In game voice
I brought this up a while ago, and i cant help but thinking that we have so many new training programs and this and that, but a lot of people dont feel like being bugged to type everything out. Also, considering its 2009, i think its about time we got some fing in game voice going. Not only would it improve team coordination but also be much easier for newbies to voice their questions and people to answer them
QUOTE Drizzo: ha ha good old chap
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
Drizzo: i am a brit
Drizzo: tut tut
Drizzo: wankarrrrrr
Drizzo: i only have sex whilst in the missionary position[/quote] Fas est et ab hoste doceri - Ovid
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fuzzylunkin1
Hey Brood, nice to see you around these parts.
http://www.freeallegiance.org/forums/index...=52084&st=0
http://www.freeallegiance.org/forums/index...=52084&st=0
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AaronMoore
- Posts: 471
- Joined: Sun May 06, 2007 3:09 pm
- Location: Australia
This is something I would also like to see/help to implement.
There are a lot of good points brought up in that discussion.
Edit:
Direct Play Voice Protocol Specification Last updated September 24, 2009
While DirectPlay may be depreciated in later versions of DirectX, it may help teamwork enough to be worth it?
There are a lot of good points brought up in that discussion.
Edit:
Direct Play Voice Protocol Specification Last updated September 24, 2009
While DirectPlay may be depreciated in later versions of DirectX, it may help teamwork enough to be worth it?
Last edited by AaronMoore on Mon Oct 19, 2009 3:41 am, edited 1 time in total.

It's not just a question of DPlay being deprecated though - I'd like to take DirectPlay out of the code completely if we can, as I understand it is the source of many of our AV problems with Norton etc.Aaron Moore wrote:QUOTE (Aaron Moore @ Oct 19 2009, 04:20 AM) This is something I would also like to see/help to implement.
There are a lot of good points brought up in that discussion.
Edit:
Direct Play Voice Protocol Specification Last updated September 24, 2009
While DirectPlay may be depreciated in later versions of DirectX, it may help teamwork enough to be worth it?
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derfmancher
- Posts: 77
- Joined: Sat Sep 12, 2009 11:30 pm
- Location: Idaho
I realize that I am still considered new, but how exactly is the Direct Play attached to the code? I think it would be pretty sweet to get integrated voice chat. (See all the above posts by vets who like the sound of it.) The one draw back would be that new players with a mic who think they are hot stuff don't have to think before they type. It may result in a lot of players being muted (in voice chat) but that is acceptable.
And, on a side note I never knew @alleg was C++. (I've taken the damn class for that!)
And, on a side note I never knew @alleg was C++. (I've taken the damn class for that!)

Your friendly forum derfmancher.
Feel free to call on me when the fit hits the shan.
"Any ship can be a minesweeper ... once." - Admiral Hornblower
Directplay is an older part of the DirectX framework provides the underlying network communications between your client and the server. Alleg uses it to communicate.derfmancher wrote:QUOTE (derfmancher @ Oct 19 2009, 09:37 PM) I realize that I am still considered new, but how exactly is the Direct Play attached to the code? I think it would be pretty sweet to get integrated voice chat. (See all the above posts by vets who like the sound of it.) The one draw back would be that new players with a mic who think they are hot stuff don't have to think before they type. It may result in a lot of players being muted (in voice chat) but that is acceptable.
And, on a side note I never knew @alleg was C++. (I've taken the damn class for that!)
However due to the way it communicates - it gets blocked by some newer firewalls (such as Norton and Mcafee).
Newer DirectX does not include Directplay, so if we increase our dependency on DirectPlay we are
Tying the alleg. code to an outdated library, which will not be updated.Continuing to stop some people with the wrong AV from playing Alleg.
We should not IMHO be increasing our dependency on DirectPlay in any way, and we should (again IMHO) be removing it if we can.
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fuzzylunkin1
I completely agree with this. If we get integrated voice chat it should come after changing Allegiance's communication methods by replacing DPlay. That should be a higher priority, in my opinion.notjarvis wrote:QUOTE (notjarvis @ Oct 19 2009, 06:15 PM) We should not IMHO be increasing our dependency on DirectPlay in any way, and we should (again IMHO) be removing it if we can.
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derfmancher
- Posts: 77
- Joined: Sat Sep 12, 2009 11:30 pm
- Location: Idaho
I think that would be an excellent idea. The solution to me sounds like to use a newer version of directx, or to totally change protocols.
How hard would it be to entirely remove Directplay from the code?
How hard would it be to entirely remove Directplay from the code?

Your friendly forum derfmancher.
Feel free to call on me when the fit hits the shan.
"Any ship can be a minesweeper ... once." - Admiral Hornblower
http://msdn.microsoft.com/en-us/library/ee...r_Windows_Vistanotjarvis wrote:QUOTE (notjarvis @ Oct 20 2009, 01:15 AM) Newer DirectX does not include Directplay, so if we increase our dependency on DirectPlay we are
QUOTE DirectSound was updated to expose the capabilities of the new Windows Vista audio driver stack, which supports multi-channel software buffers. The Direct3D Retained Mode API was completely removed from Windows Vista. DirectPlay Voice was also removed, as well as DirectPlay's NAT Helper and DirectInput's action-mapper UI. Support for the DirectX 7 and DirectX 8 interfaces for Visual Basic 6.0 is not available on Windows Vista.[/quote]
No single word about total removal of DirectPlay on Vista.
The Escapist (Justin Emerson) @ Dec 21 2010, 02:33 PM:
The history of open-source Allegiance is paved with the bodies of dead code branches, forum flame wars, and personal vendettas. But a community remains because people still love the game.

