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Am i the only one interested in mumble....

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  • #16
    There's a statically linked server binary which is what I'm using, works very well...

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    • #17
      Originally posted by Thetargos View Post
      There's a statically linked server binary which is what I'm using, works very well...
      If it comes up without X11, then this is fine- otherwise, that would be an issue. It needs to be something that runs headless for it to be ultimately useful as a VoIP solution for gaming. Ever wondered why they'd do the server and not the client for a game on Linux? It's because Linux runs just fine headless and can be pooled up into farms of servers easily and cheaply.

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      • #18
        Heh... Looking at the whole lot, they used Qt for network stack support as well as UI, and the UI appears to be decoupled from the rest like I mentioned. The statically linked binary ought to work just fine, then.

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        • #19
          Originally posted by Svartalf View Post
          If it comes up without X11, then this is fine- otherwise, that would be an issue. It needs to be something that runs headless for it to be ultimately useful as a VoIP solution for gaming. Ever wondered why they'd do the server and not the client for a game on Linux? It's because Linux runs just fine headless and can be pooled up into farms of servers easily and cheaply.
          I've got it running headless on my CentOS home server (though I have X installed on the server as it also functions as a spare system for "guests")

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          • #20
            Oh hey speaking of Mumble I noticed this on the ioquake3 news page:


            Lets examine two quick points:

            * Hardcore gamers like choices.
            * Hardcore gamers like VOIP.

            Based on these theories, ioquake3 is adding VOIP support for the next release. This internal support is going to bring along with it support for (entirely optional) Mumble positional VOIP audio. More nerd-speak after the break, the short and quick of it is, however:

            We’re going to have VOIP for mods/new games, and baseq3. This is a pretty radical departure from the initial goal of not changing anything in baseq3, and is probably the single largest (obvious) end-user benefit for using ioquake3.

            The fact of the matter is that if you want to blame someone for allowing it to be included, you can blame me (Zachary, lead omnipresent overseer of ioquake and related entities). If, however, this makes you happy and you want to praise somebody, give either big ups OR big props to Ryan Gordon (lead intergalactic space nerd) and Ludwig (Herr Angst).

            Please, do not spoil them with both ups AND props.
            More info @:

            http://ioquake3.org/2008/05/30/voip-support-in-svn/

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            • #21
              Originally posted by Malikith View Post
              Oh hey speaking of Mumble I noticed this on the ioquake3 news page:



              More info @:

              http://ioquake3.org/2008/05/30/voip-support-in-svn/
              wow I came across the mailing list post earlier but I didn't know icculus was using mumble... good stuff!

              now all we need is a wesnoth plugin

              Actually, im hoping tremulous n nexuiz follow suite - it sounds like the best way to further expose mumble to the world [openarena will probably be the first game to exploit the mumble ioquake3 code]

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              • #22
                Originally posted by hmmm View Post
                wow I came across the mailing list post earlier but I didn't know icculus was using mumble... good stuff!

                now all we need is a wesnoth plugin

                Actually, im hoping tremulous n nexuiz follow suite - it sounds like the best way to further expose mumble to the world [openarena will probably be the first game to exploit the mumble ioquake3 code]
                Open Arena.. Hahaha, I won't get into that one, but yeah, I hope Tremulous or Nexuiz get it done. Or even better Urban Terror, that would be a great one to use it, but so would Tremulous too.

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                • #23
                  Originally posted by Malikith View Post
                  Open Arena.. Hahaha, I won't get into that one, but yeah, I hope Tremulous or Nexuiz get it done. Or even better Urban Terror, that would be a great one to use it, but so would Tremulous too.
                  Heh... I'm thinking WoP, myself (since I'm addicted to that silly game...).

                  However, since it's in the engine, I'd think it wouldn't be much of anything, as long as the games in question take up the latest ioquake3 engine updates, to add this to ANY of those titles. Makes it kind of interesting all of a sudden, doesn't it?

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                  • #24
                    Originally posted by hmmm View Post
                    wow I came across the mailing list post earlier but I didn't know icculus was using mumble... good stuff!

                    now all we need is a wesnoth plugin

                    Actually, im hoping tremulous n nexuiz follow suite - it sounds like the best way to further expose mumble to the world [openarena will probably be the first game to exploit the mumble ioquake3 code]
                    I always wondered why FOSS multiplayer games didn't have mumbles positional audio but a couple of commercial games did... Ah well here to hoping nexuiz gets it implemented.

                    Originally posted by Svartalf
                    Heh... I'm thinking WoP, myself (since I'm addicted to that silly game...).
                    I could get into WoP but I take my hat of to who ever did the level designs, they are amazing!

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                    • #25
                      Originally posted by Malikith View Post
                      Open Arena.. Hahaha, I won't get into that one, but yeah, I hope Tremulous or Nexuiz get it done. Or even better Urban Terror, that would be a great one to use it, but so would Tremulous too.
                      well openarena is based on ioquake3 which is what icculus has commted code for....

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                      • #26
                        Originally posted by Svartalf View Post
                        Heh... I'm thinking WoP, myself (since I'm addicted to that silly game...).

                        However, since it's in the engine, I'd think it wouldn't be much of anything, as long as the games in question take up the latest ioquake3 engine updates, to add this to ANY of those titles. Makes it kind of interesting all of a sudden, doesn't it?
                        Yeah there are a ton of games out there that could benefit from the updates for sure. I can't wait until they all start adopting it.
                        Last edited by Malikith; 06-07-2008, 06:05 AM.

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                        • #27
                          I love mumble, and donated a bunch of moneys the next day after I first used it for the first time. Good stuff!

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                          • #28
                            I heard that game with my friend and it's a cool game. . I'll try to play with that. .

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                            • #29
                              sorry to bump such an ancient thread but i noticed that mumble has hit 1.1.8 (ment to be the last release of the 1.1 series), looks like COD2,4,5 and WOLF:ET got positional audio support in 1.1.7.

                              Bit of a shame phoronix doesnt give it more coverage. The 1.2.x to-do includes Multichannel echo cancellation.

                              In other positional audio related news, ventinux (to be renamed as Spux to avoid copyright infringment of anything *nix and ventrilo), a ventrilo linux client that is being developed should have an accesible svn repository soon...

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                              • #30
                                I tried switching to Mumble about a week or so ago from our Ventrilo (2.1.x) server. But I must say it sucks :P Not the client, but the server. It's a nightmare to set up. The server design and administration is so brain damaged, I won't even go into explaining it.

                                Ventrilo server can be set up very easily.

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