Re: [hlds] TF2 Stats Service

2008-07-22 Thread Keeper
Yeah, we did the same for a while as well. 

With 3.2 of PS, though, streaming will be fully supported.  So I think using
PS will be better since it is still supported publicly.  I'm just waiting
for it to be released to update all of our servers.

-Original Message-
From: Rick Payton [mailto:[EMAIL PROTECTED] 
Sent: Monday, July 21, 2008 9:24 PM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Stats Service

See, one of the things HLstats  HLStatsX both have over PS is the
ability to show in game the real time stats of your account on that
server. Yes, in PS you can see your current stats in game as well, but
they are stale until the next time the host does a PS run. Unless PS
has converted over to a real time strategy as it were, that is one of
the major differences between the 2.

Aside from that, they both seem to incorporate much of the same
features, save for whatever community stuff has been included in PS.

Honestly, when I ran stats, I ran both HLStatsX and PS, to give players
their choice of how to view their info, as some players are die hard PS
fans and vice versa ... I am admittedly more of a hlstats fan then PS
(personal preference) but I do think they're BOTH fine pieces of
software.

As it was said before, there's no need to re-invent the wheel - so how
about coming up with a really slick way to integrate either stats
package into a clansites blog/website/forum account or something to that
effect?

Rick Payton, I.T. Manager
Morikawa  Associates, LLC
(808) 572-1745 Office
(808) 572-6323 Fax
www.mai-hawaii.com


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Re: [hlds] TF2 Stats Service

2008-07-22 Thread Nicholas Hastings
Depending on your definition of supported publicly, so is HLstatsX. 
Just not by the original person to make the modification to HLstats.

There are still two active communities for HLstatsX.
Lart's mod - http://lart2150.com/forums
ELstatsNEO - http://forums.elstatsneo.de

Both forums are active and both sets of the stats are very close to 
being on par featurewise with the paid version of HLstatsX by Tobi. 
Features are still being added and bugs are still being fixed. Isn't 
much different than psychostats in that regard. Both are community 
supported in a sense.

Keeper wrote:
 Yeah, we did the same for a while as well. 

 With 3.2 of PS, though, streaming will be fully supported.  So I think using
 PS will be better since it is still supported publicly.  I'm just waiting
 for it to be released to update all of our servers.

 -Original Message-
 From: Rick Payton [mailto:[EMAIL PROTECTED] 
 Sent: Monday, July 21, 2008 9:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Stats Service

 See, one of the things HLstats  HLStatsX both have over PS is the
 ability to show in game the real time stats of your account on that
 server. Yes, in PS you can see your current stats in game as well, but
 they are stale until the next time the host does a PS run. Unless PS
 has converted over to a real time strategy as it were, that is one of
 the major differences between the 2.

 Aside from that, they both seem to incorporate much of the same
 features, save for whatever community stuff has been included in PS.

 Honestly, when I ran stats, I ran both HLStatsX and PS, to give players
 their choice of how to view their info, as some players are die hard PS
 fans and vice versa ... I am admittedly more of a hlstats fan then PS
 (personal preference) but I do think they're BOTH fine pieces of
 software.

 As it was said before, there's no need to re-invent the wheel - so how
 about coming up with a really slick way to integrate either stats
 package into a clansites blog/website/forum account or something to that
 effect?

 Rick Payton, I.T. Manager
 Morikawa  Associates, LLC
 (808) 572-1745 Office
 (808) 572-6323 Fax
 www.mai-hawaii.com


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Re: [hlds] TF2 Stats Service

2008-07-22 Thread Nicholas Hastings
Not to double-post, but i mistyped the link for ELstatsNEO

It's http://forum.elstatsneo.de
i had forums

Keeper wrote:
 Yeah, we did the same for a while as well. 

 With 3.2 of PS, though, streaming will be fully supported.  So I think using
 PS will be better since it is still supported publicly.  I'm just waiting
 for it to be released to update all of our servers.

 -Original Message-
 From: Rick Payton [mailto:[EMAIL PROTECTED] 
 Sent: Monday, July 21, 2008 9:24 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Stats Service

 See, one of the things HLstats  HLStatsX both have over PS is the
 ability to show in game the real time stats of your account on that
 server. Yes, in PS you can see your current stats in game as well, but
 they are stale until the next time the host does a PS run. Unless PS
 has converted over to a real time strategy as it were, that is one of
 the major differences between the 2.

 Aside from that, they both seem to incorporate much of the same
 features, save for whatever community stuff has been included in PS.

 Honestly, when I ran stats, I ran both HLStatsX and PS, to give players
 their choice of how to view their info, as some players are die hard PS
 fans and vice versa ... I am admittedly more of a hlstats fan then PS
 (personal preference) but I do think they're BOTH fine pieces of
 software.

 As it was said before, there's no need to re-invent the wheel - so how
 about coming up with a really slick way to integrate either stats
 package into a clansites blog/website/forum account or something to that
 effect?

 Rick Payton, I.T. Manager
 Morikawa  Associates, LLC
 (808) 572-1745 Office
 (808) 572-6323 Fax
 www.mai-hawaii.com


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Re: [hlds] TF2 Stats Service

2008-07-22 Thread Keeper
Supported by the person and place where you download the package is what I
mean.

I brought up a recent security issue that has only been fixed in the premium
service.  There are so many issues that have been fixed by Tobi over the
last year, but not in the available download.  He also has removed his
forums, so on the whole, it is not supported publicly.

There are forums that people have set up, but that will only help the select
few that happen across them.

Bottom line, PsychoStats is the only one out of the two popular ones that is
still supported and updated FOR FREE by the author.  That's why I discourage
using HLStatsX for any SRCDS server.

I guess pigstats is still an option :P

Keeper

-Original Message-
From: Nicholas Hastings [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 22, 2008 10:13 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Stats Service

Not to double-post, but i mistyped the link for ELstatsNEO

It's http://forum.elstatsneo.de
i had forums


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Re: [hlds] TF2 Stats Service

2008-07-22 Thread Keeper
I understand this.  But HLStatsX is in transition at the moment.  Most
people don't know where to go for support on it so they drop it and go to
PsychoStats instead.  At some point HLStatsX will have a new name and place
on the web, but right now it's in a state of limbo.

I hope it survives and gets revamped.  We need more than one option out
there.

-Original Message-
From: Nicholas Hastings [mailto:[EMAIL PROTECTED] 
Sent: Tuesday, July 22, 2008 10:47 AM
To: Half-Life dedicated Win32 server mailing list
Subject: Re: [hlds] TF2 Stats Service

The recent security issue you brought up was fixed in version 2.33 of 
elstatsneo and I believe is in the svn of lart's. These forums are now 
the preferred place to download HLstatsX if not using the paid service 
as the one at hlstatsx.com does not even support orangebox games (tf2 
and dods).

Also, what does it matter if it's the author that supports it or not? 
Technically Tobi isn't the author of HLstatsX. He just modified HLstats. 
When working with code that is all open, it's just as easy for others to 
become knowledgable about the code, especially when there are many 
working together, rather than one person that knows what's going on.


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Re: [hlds] TF2 Stats Service

2008-07-22 Thread Dustin Wyatt
This was touched on already, but PS already has experimental streaming
support and 3.2 will have official support.

This SM plugin works well for in-game stats:

http://forums.alliedmods.net/showthread.php?t=69102

I got tired of keeping both HLstats and Psychostats running, and since
PS is more full-featured than HLSx I stayed with it, upped how often
we run stats (eagerly waiting for 3.2's streaming support!), and
installed that SM plugin.  My regulars are happy with this solution...



On Mon, Jul 21, 2008 at 8:24 PM, Rick Payton [EMAIL PROTECTED] wrote:
 See, one of the things HLstats  HLStatsX both have over PS is the
 ability to show in game the real time stats of your account on that
 server. Yes, in PS you can see your current stats in game as well, but
 they are stale until the next time the host does a PS run. Unless PS
 has converted over to a real time strategy as it were, that is one of
 the major differences between the 2.

 Aside from that, they both seem to incorporate much of the same
 features, save for whatever community stuff has been included in PS.

 Honestly, when I ran stats, I ran both HLStatsX and PS, to give players
 their choice of how to view their info, as some players are die hard PS
 fans and vice versa ... I am admittedly more of a hlstats fan then PS
 (personal preference) but I do think they're BOTH fine pieces of
 software.

 As it was said before, there's no need to re-invent the wheel - so how
 about coming up with a really slick way to integrate either stats
 package into a clansites blog/website/forum account or something to that
 effect?

 Rick Payton, I.T. Manager
 Morikawa  Associates, LLC
 (808) 572-1745 Office
 (808) 572-6323 Fax
 www.mai-hawaii.com

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Keeper
 Sent: Monday, July 21, 2008 2:49 PM
 To: 'Half-Life dedicated Win32 server mailing list'
 Subject: Re: [hlds] TF2 Stats Service

 PsychoStats is customizable in so many ways.  Storm has really worked to
 allow community ideas and to incorporate some into his release packages.

 HLStatsX was a pretty good second in my book until Tobi got greedy.  Now
 it
 does not and cannot hold a candle to PS.

 I agree with chillicane, no need to start from scratch when you can
 enhance
 an existing platform.

 -Original Message-
 From: chillicane [mailto:[EMAIL PROTECTED]
 Sent: Monday, July 21, 2008 7:18 PM
 To: Half-Life dedicated Win32 server mailing list
 Subject: Re: [hlds] TF2 Stats Service

 My 2 cents, i run phsychostats and i find it to be very feature complete
 for
 TF2 and of course can be extended if particular functionality is needed.

 These projects, HLstatsX, Psychostats etc, have lots of project members
 and
 are still very active projects, so if i was personally thinking about
 adding
 another to the mix i would have to find a major flaw or missing feature
 set
 in an existing project before attempting this rather large undertaking.

 Perhaps check out what can be done to customize/extend existing
 solutions?
 As my mentors always used to tell me, 'no need to reinvent the wheel,
 just
 make it better!'

 On Tue, Jul 22, 2008 at 7:01 AM, Rian Brooks-Kane [EMAIL PROTECTED]
 wrote:


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[hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread krid
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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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread Nephyrin Zey
I highly doubt this is at all a priority for Valve, but some things to consider:

Currently, voice is streamed through the game/engine using a speex
codec, optimized for voice and bandwidth. This is why music sounds
shitty. Basically what you're proposing is leaving voice chat be and
adding a music-broadcast system. The vassst majority of servers would
disable this *immediately*. People would want admin options for it.
There would be issues with most *players* disabling this all the time,
so not everyone would be hearing your music *anyway*.

Here's a better idea: Enable javascript in the MoTD. DONE!
MoTDs can embed windows media objects. This is used on many severs as
a 'radio' thing. If they made ajax possible in the motd, it would also
be easy to have an admin controlled music channel (and many packages
would pop up that let server admins do this). There's no restrictions
on a windows media stream, and there's a *lot* that could be done to
integrate it with the server and tailor it to different needs. And it
wouldn't require any work on valve's part other than enabling
javascript and letting the players do it. In terms of realism, this
would happen first. Servers could now realistically have a 'Music'
system built into them, though it would be admin controlled, not
player controlled. And might actually be a good tool to add flavor to
servers, other than a tool to make blasting music at each other
easier.

Not that any of this is ever happening.

- Neph

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 

Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread DontWannaName!
Why not enable use of the mp3 command, I used to always use it and its of high 
request at the moment since there arent many programs that can do the same 
ingame. http://developer.valvesoftware.com/wiki/Valve_MP3_Player It states you 
have to edit a dll to get it to work. That would fix one problem. I use a flash 
mp3 player called flam and it works but not well ingame since its flash. The 
buttons are all off and hard to actualy press, click to the left many times or 
to the right of the actual button.



  
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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread Wiktor Deresz
Are you sure that mp3 still work? AFAIK its not working...

On Tue, Jul 22, 2008 at 11:10 PM, DontWannaName! [EMAIL PROTECTED]
wrote:

 Why not enable use of the mp3 command, I used to always use it and its of
 high request at the moment since there arent many programs that can do the
 same ingame. http://developer.valvesoftware.com/wiki/Valve_MP3_Player It
 states you have to edit a dll to get it to work. That would fix one problem.
 I use a flash mp3 player called flam and it works but not well ingame since
 its flash. The buttons are all off and hard to actualy press, click to the
 left many times or to the right of the actual button.




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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread Thomas Morton
That amounts to facilitating the listening of the music. Whilst the ability 
is there but not encouraged Valve are probably ok. With tools about to play 
music over the channels TECHNICALLY the people playing it need to be paying 
royalties

I also doubt it would stop people playing it over the voice channel using 
the age old method (heh) of sticking their mic against the speaker ;)

Still, good idea :)|

Tom
--
From: [EMAIL PROTECTED]
Sent: Tuesday, July 22, 2008 8:55 PM
To: hlds@list.valvesoftware.com
Subject: [hlds] Suggestion: Independant PFF Voicecom channel

 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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Re: [hlds] Suggestion: Independant PFF Voicecom channel

2008-07-22 Thread krid
 That amounts to facilitating the listening of the music. Whilst the ability
 is there but not encouraged Valve are probably ok. With tools about to play
 music over the channels TECHNICALLY the people playing it need to be paying
 royalties

There's already HLSS and HLDJ and such; this would basically be improving
the support on that end and making it easier to mute people.

Royalties aren't any more of a factor than they've always been

 I also doubt it would stop people playing it over the voice channel using
 the age old method (heh) of sticking their mic against the speaker ;)

True, but about the only think that would stop THAT is tossing the entire
audio communication idea out the window.

-

I highly doubt this is at all a priority for Valve, but some things to
consider:

Currently, voice is streamed through the game/engine using a speex
codec, optimized for voice and bandwidth.

Speex is optimized for voice and bandwidth, this is true, but it's also
heavily optimized for low CPU usage. It's better than raw waveforms, but
it can't hold a candle to precompressed audio.

Since this is for HLSS-type usage where you're streaming a file, the
time/memory tradeoff for MP3 or OGG files makes the most sense. You can
take a bite out of bandwidth and filesize while still getting improved
quality.

This is why music sounds shitty. Basically what you're proposing is
leaving voice chat be and adding a music-broadcast system. The vassst
majority of servers would disable this *immediately*.

... and thus block the usage of HLSS and HLDJ. Yea, isn't it nice how that
works out? :D

People would want admin options for it. There would be issues with most
*players* disabling this all the time, so not everyone would be hearing
your music *anyway*.

More power to them, I say!

Here's a better idea: Enable javascript in the MoTD. DONE!

That's opening the door for possible security risks, and doesn't solve any
problems.

There are two basic kinds of HLSS user; there's the kind that is out to
cause grief, and there's the kind that enjoys actively participating in a
shared experience.

The ones out for a shared experience wouldn't benefit from server-side
music playing, since it doesn't help them share with others or others
share with them. I've found a lot of really nice music through HLSS
(Creative Commons, mostly), and that has a very positive effect on my
playing experience.

The ones that are out to cause grief, however, would be discouraged by
being denied the use of tools that makes it easy - to wit, HLSS and HLDJ.
While I'm certain that some will resort to a hardware bypass, plenty of
them would just give up and find easier ways to be annoying.

In terms of realism, this would happen first. Servers could now
realistically have a 'Music' system built into them, though it would be
admin controlled, not player controlled.

I've seen servers doing that already. Popular methods include making the
client download music as a file and then using a command to make the
client play that file, and embedding the music into the MOTD without
javascript and just updating the MOTD when the admin wants to change
songs.

And might actually be a good tool to add flavor to servers, other than a
tool to make blasting music at each other easier.

One of the goals here is to have the people who like to blast music and
such at each other group-up into servers that are OK with it. That alone
would be a great boon to the community, I think.


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