VOIP for tremulous

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Castyo
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VOIP for tremulous

#1 Post by Castyo » Mon Jul 25, 2011 2:16 pm

VOIP for trem 1.2
1 channel for teamspeak.
3 rooms (1 aliens, 1 humans, 1 spect).
Put automatically ppl in the right room on ts as in trem server.
Example: i join in the channel (spect room) of teamspeak
I join in the game and select aliens faction.
Teamspeak move me automatically into aliens room.
That's can be made using ip address.
Trem server stream ip addresses of player and the name of team (a or h).
A plug in move on ts server the ppl.

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Re: VOIP for tremulous

#2 Post by grmg.pl » Mon Jul 25, 2011 4:24 pm

1. You can already use standalone apps for this.
2. None is going to code it into trem.
3. There is no such thing as a "plugin" for trem.
4. It cannot be done using ip only.
5. DAFS on tremulous.net forum.

The idea is good (besides GIANT amount of spam and abuse), but as usual it goes like this: I have a brilliant idea, You code it.

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#3 Post by Lancer » Mon Jul 25, 2011 8:44 pm

Good luck coding it, just use a ventrilo server.

I have one available soon anyway.
Care to check out Jucaspel?

http://on.fb.me/16BFTKE

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#4 Post by Redman » Tue Jul 26, 2011 9:22 pm

Isn't it easier to use ioquake3 voip and some code for not listening to players not on your team?
Also known as the invisible man.

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#5 Post by Quarko » Tue Jul 26, 2011 10:10 pm

Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...

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#6 Post by Loki » Wed Jul 27, 2011 6:59 am

Quarko wrote:Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...
HA! +1
nice idea xDD They think that they're cool when they can program :P
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#7 Post by Castyo » Wed Jul 27, 2011 8:30 am

Quarko wrote:Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...
lmao!
i post only my idea, but i don't know how to code it

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#8 Post by Rotacak » Wed Jul 27, 2011 10:43 am

Quarko wrote:Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...
Unreal engine 3 is more suitable :)

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#9 Post by Castyo » Wed Jul 27, 2011 2:39 pm

Rotacak wrote:
Quarko wrote:Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...
Unreal engine 3 is more suitable :)
Rota, are u able to code it?

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#10 Post by Lancer » Wed Jul 27, 2011 3:57 pm

^ Really?

That would take more time then....make yourself and 3000 others a cup of tea AND coffee.
Care to check out Jucaspel?

http://on.fb.me/16BFTKE

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#11 Post by grmg.pl » Wed Jul 27, 2011 3:58 pm

Castyo wrote:Rota, are u able to code it?

LMAO

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#12 Post by Rotacak » Wed Jul 27, 2011 4:17 pm

Castyo wrote:
Rotacak wrote:
Quarko wrote:Damn, I think I should make a topic on "how totally awesome it would be to make tremulous on Crysis engine"...
Unreal engine 3 is more suitable :)
Rota, are u able to code it?
Now no, but if I had time, then probably yes. I already remade atcs map (map only). Trem is not hard to code, there is few harder things, like walking on walls + building, but not much else.

Problem with UE3 is different - there will be very low map makers (if any).

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#13 Post by Loki » Wed Jul 27, 2011 5:16 pm

Rotacak wrote:
Castyo wrote:
Rotacak wrote: Now no, but if I had time, then probably yes. I already remade atcs map (map only). Trem is not hard to code, there is few harder things, like walking on walls + building, but not much else.

Problem with UE3 is different - there will be very low map makers (if any).
Ye, I saw your ATCS remake in Unreal Tournament 3, looks good.
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#14 Post by Rotacak » Wed Jul 27, 2011 7:41 pm

Loki wrote:Ye, I saw your ATCS remake in Unreal Tournament 3, looks good.
Looks exactly same, only shadow + lighting is little different.

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#15 Post by Castyo » Thu Jul 28, 2011 6:57 am

off topic: trem is coded in c# ?
i want to learn one programming code, c# is good/usefoul??
thank you

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