I forgot what its called, but its a voice chat where you can hear only players near you, like in arma or something. It would be really helpful, and you would be able to talk whit only players around you, and not your whole team or etc
I forgot what its called, but its a voice chat where you can hear only players near you, like in arma or something. It would be really helpful, and you would be able to talk whit only players around you, and not your whole team or etc
I also think there should be a hierarchy for radio communication. What I mean by that is, squad leaders and Commanders have their own command channel that only they can use/hear, while squad members can only communicate with other members of their squad.
This would add a lot to the teamplay mechanics, and would keep the chat more concentrated on tactics.
Yea, this a feature that I really hope gets implemented. It would make it a lot easier to be able to co-ordinate with the people around you.
I also think there should be a hierarchy for radio communication. What I mean by that is, squad leaders and Commanders have their own command channel that only they can use/hear, while squad members can only communicate with other members of their squad.
This would add a lot to the teamplay mechanics, and would keep the chat more concentrated on tactics.
The main drawback of a system like this is it is very CPU heavy on an already CPU heavy game. This is why we have tended gone with other forms of chat.
With "local" chat everytime a player goes to chat you need to start doing line traces to find out who is close enough (which are expensive).
The main drawback of a system like this is it is very CPU heavy on an already CPU heavy game. This is why we have tended gone with other forms of chat.
With "local" chat everytime a player goes to chat you need to start doing line traces to find out who is close enough (which are expensive).
How about sending the transmission to all players and let client's PC decide whether to play the sound or not depending on distance from source? That way, there is no additional server burden.
I'm pretty sure Insurgency has proximity VOIP as a server option and it doesn't seem to affect the stability of the game. However, they also don't have 64 players all at once on a large-scale map.
That is still a crap ton of line checks that have to run continuously (on the client) that can potentially kill all performance.
What if you send X,Y coordinates with the voice transmission to the clients? Then clients can easily computate straight line distance to the source of the transmission.
What if you send X,Y coordinates with the voice transmission to the clients? Then clients can easily computate straight line distance to the source of the transmission.
What if you send X,Y coordinates with the voice transmission to the clients? Then clients can easily computate straight line distance to the source of the transmission.
What if you send X,Y coordinates with the voice transmission to the clients? Then clients can easily computate straight line distance to the source of the transmission.
Don't forget the Z coordinate. Imagine GrainElevator style maps without it.
EDIT: Now that I think about it, how difficult would it be to implement a "sound node" originating from each players' head dedicated to their own microphone? Would that work? I imagine that's sort of how it's done for the spoken lines of dialogue by the player characters.
Another thing to then take into account would be distance and how that affects the volume of the players speaking to each other. And the direction their voices would be coming from. Also, how voices might be heard through solid objects like walls and floors. Maybe a system like this would just be too complex for its own good.