1. Post #1

    July 2013
    4 Posts
    A voice chat for Rust nice or bad idea ?
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  2. Post #2

    July 2013
    63 Posts
    I feel like there would be alot less KOS with VOIP in the game, but its only pre alpha. Im sure they will probably implement it at some point.
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  3. Post #3

    July 2013
    172 Posts
    Good idea. Great idea. Do-it-now idea! =D
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  4. Post #4

    July 2013
    6 Posts
    I think a proximity VOIP will be good but not a global VOIP, people are very annoying with the global VOIP... (in DayZ for example) :)
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  5. Post #5

    July 2013
    63 Posts
    I think a proximity VOIP will be good but not a global VOIP, people are very annoying with the global VOIP... (in DayZ for example) :)
    I agree I cant stand the annoying people in global.
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  6. Post #6
    ForMod2013
    KnightVista's Avatar
    June 2009
    2,932 Posts
    If rust is going for that realistic factor; then global voice communication wouldn't fit in.

    But if you could talk to people within a certain radius; that'd be great.
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  7. Post #7
    Dear leader of the DPRKFC
    Xieneus's Avatar
    December 2009
    15,196 Posts
    Proximity yes, global no
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  8. Post #8
    ASK ME ABOUT MY LOVE OF DICK
    iAMunderDog's Avatar
    July 2013
    97 Posts
    Rust badly needs voip, so I agree and no global voip please.

    Proximity voip is a great idea, there should be few types with various radius.There should be also radios for long distance chat voip, not available from beginning. So someone could decide to broadcast his message and for radios include frequency as a factor to find or intrecept radio communication.
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  9. Post #9
    Jimentoon's Avatar
    November 2012
    200 Posts
    And with this you should be able to mute another player on your end so the gameplay isn't disrupted by helium chipmunk fgts
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  10. Post #10

    July 2013
    1 Posts
    VOIP within range is a good idea if you ask me, otherwise I think i'd still end up on vent/mumble/skype.

  11. Post #11
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    iAMunderDog's Avatar
    July 2013
    97 Posts
    VOIP within range is a good idea if you ask me, otherwise I think i'd still end up on vent/mumble/skype.
    In game voip is better since it will use less bandwitdh. If I was an admin in the server and you were using vent/mumble/skype then I would ban you since its cheating in semi simulations eg DayZ.
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  12. Post #12
    ozzypozzy's Avatar
    March 2010
    144 Posts
    And with this you should be able to mute another player on your end so the gameplay isn't disrupted by helium chipmunk fgts
    If it's proximity based then you should be unable to mute players as it'd make shooting that squeaky bastard all the more satisfying.
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  13. Post #13
    _L1pE_'s Avatar
    July 2013
    4 Posts
    I feel like VOIP is one of the most needed features right now.

    Rust badly needs voip, so I agree and no global voip please.

    Proximity voip is a great idea, there should be few types with various radius.There should be also radios for long distance chat voip, not available from beginning. So someone could decide to broadcast his message and for radios include frequency as a factor to find or intrecept radio communication.
    Whispering, Talking and Shouting VOIP radii, and radios would be great.

  14. Post #14
    TheRas's Avatar
    July 2013
    13 Posts
    Local VOIP, not Global.

  15. Post #15
    One of these days, I'm going to cut you into little pieces.
    AJisAwesome15's Avatar
    May 2011
    5,992 Posts
    oh god, imagine global...

  16. Post #16

    July 2013
    3 Posts
    Great idea

  17. Post #17

    July 2013
    1 Posts
    wath is the key to registeur on the web sit pls
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  18. Post #18

    July 2013
    3 Posts
    wath is the key to registeur on the web sit pls
    Please read the Sticky's before posting.....now youre probably going to get banned.....DONT ASK FOR KEYS
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  19. Post #19
    Gold Member
    Leestons's Avatar
    October 2010
    3,500 Posts
    wath is the key to registeur on the web sit pls
    Try speaking English first, then try reading the sticky.

  20. Post #20
    I'm a tool
    KillerLUA's Avatar
    June 2009
    1,429 Posts
    The servers are overloaded as it is - plus, global voice is a bitch in Arma 2 and I'd hate for it to repeat to any other games.

  21. Post #21
    ASK ME ABOUT MY LOVE OF DICK
    iAMunderDog's Avatar
    July 2013
    97 Posts
    The servers are probavly overloaded because its just one server and it lags everytime when there is more than 100 players so the net code could be the issue, server could be underpowered or its both.

  22. Post #22
    I'm a tool
    KillerLUA's Avatar
    June 2009
    1,429 Posts
    Please don't just reiterate buzz words that you saw in another post - it makes you look like an idiot.

  23. Post #23
    ASK ME ABOUT MY LOVE OF DICK
    iAMunderDog's Avatar
    July 2013
    97 Posts
    Please don't just reiterate buzz words that you saw in another post - it makes you look like an idiot.
    Reiterate? Nope, you are just hoping that I reiterate/reuse someones though.

    How many ticks does the Rust server or servers have? Cheap ass lame 64 or they are 128 ticks or better to say pulses per minute? I played Dead Frontier and lag was always noticeable and it also used Unity engine so I am speculating that Unity's default net code is not good.

    I never played Rust and I don't have informations if it uses just one or several servers nor the hardware components of one or several of those servers.

    I have some knowledge so don't underestimate me, I have a friend that has own Grand Theft Auto San Andreas Multi Player backup server and hosts by himself so I know the specs of his backup server and his server was fine with 10 to 20 players. But GTA:SAMP has simple net code and the game is simple so there is no need to transfer all that much of the cordinations per players and actions.

    Maybe something I got wrong, its not like I got lecture involving servers and pings, I learned along the way even though I never encountered a situation to express the tiny bits of my knowledge involving servers ultil now.
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  24. Post #24
    lolo's Avatar
    February 2010
    2,051 Posts
    I never played Rust and I don't have informations if it uses just one or several servers nor the hardware components of one or several of those servers.
    Credibility -> Out the window.

    And Radios the best for VoiP chat
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  25. Post #25
    minhdotdot's Avatar
    July 2013
    10 Posts
    What if they added radios(loot-able items) and people would have to be on certain "channels" to comm with each other. Also proximity VOIP would be nice but what if it was on all the time just like in M.A.G. so if you make any noise or talk people can hear you regardless if you're pressing the push-to-talk button. Just an idea.

  26. Post #26
    Gold Member
    thomasfn's Avatar
    July 2008
    2,999 Posts
    Rust currently runs on a single server. Not sure what hardware it runs exactly, but being an early alpha the server software isn't greatly optimised yet. You can't compare it to other games running on Unity, Unity's networking is crap and everyone who makes a MP game in Unity either makes their own netcode or uses something from the asset store. Unity is essentially being used as a graphics and physics engine here.
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  27. Post #27
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    it also used Unity engine so I am speculating that Unity's default net code is not good.
    Rust uses uLink, a proprietary Unity network library meant for realtime multiplayer games. So it's fine for Rust.

    Why they didn't just use lidgren and save the money and time, I don't know, but it's not Unity's networking at fault.

  28. Post #28
    ASK ME ABOUT MY LOVE OF DICK
    iAMunderDog's Avatar
    July 2013
    97 Posts
    Rust currently runs on a single server. Not sure what hardware it runs exactly, but being an early alpha the server software isn't greatly optimised yet. You can't compare it to other games running on Unity, Unity's networking is crap and everyone who makes a MP game in Unity either makes their own netcode or uses something from the asset store. Unity is essentially being used as a graphics and physics engine here.
    Thank you, as I suspected...

    @lolo Because someone did not played the game that does not rule out my credibility and since I played Dead Frontier that uses the same exact engine then at least I know what to suspect and expect.

    @supersnail Its good enough for basic multi player games, but we are talking about above 60 to 90+ players on a single servers and we don't know the hardware inside in case its underpowered and nor the internet speed and its rate of ticks/pulses.

  29. Post #29
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    @lolo Because someone did not played the game that does not rule out my credibility and since I played Dead Frontier that uses the same exact engine then at least I know what to suspect and expect.
    just being the same engine means nothing

    playing Supra Mayro Kratt doesn't give me any information on Rust at all

    Edited:

    @supersnail Its good enough for basic multi player games, but we are talking about above 60 to 90+ players on a single servers and we don't know the hardware inside in case its underpowered and nor the internet speed and its rate of ticks/pulses.
    it's like we're playing buzzword bingo
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  30. Post #30
    Gold Member
    thomasfn's Avatar
    July 2008
    2,999 Posts
    Rust uses uLink, a proprietary Unity network library meant for realtime multiplayer games. So it's fine for Rust.

    Why they didn't just use lidgren and save the money and time, I don't know, but it's not Unity's networking at fault.
    uLink appears to be higher level than lidgren, with lidgren you'd still need to create alot of netcode from scratch since it operates a little above the packet level whereas uLink extends (well, more like replaces) Unity's network view system. Perhaps it's temporary until further down the line.

  31. Post #31
    ASK ME ABOUT MY LOVE OF DICK
    iAMunderDog's Avatar
    July 2013
    97 Posts
    @supersnail111

    Dead Frontier uses the same net code, Dead Frontier is made, mantained and ran by just one guy, so I am pretty sure that the net code is basically uLink since I doubt he had time to optimize the net code.

    I don't know how to explain it, but at least I get the picture.

    Il try to explain ticks/pulses, one minute has 60 seconds thus if you are playing on a server that has 64 thus you have basically one tick per second. Each tick is transfer of data, so one tick transfer the data what happened in that period of 1 second and transfer it to server that transfers it to other players. While 128 tick server send 2 ticks per second or one tick per 0.5 seconds, so it is drastically better and less lag compesation needed.

    If hardware is not the main problem then MMO's would not need Opterons or XEON's servers in dual socket configurations so please. Stop underestimating me and the others.

    You are not the only one that has at least some knowledge. If thoughts of you being smarter than 90% of the people makes you happy, then do so but don't yell it to everyone otherwise someone is going to burn you so bad that you will depressed.

    Sooner or later someone will... EXPOSE you for what you trully are, a egomaniac.

  32. Post #32
    I'm a tool
    KillerLUA's Avatar
    June 2009
    1,429 Posts
    My god - nobody who knows anything about game networking says 'net code' and the only time I've every heard it was in some development tweet. You don't know jack shit so stop throwing buzz words everywhere like Garry throws 8 year old's cash.

    Simplicity is key - go get teamspeak.
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  33. Post #33
    itty-bitty pretty kitty
    Dennab
    September 2008
    9,837 Posts
    @supersnail111

    Dead Frontier uses the same net code, Dead Frontier is made, mantained and ran by just one guy, so I am pretty sure that the net code is basically uLink since I doubt he had time to optimize the net code.

    I don't know how to explain it, but at least I get the picture.

    Il try to explain ticks/pulses, one minute has 60 seconds thus if you are playing on a server that has 64 thus you have basically one tick per second. Each tick is transfer of data, so one tick transfer the data what happened in that period of 1 second and transfer it to server that transfers it to other players. While 128 tick server send 2 ticks per second or one tick per 0.5 seconds, so it is drastically better and less lag compesation needed.

    If hardware is not the main problem then MMO's would not need Opterons or XEON's servers in dual socket configurations so please. Stop underestimating me and the others.

    You are not the only one that has at least some knowledge. If thoughts of you being smarter than 90% of the people makes you happy, then do so but don't yell it to everyone otherwise someone is going to burn you so bad that you will depressed.

    Sooner or later someone will... EXPOSE you for what you trully are, a egomaniac.
    I know what ticks are. If you think that's really my problem with your argument, then I don't think I'm the one thinking I'm smarter than 90% of "the people".

    and assuming dead frontier uses uLink is kinda stupid since uLink is just one of many unity networking libraries out there, and someone working on a project alone would probably choose a free one (aka not uLink)
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  34. Post #34

    September 2012
    43 Posts
    No global. That would be horrible, and unrealistic.

  35. Post #35
    DPRKFC
    /dev/sda1's Avatar
    March 2012
    828 Posts
    iAMunderDog posted:
    @supersnail111

    Dead Frontier uses the same net code, Dead Frontier is made, mantained and ran by just one guy, so I am pretty sure that the net code is basically uLink since I doubt he had time to optimize the net code.

    I don't know how to explain it, but at least I get the picture.
    i have no words!!

    Il try to explain ticks/pulses, one minute has 60 seconds thus if you are playing on a server that has 64 thus you have basically one tick per second. Each tick is transfer of data, so one tick transfer the data what happened in that period of 1 second and transfer it to server that transfers it to other players. While 128 tick server send 2 ticks per second or one tick per 0.5 seconds, so it is drastically better and less lag compesation needed.
    um ur assuming hes stupid and you are master netcode designer. this makes you seem like the egomaniac.

    If hardware is not the main problem then MMO's would not need Opterons or XEON's servers in dual socket configurations so please. Stop underestimating me and the others.

    You are not the only one that has at least some knowledge. If thoughts of you being smarter than 90% of the people makes you happy, then do so but don't yell it to everyone otherwise someone is going to burn you so bad that you will depressed.

    Sooner or later someone will... EXPOSE you for what you trully are, a egomaniac.
    @iAmMunderDog

    obviously the net pulses code is wrongly triangulated so the MD5 hashes are OBVVIOUSSLY corresponding to the overwritten RAM memory overflow. seriously if you just trace back the stack memory data failure code and compare it with the VX error chart (make sure you get the second edition not the first) you'll realize you havent boggled the CPU correctly so the GPU correctly calculates pi for RPM modeling for advanced zombie projection movement (patented by myself i mean come on i made this stuff) then obviously you'll know that you just havent boggled the CPU. quite a silly problem y'have there!


    also are you implying that a higher tick rate will make it better?
    it seems that the cpu cant keep up at the current tick.
    also you just keep spewing buzzwords and its looking like YOURE the egomaniac, see the bolded points and my commentary.
    "nono ur wronggg listen the xeon must be dual slotted 32 bitographics ber byte"

  36. Post #36
    rovar's Avatar
    November 2009
    3,724 Posts
    Credibility -> Out the window.

    And Radios the best for VoiP chat
    Since he doesn't play, maybe he'll obtain enough boxes to build a fort and at least pretend he's playing.
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  37. Post #37
    Twofaced's Avatar
    July 2013
    76 Posts
    Please read the Sticky's before posting.....now youre probably going to get banned.....DONT ASK FOR KEYS
    I guess you didn't read it either, It says not to respond to beggars, And don't back-seat mod telling them they are probably going to get banned.
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  38. Post #38
    +Cloud's Avatar
    July 2013
    27 Posts
    suggestion for global voip just add in an item called radio then everyone with a radio near them can hear people talk on global