Mumble development

Suggestions from our community members for PR:BF2. Read the stickies before posting.
Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Mumble development

Post by Celestial1 »

I think we should have an ingame interface that allows us to switch radio channels at will.

</dream>
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: Mumble development

Post by Rudd »

Celestial1 wrote:I think we should have an ingame interface that allows us to switch radio channels at will.

</dream>
I think a web interface is more realistic at this point, which you could access via xfire ingame web browser
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General Dragosh
Posts: 1282
Joined: 2005-12-04 17:35

Re: Mumble development

Post by General Dragosh »

[R-CON]Rudd wrote:I think a web interface is more realistic at this point, which you could access via xfire ingame web browser
Uuuuuuuuuuuuuuu thats an interesting thought =P
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Celestial1
Posts: 1124
Joined: 2007-08-07 19:14

Re: Mumble development

Post by Celestial1 »

[R-CON]Rudd wrote:I think a web interface is more realistic at this point, which you could access via xfire ingame web browser
But a web interface can't directly interact with Mumble, as far as I know (unless changes were made to the program itself to get and recognize that input, which is possible but might be impractical). If it can, then yes, that would be good.
Sgt.MADHat
Posts: 36
Joined: 2009-08-09 05:45

Re: Mumble development

Post by Sgt.MADHat »

Would xfire in game browser be of any use?

On the other hand, its very CPU heavy. I suppose any in game browser addition would be CPU heavy.
Arnoldio
Posts: 4210
Joined: 2008-07-22 15:04

Re: Mumble development

Post by Arnoldio »

That separate squad talk would be very useful indeed. Use numpad for each SL (as there is max 9 squads), and there is a default button to talk to the CO.

The traffic on the SL channel is over the top as people just talk about everything they see and do.
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Conman51
Posts: 2628
Joined: 2008-05-03 00:27

Re: Mumble development

Post by Conman51 »

ive heard complaints about the interface and the way mumble looks. like for some its hard to find a channel.

i would suggest setting it up like TS3 does it, with like a small box in front of every channel
and more space between the vertical lines
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Zrix
Posts: 4425
Joined: 2005-12-02 14:25

Re: Mumble development

Post by Zrix »

Conman51 wrote:ive heard complaints about the interface and the way mumble looks. like for some its hard to find a channel.

i would suggest setting it up like TS3 does it, with like a small box in front of every channel
and more space between the vertical lines
Different colours and/or size for channels, sub channels and users would be sweet. Or something along those lines.
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gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Mumble development

Post by gazzthompson »

Jonny wrote: If done perfectly, a lot of people should not even know they are using mumble at all.
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had to.
SnipingCoward
Posts: 2326
Joined: 2007-12-31 22:40

Re: Mumble development

Post by SnipingCoward »

PLODDITHANLEY wrote:Sniping Coward?
Not me, i never committed to that, although I admit having thought about it.
Got a PROBLEM? Check this: PR:BF2 Installation Guide

Got a common QUESTION? check here first: PR:BF2 FAQ, MUMBLE FAQ

"Hello, IT! ... Yes, have you tried turning it on and off again?"
ytman
Posts: 634
Joined: 2010-04-22 17:32

Re: Mumble development

Post by ytman »

I'm all for having some kind of whisper function that allows specific squads to ONLY talk to each other.

It would make calling in CAS or Armor Support a DREAM. Plus the SqdLdr channel gets really chaotic at times with people calling in requests over each other.


1-Inf
2-Light/Personel Carrier Armor
3-Heavy Armor
4-Helicopter Trans
5-Helicopter Scout (?)
6-Helicopter CAS
7-Jet Fighter
8-Jet Bomber
gazzthompson
Posts: 8012
Joined: 2007-01-12 19:05

Re: Mumble development

Post by gazzthompson »

Id like to see each keypad (1-9) talk directly to the respective squad ('1' , squad one. '2' squad two) and keypad enter force center. (for people in squad leader channel only)
PLODDITHANLEY
Posts: 3608
Joined: 2009-05-02 19:44

Re: Mumble development

Post by PLODDITHANLEY »

Jonny I'll check tonight but I am sure when I press my numpad keys it does not select a weapon, I have tried before, but will confirm soon. I am on a portable too, if you deselect the number function or is it because I have a French keyboard on mine?

Plus if we could combine YTmans and Gazz's concept to have for example CAS always squad 1, armour 2 etc. etc. could be useful if we can sort out the numpad story.
Web_cole
Posts: 1324
Joined: 2010-03-07 09:51

Re: Mumble development

Post by Web_cole »

Also fairly sure numpad doesn't do anything: think PRT officers use it for TS keybinds.
Hietaa
Posts: 175
Joined: 2007-09-24 13:53

Re: Mumble development

Post by Hietaa »

Jonny for the love of god have you ever tried using numpad numbers as whisper ptts in any voip program. because i, and pretty much everyone besides me, have used them always and i have my number buttons under the f buttons binded to weapons and if i press any of the numpad numbers my weapons won't change ingame. Atleast TS2, TS3 and mumble recognise numpad keys and the number keys above your keyboard differently. As a bit of a advise you might want to check the facts before you start banging your head to a wall about something.
l|Bubba|l
Posts: 646
Joined: 2007-03-25 03:40

Re: Mumble development

Post by l|Bubba|l »

I just tested it by binding my movement keys to the numpad and it worked fine.
Battlefield definitely distinguish between the normal keys and the numpad keys.

Code: Select all

ControlMap.addKeyToTriggerMapping c_PIWeaponSelect1 IDFKeyboard [color=Red]IDKey_1[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect2 IDFKeyboard [color=Red]IDKey_2[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect3 IDFKeyboard [color=Red]IDKey_3[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect4 IDFKeyboard [color=Red]IDKey_4[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect5 IDFKeyboard [color=Red]IDKey_5[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect6 IDFKeyboard [color=Red]IDKey_6[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect7 IDFKeyboard [color=Red]IDKey_7[/color] 10000 0
ControlMap.addKeyToTriggerMapping c_PIWeaponSelect8 IDFKeyboard [color=Red]IDKey_8[/color] 10000 0
ControlMap.addKeysToAxisMapping c_PIYaw IDFKeyboard [color=Red]IDKey_Numpad6 IDKey_Numpad4 1[/color]
ControlMap.addKeysToAxisMapping c_PIThrottle IDFKeyboard [color=Red]IDKey_Numpad8 IDKey_Numpad5[/color] 1
ControlMap.addKeyToTriggerMapping c_PILie IDFKeyboard [color=Red]IDKey_Numpad2[/color] 0 1
ControlMap.addKeyToTriggerMapping c_PICrouch IDFKeyboard [color=Red]IDKey_Numpad1[/color] 0 1
Last edited by l|Bubba|l on 2010-04-30 14:36, edited 4 times in total.
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