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Thread: Voice with sockets

  1. #1

    Talking

    In-game voice isn´t working when using Sockets in MP, works fine with directplay though...

    Solution for this problem?
    Lieutenant Taku, Platoon Commander, Local Defence Detachment Kyllikki http://kyllikki.tiimipeli.net

  2. #2
    Since Voice-over-IP is a feature of DirectX 8's DirectPlay, I see no chance to get it to work with the Sockets netcode.

    But since playing with InGame Voice LAGGS the hell out of a full (8-10 Players) on a 100MBit Dedicated Server over DSL, it's cool that InGame Voice doesn't work anymore with the new Netcode...

    Use BattleCom, GameVoice (which is nothing more than the OFP InGame Voice) or TeamSpeak for talking to others.

  3. #3
    I think the only solution is to download a third party voice program if you want to run socket.

    For me it's not a problem since we already use TeamSpeak in our group and it works great, even better than the in game VON and uses less bandwidth.

    I can highly recommend TeamSpeak and you will get the same functions as in game VON if you take a few minutes to set up a few channels and have them switchable from within OFP.

    http://www.teamspeak.net

    Oyea, the price is right to EUR 0.00

    /Christer (a.k.a KeyCat)

  4. #4
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    Well that´s too bad if in-game voice is impossible with Sockets, i guess we have to stick with the Directplay then. I do not see how we can replace the great in-game voice in OFP with a 3rd party programs, It´s great to have an option to use Global, Side, Group and Vehicle channels in game, and even directspeak now and then.

    Kabukiman, how have you noticed the lag what is caused by the voice, can you be more specific?

    We play on a very fast server too, most of us play with dsl´s, and have ping´s about 35-50, some players even below 30, and it does not lag, ever. Maybe little warping with AI players in bigger coop-missions, but lag, never.

    Of course the voice isn´t working very well with clients who play with modem or ISDN, because their bandwith isn´t "big" enough.

  5. #5
    You don't need to miss Global, Side, Group and Vehicle channels by using TeamSpeak if you just set up four separate channels in it, easy thing to do and you can even name them the same if you prefer!

    However you will miss DirectSpeak so if that is important for you I guess you have to use DirectPlay instead of Sockets.

    /Christer (a.k.a KeyCat)

  6. #6
    When we had a League-Match against a Clan sometime ago, we had unusual LAG in Game.
    Our Clan uses BattleCom for Talking with several Channels (West, East, Global, AFK, Private-Area etc.) which can be switched easily by configurable Keys.

    However, after the Match we found out that the enemy Clan used the IngameVoice-Feature. You'll have unbearable LAGS when playing 8 vs 8 with one side using Ingame Voice!

    We had a re-match after that and the other Clan didn't use IngameVoice this time and all was fine (apart from the ususal "16 people on one Server is too much"-LAG).

    After that match we asked the other Clans hosted on that PC (there are 3 OFP-Servers on each PC) if THEY had LAG that night. They didn't, all was fine (and they all don't use InGameVoice).

    I don't know if the Server-CPU get's exhausted or the Bandwidth to the Clients is not big enough, but we experienced heavy LAG when someone used InGameVoice!

  7. #7
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    Exclamation

    Solutions I might come up with:
    1. Implement this feature on their own
    Drawback: Would take a long time to implement

    2. License third party code
    (RogerWilco comes to mind, because they already work together with Gamespy; however, I don't know whether it is based on sockets)
    Drawback: Someone had to pay for it

    btw: I think 1 wouldn't be for free as well



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  8. #8
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    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (KeyCat @ July 02 2002,13:22)</td></tr><tr><td id="QUOTE">You don&#39;t need to miss Global, Side, Group and Vehicle channels by using TeamSpeak if you just set up four separate channels in it, easy thing to do and you can even name them the same if you prefer&#33;

    However you will miss DirectSpeak so if that is important for you I guess you have to use DirectPlay instead of Sockets.[/QUOTE]<span id='postcolor'>
    Doesn&#39;t sound very useful, We want to use side channels and group channels, and when Admin "ReAssigns" the map and people goes to different groups, do we need to alt-tab to windows and move ourselves into correct "channels" to get them work as a Group channel?

    For example if we are playing a 30-man coop with 3 squads, it&#39;s important to use Group channels when playing, so we dont mess other group&#39;s conversations, and I think that using 3rd Party softwares just makes it too complicated.

  9. #9
    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Taku @ July 02 2002,14:14)</td></tr><tr><td id="QUOTE">Doesn&#39;t sound very useful, We want to use side channels and group channels, and when Admin "ReAssigns" the map and people goes to different groups, do we need to alt-tab to windows and move ourselves into correct "channels" to get them work as a Group channel?[/QUOTE]<span id='postcolor'>

    If you take a few minutes to read the info that cames along TeamSpeak and set up different channels and bind them to keys you can easily switch channels within OFP without alt-tabing. In fact TS is more flexible than the in-game VON IMHO. There are features like "wispher" to members/channels that come in handy when talking to squadleaders only, use PTT or a VOX (that actually works) etc.

    It won&#39;t cost you anything (more than some time) to give it a try&#33;

    /Christer (a.k.a KeyCat)




  10. #10
    Same goes for BattleCom&#33;

    You can assign Keys to almost everything (switching to Channel 0-9, Whispering to Player 0-9 etc.)

    No need to ALT+TAB out of OFP&#33;

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