across the board, with the notable exception of people who play
> >> the game for the sake of causing others grief.
> >>
> >> Step 1: Add a second VoiceCom channel. The current voice channel should
> be
> >> renamed to reflect it's status as a sub-channel, such as "VoxChan", and
> >> this second one should be titled something like "PFFChan".
> >> Step 2: Force any audio that's played from a file to be broadcast over
> >> "PFFChan", and any audio from a system input to be broadcast over
> >> "VoxChan"
> >> Step 3: Allow people to selectively mute entire channels so that they
> can
> >> (if they so choose) listen exclusively to people talking, to exclusively
> >> file-based content, to everything, or to nothing at all. Allow servers
> to
> >> block "PFFChan" and/or "VoxChan" via a setting, just as servers can
> block
> >> VoiceCom now.
> >> Step 4: Add support streaming precompressed files (MP3 and OGG formats
> >> would likely be best), since precompressed files have a much higher
> >> quality to bandwidth ratio. This allows for full-quality sound for far
> >> less bandwidth. (Limiting it to 96kbps would be acceptable)
> >> Step 5: Increase flexibility of sound options to allow players to adjust
> >> the three-way balance between the two channels and the game as they see
> >> fit.
> >>
> >> The following are optional, but recommended:
> >> Option 1: Support for media information (ie: ID3) so that players could
> be
> >> easily informed as to the source of a file (Via overlay, menu, or HUD
> >> message).
> >> Option 2: Local buffering options to prevent skips, drops, or desychs in
> >> playback. File playback is not as time-sensitive as voice, and so a
> local
> >> buffer could protect against sudden lagspikes or short periods of
> lessened
> >> bandwidth.
> >>
> >> Although the ability to manage these files in game would be convenient,
> >> there are actively maintained third-party packages that would be quickly
> >> retrofit for this task.
> >>
> >> Benefits:
> >>
> >> *Easier server administration: Many servers disapprove of PFF, but
> >> encourage the use of VoiceCom. These servers are often faced with
> >> transient players who make use of the PFF feature, often resulting in
> the
> >> admins being forced to take action against them. Blocking PFFChan on a
> >> server would preemptively stop most such events.
> >> *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
> >> then griefers would need to use either an awkward hardware solution or a
> >> virtual soundcard driver/software package.
> >> *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit
> mono
> >> sound, which quite frankly is horrible. Since compression takes far more
> >> CPU time than decompression, and is by it's very nature a time/memory
> >> trade-off, you can get far better quality for the same bandwidth without
> >> increasing CPU load by simply streaming precompressed audio instead of
> >> compressing streamed audio under heavy CPU load.
> >> *Decreased Bandwidth Consumption: As corollary to the above, the
> bandwidth
> >> consumption is less per quality for precompressed audio than for
> real-time
> >> compression. A carefully chosen KBPS limit would allow both vastly
> >> improved quality and reduced bandwidth.
> >>
> >>
> >> Here's a crude flowchart showing the key differences between the current
> >> system and the one I propose:
> >> http://img.photobucket.com/albums/v247/Baikasu/voicecomflow_MkII-1.gif
> >>
> >>
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> >>
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>
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