Question |
When and where will QuakeVoice be
released? |
Answer |
QuakeVoice's official home page is www.telefragged.com/qvoice/ and that's where all the programs will be released. The final public beta version of QuakeVoice has no date set yet, but soon. Very, very soon. |
Question |
How will I use QuakeVoice? |
Answer |
All you need to do is run the program and bind a few keys in Quake2. Then when you log on to a QuakeVoice server, it'll setup everything for you. |
Question |
Will QuakeVoice work on XXX ? |
Answer |
If you have DirectX 5.0 (which includes DirectSound) and a full duplex sound card (all the new ones are) QuakeVoice will work just fine on your system. Check your manual for your sound card to see if it can do full duplex audio. If not, QuakeVoice won't be much use to you. Also, connection speeds must be greater than 14.4kbps. If you have a large amount of bandwidth available, you can select options for better quality sound, and a greater number of 3D positioned voices. |
Question |
How will I integrate QuakeVoice into my mod? |
Answer |
QuakeVoice will come with the source that you need and some documentation for integrating it into your mod. Simply add these to your project, put in the proper code (from our example) and you've got a QuakeVoice enabled server. When it comes time to distribute this, you can either include the proxy .EXE, or let server operators download it and configure it themselves. |
Question |
What is the difference between the so called LPB version and the HPB version? |
Answer |
We use "LPB" and "HPB" as terms to signify the amount of available bandwidth. The program files are the same, you don't need to do anything except tell your Quake2 server what you have. So if you have a modem, or shared ISDN line, you'd need to use the HPB options. If you have enough bandwidth, simply select the LPB option. |
Question |
What's the difference then? |
Answer |
Due to the use of a low quality compression scheme to keep modem players from lagging out, the HPB options can only hear two HPB voices mixed. However, you can hear many LPB voices, because the compression scheme there is better. The two voice limit only applies to the number of mixed in low bandwidth (HPB) players talking, not how many voices total you can hear. In the high bandwidth (LPB) options, you can hear as many voices as you want. |
Question |
Won't we get a bunch of jerks lagging us out by continually talking? |
Answer |
A valid question, and one of our primary concerns. QuakeVoice has the option of per person bans, so if you don't like listening to someone talk, simply add them to your ban list. |
Question |
Will the voice be a sort of "god" voice, ie: coming from nowhere? |
Answer |
No. The voice will fade with distance, and be located on the left/right portions of your audio. So if you hear someone on your left, look left. =) |
Question |
How far along is QuakeVoice? |
Answer |
Since the release (finally) of the 3.14 Quake2 DLL source, we've really made progress. Beta 14 (in testing) is close to the final product, save some of the advanced features. |
Question |
How will the beta versions be handled? |
Answer |
Just download and play! Servers are limited, the QuakeVoice team is hard at work trying to get one setup. |
Question |
Will it be free? |
Answer |
This was started as a freeware project and will remain that way. If you want to donate, go ahead, but it's nowhere near required. |
Question |
I want to license this technology exclusively, can I ? |
Answer |
No. It's freeware except no source will be released (other than that required to add QuakeVoice to mods). However, if you want to use QuakeVoice to include into your game, there will be a cost for the source and then you can use it however you see fit. |