Mumble VOIP and PR (ongoing development)
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space
- Posts: 2337
- Joined: 2008-03-02 06:42
Re: Mumble VOIP and PR (ongoing development)
I think the main thing that needs to be implemented is a way to auto channel assign based on in game team.
Without that, Mumble can be exploited too easily.
Also Im not sure it would be a good idea to remove BF2 voip. It still has lots of uses, even if you're using mumble.
Without that, Mumble can be exploited too easily.
Also Im not sure it would be a good idea to remove BF2 voip. It still has lots of uses, even if you're using mumble.
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McBumLuv
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Re: Mumble VOIP and PR (ongoing development)
Well, replacing ingame voip with this (when it's fixed) would really do wonders. Not in it's current form, due to a few shortcomings of the program atm, but I mean in the stress testing for 0.86, the server's Voip broke at one point, and we all had to relly on Mumble. I can safely say it was an extemely positive experience 
Fix mumble settings to allow for a whipsering feature or w/e, make it auto-deploy you to the correct server, make it automatically place you in the correct SL channel, and voilà, a mumble able to replace BF2 voip.
Fix mumble settings to allow for a whipsering feature or w/e, make it auto-deploy you to the correct server, make it automatically place you in the correct SL channel, and voilà, a mumble able to replace BF2 voip.



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Wicca
- Posts: 7336
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Re: Mumble VOIP and PR (ongoing development)
X2 what mcluv said
If its possible of course.
Would be the chizzel!
If its possible of course.
Would be the chizzel!
Xact Wicca is The Joker. That is all.
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fuzzhead
- Retired PR Developer
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- Joined: 2005-08-15 00:42
Re: Mumble VOIP and PR (ongoing development)
One step at a time guys. There is no plans to replace vbf2 voip with mumble in near future (ie 12 months).
There IS a plan to get alot more players using mumble but there is bugs along the way that need to be worked out, stay tuned for more updates from the resident mumble tweaker himself, Twisted Helix.
There IS a plan to get alot more players using mumble but there is bugs along the way that need to be worked out, stay tuned for more updates from the resident mumble tweaker himself, Twisted Helix.
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Rudd
- Retired PR Developer
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Re: Mumble VOIP and PR (ongoing development)
After playing the iGi mumble night, and alot of experience of mumble now. I would say that the distance should be decreased from 70 to 50m.
reasons
1) Sensory overload is a danger
2) There are certain people who do need to STFU and this wouldn't be such a problem if the radius was smaller, as you can still communicate, yet you don't pick up as much, APC and Pilot Coms are clearly not interrupted by this.
3) might help allay the concerns of those who worry about the enemy hearing them.
Also, I think bloom from installation should be set higher, 175% or more but modifyable. This would help people who cannot hear people over choppers/trucks but need to talk to passengers.
reasons
1) Sensory overload is a danger
2) There are certain people who do need to STFU and this wouldn't be such a problem if the radius was smaller, as you can still communicate, yet you don't pick up as much, APC and Pilot Coms are clearly not interrupted by this.
3) might help allay the concerns of those who worry about the enemy hearing them.
Also, I think bloom from installation should be set higher, 175% or more but modifyable. This would help people who cannot hear people over choppers/trucks but need to talk to passengers.
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cyberzomby
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Re: Mumble VOIP and PR (ongoing development)
Got a solution for your bloom suggestion. Add in mumble increase volume and decrease volume quick-keys. Works wonders. When ever I cant hear someone over my truck or chopper you can just click a few times and than you can hear them.
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Rudd
- Retired PR Developer
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Re: Mumble VOIP and PR (ongoing development)
I do that too Cyber, but I think its important for people who either havent bothered or don't know about them to still be able to hear their passengers from the start, or they will just go through thinking that mumble is just not good enough for them.
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cyberzomby
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Re: Mumble VOIP and PR (ongoing development)
Ah darnDr2B Rudd wrote:I do that too Cyber, but I think its important for people who either havent bothered or don't know about them to still be able to hear their passengers from the start, or they will just go through thinking that mumble is just not good enough for them.
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McBumLuv
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Re: Mumble VOIP and PR (ongoing development)
The biggest thing we should be attempting to do is limit what you can/need to do client side. That's where the biggest mistakes are made, and it's where most people can have a hard time setting things up properly. BTW, what exactly does bloom do?



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AnRK
- Posts: 2136
- Joined: 2007-03-27 14:17
Re: Mumble VOIP and PR (ongoing development)
Many of the worlds top acoustics experts have analysed the bloom effect and have made no discernible differences between settings.
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McBumLuv
- Posts: 3563
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Re: Mumble VOIP and PR (ongoing development)
Ok, I still don't understand what it's "supposed" to do, though 
Anyways, I was wondering about the distance that mumble can be heard from. Wouldn't something between 30-50 meters be more realistic than the current 70 meters? I mean, in real life, you have obstructing buildings/terrain, ambient noises, and so on and so forth that make hearing people, let alone understanding them, really hard when they're past a certain point.
IE, it's almost impossible to hear anyone upstairs in my house, even though there's only 5 meters separating us. The insulating floor blocks out nearly everything we say.
Now evidently it won't always be like that irl, but we need a compromise between how far you can hear in a clear field or in an urban scenario.
Anyways, I was wondering about the distance that mumble can be heard from. Wouldn't something between 30-50 meters be more realistic than the current 70 meters? I mean, in real life, you have obstructing buildings/terrain, ambient noises, and so on and so forth that make hearing people, let alone understanding them, really hard when they're past a certain point.
IE, it's almost impossible to hear anyone upstairs in my house, even though there's only 5 meters separating us. The insulating floor blocks out nearly everything we say.
Now evidently it won't always be like that irl, but we need a compromise between how far you can hear in a clear field or in an urban scenario.



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OldGoat5
- Posts: 150
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Re: Mumble VOIP and PR (ongoing development)
Is it possible to somehow magically code mumble to not be heard through walls?
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Bainwalker
- Posts: 51
- Joined: 2008-09-01 03:26
Re: Mumble VOIP and PR (ongoing development)
I agree, the current 70 meters is just too much, I'd rather it be around 15-20 meters myself, but I've seen Mcluvin talk about 25 meters and I think that's a fair distance to set it at. Squads have the in-game system to use, so mumble should only be for squad-t-squad coms when close up to say ask that medic not in your squad to heal you or ask a squad what they are doing and if your squad could help. Further than 25 meters coms could be handled by the SL channel. No need for 70 meters.McLuv wrote:Ok, I still don't understand what it's "supposed" to do, though
Anyways, I was wondering about the distance that mumble can be heard from. Wouldn't something between 30-50 meters be more realistic than the current 70 meters? I mean, in real life, you have obstructing buildings/terrain, ambient noises, and so on and so forth that make hearing people, let alone understanding them, really hard when they're past a certain point.
IE, it's almost impossible to hear anyone upstairs in my house, even though there's only 5 meters separating us. The insulating floor blocks out nearly everything we say.
Now evidently it won't always be like that irl, but we need a compromise between how far you can hear in a clear field or in an urban scenario.
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Rudd
- Retired PR Developer
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- Joined: 2007-08-15 14:32
Re: Mumble VOIP and PR (ongoing development)
I think it would work as well as the BF2 engine allows.OldGoat5 wrote:Is it possible to somehow magically code mumble to not be heard through walls?
By this I mean, go ingame, then listen to someone run past you, then listen to someone run past you through a wall.
You'll find they are the same.
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Antonious_Bloc
- Posts: 348
- Joined: 2007-11-20 05:57
Re: Mumble VOIP and PR (ongoing development)
Indeed, it's really odd hearing people from 75 meters away, as sometimes you don't even know where they are and at others the sheer amount of people talking is really confusing/annoying. It shouldn't be that hard to change, right?
Edit: I'd say 25-35 meters would be best, but even cutting it down to 50 meters would be a large improvement.
Edit: I'd say 25-35 meters would be best, but even cutting it down to 50 meters would be a large improvement.
Last edited by Antonious_Bloc on 2009-05-26 03:55, edited 1 time in total.

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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Mumble VOIP and PR (ongoing development)
Although I do LOVE mumble, I think PR would be great if you could make and create VOIP Channels in some sort of PR interface.
For example.. I'll use the BF2 default controls for voip com.
The "B" Key (squad chat) would still be used to talk to your squad, or "Primary Comm"
The "V" Key (Commander Chat) would instead be used to talk to a "Secondary Comm"
The same principal applies, except the squad leader can connect the Secondary Comm to whichever "channel" applies to the situation. This would make voice communication between assets and infantry streamlined.
Although the PR team cannot change the origonal BF2 VOIP, they CAN, however, do this in a similar way with a program like Mumble.
Wait a tick.. can you actually do that with mumble? Create channels for assets? ._.
For example.. I'll use the BF2 default controls for voip com.
The "B" Key (squad chat) would still be used to talk to your squad, or "Primary Comm"
The "V" Key (Commander Chat) would instead be used to talk to a "Secondary Comm"
The same principal applies, except the squad leader can connect the Secondary Comm to whichever "channel" applies to the situation. This would make voice communication between assets and infantry streamlined.
Although the PR team cannot change the origonal BF2 VOIP, they CAN, however, do this in a similar way with a program like Mumble.
Wait a tick.. can you actually do that with mumble? Create channels for assets? ._.
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Mary.au
- Posts: 131
- Joined: 2009-02-05 23:30
Re: Mumble VOIP and PR (ongoing development)
Somewhat on and somewhat off topic, an image I made when my cs:s clan swapped over to Mumble earlier today:


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Wicca
- Posts: 7336
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Re: Mumble VOIP and PR (ongoing development)
Mumble i choose you!
Yeah i like that should be a slogan or something!
"When all is lost, and you think your going to die... Mumble i choose you! MEDIC!"
Blue guy revives you...
Simple yet effective.
Yeah i like that should be a slogan or something!
"When all is lost, and you think your going to die... Mumble i choose you! MEDIC!"
Blue guy revives you...
Simple yet effective.
Xact Wicca is The Joker. That is all.
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Dev1200
- Posts: 1708
- Joined: 2008-11-30 23:01
Re: Mumble VOIP and PR (ongoing development)
When forum dwellers get bored.. xD
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Scorps111
- Posts: 7
- Joined: 2008-12-27 13:29
Re: Mumble VOIP and PR (ongoing development)
It wont let me connect to the offical Pr Mumble server.
Downloaded today to see what all the fuss is about but everytime i try join it just goes server connection failed, connection refused.
Whats happend?
Downloaded today to see what all the fuss is about but everytime i try join it just goes server connection failed, connection refused.
Whats happend?

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