has voicechat been added to darplaces/nexuiz?

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  • ioquake 3 has mumble integration, so it shouldn't be too hard. its something that would be nice to have.
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    8-bit-prodigy
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Tue Jan 27, 2009 8:04 am

  • We have no coder to do it.

    Stop demanding, and learn coding and do it.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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  • well, i know c++, but not c, it shouldn't be too hard tho, and i also have plans to get a team together to transcode darkplaces into c++ to make it easier in the future, and add some features, like a gui (like Source), and other stuff. but mumble is written in c++, so i don't know how to put two languages together.
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    8-bit-prodigy
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Wed Jan 28, 2009 9:38 am

  • There is no use or need in rewriting it all in C++, as that will only make the code even more complex and hard to understand than it already is.

    Plus, C and C++ can interface very well. There is no problem with adding a C++ source file to the otherwise-C darkplaces engine.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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  • 8-bit-prodigy wrote:well, i know c++, but not c, it shouldn't be too hard tho, and i also have plans to get a team together to transcode darkplaces into c++ to make it easier in the future, and add some features, like a gui (like Source), and other stuff. but mumble is written in c++, so i don't know how to put two languages together.

    How can you know C++ but NOT C? Besides what makes you think that turning something into C++ makes it easier to understand or easier to modify instead of harder and slower? And DP can already have a GUI.. just look at the nice Nexuiz menu. Or if you think gui is impossible with C.. gnome is largly written in C :)
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    esteel
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  • How can you know C++ but NOT C? Besides what makes you think that turning something into C++ makes it easier to understand or easier to modify instead of harder and slower? And DP can already have a GUI.. just look at the nice Nexuiz menu. Or if you think gui is impossible with C.. gnome is largly written in C Smile


    well, first of all, i learned C++ in school, not C, second, i find making something object-oriented makes modification a lot easier, and i believe this would be true for anything(although the only thing i actually made OO was pong in java), like idtech 4 is entirely C++, third, by gui, i meant a gui built into the engine, like Source =], but thats only a thought, not something planned. On another note, i found a program written in Python, that translates C into C++, but i cant get it to work ='[.
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  • 8-bit-prodigy wrote:On another note, i found a program written in Python, that translates C into C++, but i cant get it to work ='[.

    You made my day. Thank you!

    sorry, but I can't resist, I just have to comment that:
    Your chances of porting a very complex engine written in C to C++ (and at the same time telling us that you learned C++ at school and you don't know C) is about as realistic as if I said:
    "Hey, I've had an astrology and programming class last semester, I want to go to NASA now and change the computer control elements of the Hubble telescope to be realized in another programming language"
    Why don't I actually say it? Because I am too inexperienced in it (aka being a "noob") and even if I wanted to do that, it would take years to accomplish, if at all.

    Sorry to say that, but if you really wanted to do that, you'd need a lot of experience in the C field (C/C++) first of all, and once you had that experience, you'd realize that porting it would not necessarily make sense anyway, as already stated above.

    I am not gonna stop you or tell you what to do, and I am also (trying :P) to not be an ass about this, but you will save yourself a lot of trouble when not trying to get ridiculous tools to port an sophisticated engine from C to C++, not to mention trying it yourself...

    And this is somewhat directed to all people who say "well, you can do everything you want if you really want it". It maybe true, after years of learning, but it's not suitable for the ones who don't want to dedicate a LOT of time to it. To see a good example of failure, have a look at the Split Screen thread, where DeVsh and his team (even when having quite a bit of dedication to the subject) failed to do it, and I do very much doubt that he's ever gonna finish it.

    If he does ... well, kudos to him.
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    GreEn`mArine
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Wed Jan 28, 2009 6:51 pm

  • That "translator" is useless, it won't translate procedural code into OO code, just make the C source compile with a C++ compiler.

    Guess what? DarkPlaces already can be compiled as C++. Just rename the source files from .c to .cpp.
    1. Open Notepad
    2. Paste: ÿþMSMSMS
    3. Save
    4. Open the file in Notepad again

    You can vary the number of "MS", so you can clearly see it's MS which is causing it.
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    divVerent
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Wed Jan 28, 2009 9:08 pm

  • All threads by d are jokes, imo. Starting programming without learning the language first always leads to failure. Look at his sig.

    Now, the question about porting. I suppose you want to move it to OO code, but do you understand what piece of each code really does in order to split those into separate reusable portions?
    Alien
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  • well, i guess i would have to look over the code A LOT, and the translating part would be hard, but, after that it might be easier, im not saying it is tho. and about the learning c/c++, i learned qbasic, then straight up C++

    oh, and to green'marine, i knew it would take a long time, and that i lack experience, but i was thinking about getting a team together to work on this, but i doubt anyone would join, by the looks of things. anyway, i like the darkplaces engine, but i think the OverDose (http://www.teamblurgames.com/overdose) and XReal engines will become more mainstream (tho havent heard much from xreal)
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    8-bit-prodigy
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Thu Jan 29, 2009 6:32 am

  • Except overdose uses dx and therefore is limited where it can run.
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  • what is this dx? perhaps it has slipped my mind?
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Fri Jan 30, 2009 3:07 am

Sat Feb 28, 2009 4:56 am

  • Some thoughts:
    06:35 < shaggy> hello
    06:36 < ohaiena> hai r00t_
    06:39 < r00t_> someone want's mumble voice chat in dp:
    06:39 < r00t_> http://forums.alientrap.local/viewtopic.php?t=4210
    06:39 < r00t_> if that person decideds to make that happen
    06:39 < shaggy> never heard that request before.
    06:40 < r00t_> there are some ideas I've had for voicechat for awhile
    06:40 < r00t_> and the primary one
    06:40 < r00t_> is a per-playertype voiceinput mutator
    06:40 < r00t_> so say if you're playing the thug (nexuiz model)
    06:40 < r00t_> the mutator would deepen your voice before sending it off on
    it's way
    06:41 < r00t_> if you're playing a prostitute (say, maybe skadi) it would make
    your voice higher pitched and add synthetic couffing sometimes
    06:41 < r00t_> ifif you're playing a robot it would make it tinny
    06:42 < shaggy> lol
    06:42 < r00t_> such filters exist as opensource LDSAP plugins
    06:42 < shaggy> that'd be cool
    06:42 < r00t_> ofcourse you could disable it
    06:42 < r00t_> but it would also be kinda good for privacy, especially if it
    added non-reversable changes (slight randomizations)
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