How is a plugin that is designed to block people from using HLSS and
HLDJ and succeeds at that task pointless?


On Wed, Jul 23, 2008 at 10:07 AM, Spencer 'voogru' MacDonald
<[EMAIL PROTECTED]> wrote:
> Pointless, people can still mic-spam without using voice_inputfromfile
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Dustin Wyatt
> Sent: Wednesday, July 23, 2008 10:59 AM
> To: Half-Life dedicated Win32 server mailing list
> Subject: Re: [hlds] Suggestion: Independant PFF Voicecom channel
>
> This sounds like an awful lot of work for a very small minority of
> people.  I can honestly say I've NEVER seen (heard?) anyone on my
> sever trying playing music for  a "shared experience".
>
> There's already an SM plugin
> (http://forums.alliedmods.net/showthread.php?t=72227) that blocks use
> of HLSS and HLDJ (works great!), making this even less of a priority,
> I'm sure.
>
>
>
>
> On Tue, Jul 22, 2008 at 2:55 PM,  <[EMAIL PROTECTED]> wrote:
>> As you know, a lot of people use the VoiceCom Play-From-File feature
>> (Heretofore refereed to as "PFF") to do things like play music and
>> prerecorded sounds with the assistance of tools like HLSS and HLDJ. While
>> many people find this annoying, others rather enjoy it. Unfortunately for
>> everybody, the sound files used must be converted to a low-quality wave
>> file and altered to prevent distortion, and are played back through the
>> general VoiceCom system.
>>
>> My suggestion is actually quite simple and would improve enjoyment for all
>> players across the board, with the notable exception of people who play
>> the game for the sake of causing others grief.
>>
>> Step 1: Add a second VoiceCom channel. The current voice channel should be
>> renamed to reflect it's status as a sub-channel, such as "VoxChan", and
>> this second one should be titled something like "PFFChan".
>> Step 2: Force any audio that's played from a file to be broadcast over
>> "PFFChan", and any audio from a system input to be broadcast over
>> "VoxChan"
>> Step 3: Allow people to selectively mute entire channels so that they can
>> (if they so choose) listen exclusively to people talking, to exclusively
>> file-based content, to everything, or to nothing at all. Allow servers to
>> block "PFFChan" and/or "VoxChan" via a setting, just as servers can block
>> VoiceCom now.
>> Step 4: Add support streaming precompressed files (MP3 and OGG formats
>> would likely be best), since precompressed files have a much higher
>> quality to bandwidth ratio. This allows for full-quality sound for far
>> less bandwidth. (Limiting it to 96kbps would be acceptable)
>> Step 5: Increase flexibility of sound options to allow players to adjust
>> the three-way balance between the two channels and the game as they see
>> fit.
>>
>> The following are optional, but recommended:
>> Option 1: Support for media information (ie: ID3) so that players could be
>> easily informed as to the source of a file (Via overlay, menu, or HUD
>> message).
>> Option 2: Local buffering options to prevent skips, drops, or desychs in
>> playback. File playback is not as time-sensitive as voice, and so a local
>> buffer could protect against sudden lagspikes or short periods of lessened
>> bandwidth.
>>
>> Although the ability to manage these files in game would be convenient,
>> there are actively maintained third-party packages that would be quickly
>> retrofit for this task.
>>
>> Benefits:
>>
>> *Easier server administration: Many servers disapprove of PFF, but
>> encourage the use of VoiceCom. These servers are often faced with
>> transient players who make use of the PFF feature, often resulting in the
>> admins being forced to take action against them. Blocking PFFChan on a
>> server would preemptively stop most such events.
>> *Increased Difficulty for Griefers: If PFFChan is blocked on a server,
>> then griefers would need to use either an awkward hardware solution or a
>> virtual soundcard driver/software package.
>> *Increased PFF Audio clarity: Currently PFF is limited to 11khz 16bit mono
>> sound, which quite frankly is horrible. Since compression takes far more
>> CPU time than decompression, and is by it's very nature a time/memory
>> trade-off, you can get far better quality for the same bandwidth without
>> increasing CPU load by simply streaming precompressed audio instead of
>> compressing streamed audio under heavy CPU load.
>> *Decreased Bandwidth Consumption: As corollary to the above, the bandwidth
>> consumption is less per quality for precompressed audio than for real-time
>> compression. A carefully chosen KBPS limit would allow both vastly
>> improved quality and reduced bandwidth.
>>
>>
>> Here's a crude flowchart showing the key differences between the current
>> system and the one I propose:
>> http://img.photobucket.com/albums/v247/Baikasu/voicecomflow_MkII-1.gif
>>
>>
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