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View Full Version : TS integration PLEDGE BOUNTY


october
25-02-2005, 20:14
I pledge that I will depost at minimum US$20 into a Paypal account (or similar) belonging to the first person (or group of people) that can provide me with a way to *automatically* switch players on a TS server to a channel corresponding to the team they are playing on on a game server (specific details below). Further I pledge that if the said solution is crossplatform (at minimum both Windows and Linux) AND non-game specific (can be used with most or all popular games) I will up my pledge to US$40. If the TS dev team releases a publically available SDK that allows all this functionality AND modmakers to incorporate a working solution directly into mod code before anyone else claims it, I'll pay THEM US$60!

Further, if this is something YOU also think is important to gamers and TS users alike then I also HIGHLY encourage YOU to make a similar pledge!!! PUT YOUR MONEY WHERE YOUR MOUTH IS!! No amount is too small and every dollar counts.

WHAT IT NEEDS TO DO:

A method of syncing players on a game server with their participation on channels on a dedicated TS server. The solution should be easily adaptable to most popular online FPS games and documentation should be included on how to do this, preferably with examples. Specifically I am interested in the free game True Combat: Elite ( http://www.truecombat.elite/intro.php ) but a script, SDK or application that worked with Wolfenstein: Enemy Territory would also be acceptable.

This is intended to both facilitate the use of TS for realistic tactical communications on team based games and to prevent malicious players from "ghosting" or otherwise sharing information gained in a way not condusive to realistic team-based play. For team based games this means that an ideal solution would automatically parse player information provided by the server (such as used in web sites and server browsers, such as XQF and ASE, monitoring of servers), to include but not limited to player name, current status, current team (if applicable) , and perhaps player IP (for identification purposes) at a reasonable and useful interval (fast enough to prevent delay to the game being played and frequent enough to be useful as defined below) to accomplish the following:

a) Players not found on the game server are confined to a "lobby" channel or otherwise prevented from participating in the voice channels being utilized by people playing the game. Identification can be made by identical name usage on both the game and TS server or perhaps more securely, player client IP or even a pre-registration of ID. It must be impossible for a person NOT present on the game server to use the game server specific channels.

b) Players who are alive or otherwise "ingame" are automatically switched to a team-specific channel (in the case of team based games) in relation to the appropriate team in the game and may only use that channel to speak to other "live" teammates. Upon switching teams, moving to "spectator mode", being removed from the game, "dieing" (no longer "ingame"), etc., that player is removed from that channel. It must be impossible for a player NOT currently "ingame" with a "live" status to use a channel designated for such. It must also be impossible for a player in a team game to use any other channel than the channel assigned to his current team and/or status (if alive or dead, etc.).

c) Players who are found to be currently ON the game server but not assigned to a team can only communicate with other players with a similar status. This might include "spectator mode" and "dead" (removed from the current game play by conditions specific to that game, i.e., "dieing" during a round playing an FPS wargame or the like.) They might be allowed to listen in on their live teammates communications but cannot be allowed to speak on those channels.

d) At any time that the game server changes game status; i.e., start of new round, map change, game suspension, etc. players must be moved to a public channel until teams are once again established at which time a proposed solution would again make the team channel switches promptly and automatically. Players should not only be prevented from joining the wrong team channel, they should also be switched to the appropriate channel without input from the player.


[u]Optional conditions[/b]

a)Added functionality might include scalable operability for games with fluctuating team and channel numbers. It should be easy for a server admin to create the needed channels and then sync them to the game.

b)Cross platform compatibilty. A solution should be useful to any TS server regardless of server or client OS. Lack of compatibility does not disqualify a claim on the bounty however!

c)Game compatibility. An ideal solution would offer the same usefulness to any TS server administrator regardless of the specific game. This might include an SDK or scripting guidelines on how to get the solution to function with other games with some specific examples.

RG_Lunatic
02-03-2005, 07:20
Your description of what you want is very poor.

Also, the players can setup to goto the desired channel/subchannel when they log in already. This is essential if you are going to use the auto-reconnect feature.

It seems to me that you simply want the SA to be able to define the "default channel" and "default subchannel" info for the user. This could probably be done by having a right click menu option, lets call it "set as default location"for the SA which would fill in those fields with whatever channel the player was currently in. The SA would then move the player to the desired location and then "set as default location" the player and walla... done.

=S=

Lunatic

=S=

Lunatic

october
02-03-2005, 16:25
You are confused.

That is a lot of words I wrote to explain EXACTLY what I want and what I'm willing to pay money for.

Short and simple? A way for the game server to control who uses what channels on a TS server automatically. The players do nothing but talk, in fact that is all they CAN do. They have no control over which channels they can talk on on this dedicated ts server (this is to help prevent cheating and spamming). A script or application does all the work, switching players to different channels as needed and locking out people from channels that they are not supposed to be using. S

Still too complicated? Go play Counter Strike and take notes. Make TS work with RtCW:ET / TC:E/ <your game here> the same way using a script or external application to handle information on both the game server and the TS server.

RG_Lunatic
02-03-2005, 18:03
Keeping players out of channels they don't belong in is the whole purpose of channel passwords.

Automatic placement of players in admin defined locations via scripts would be barely used and a lot of work to implement.

As far as the $ you are willing to pay - you are kidding right? Multiply that by 200x and you probably still would not have enough to entice a capable programmer, even if they had access to the registered player database inside TS.

Yes you wrote a lot of words, but that does not mean it is clear. Try again, and give some clear examples of how it would work.

=S=

Lunatic

Brain
02-03-2005, 18:08
Actually there are some programs that do what october wants for a few games.
However the best solution would be game developers using the Teamspeak SDK for their games, but from what I gathered they rather use their very own voice communication tools that are already integrated into the game. Pity.

m&m's
02-03-2005, 18:11
he is wanting a script that would move "billy" to channel blue when joins the game sever blue team . 5 players quit and the server switches some players to red "billy" gets switched to the red channel in ts with out haveing to do the switching on his own the script does it . and now bill can only chat with players on red his new team mates

m&m's
02-03-2005, 18:19
Actually there are some programs that do what october wants for a few games.
However the best solution would be game developers using the Teamspeak SDK for their games, but from what I gathered they rather use their very own voice communication tools that are already integrated into the game. Pity.
has the teamspeak team ever aproched EA , actavion , red storm , ubisoft or any other game maker ? to ask them to add ts to there game ? and if so how long ago . ts has a few years under it's belt and would now be considered a stable working chat program it could be time to re-ask :) or wate till ts3 comes out so the newer version could be added when it up and stable

Brain
02-03-2005, 19:50
How would I know? That's something Peter or Ralf would know.

october
02-03-2005, 20:37
Whew! I'm to glad to know someone(s) understands what I want! :)

As far as the $ you are willing to pay - you are kidding right? Multiply that by 200x and you probably still would not have enough to entice a capable programmer, even if they had access to the registered player database inside TS.

NO I'm not kidding! And my thread was placed with the intention of getting others to pledge a little money towards this too. There are LOTS of people asking for such flexibility in TS, whether in some sort of SDK or a third party script or application. TS is currently FREE for non-commercial use so my offer of money isn't even intended to make some programmer rich or anything :rolleyes: It is a way of conveying how important this topic is to ME. That's right, to ME. I'm willing to PAY someone money to help me use a FREE piece of software! How crazy is that?

If everyone that found such a capability useful was to only pledge 5 dollars/euros this bounty would add up to plenty. "Capable programmers" are already making software and scripts for free. Don't belittle my method without thinking through the facts. If it was a non-trival thing to script/code someone would have already done it. If it wasn't useful then there wouldn't be a handful of posts requesting such a thing much less the many that do exist.

If you like think of it as a way of "voting" for a desired capability with each dollar/euro equalling a vote (this is the way it works in the open source world). Sooner or later someone with nothing better to do will make a solution for this problem and my "votes" (and others! Come on and step up to the plate!) will hopefully help them to lean towards sooner than later.

If nothing else, the simple fact that I am willing to voluntarily pay for such functionality (anyone from the devteam reading this?), even if the solution is made public for free, indicates it's potential worth (at the least US$20, likely much more even if a donation paypal account was set up).

Peter
02-03-2005, 21:33
As Brain said, the only really good way to do this would the game developers to make their game integrate with TeamSpeak, so these simple features (like moving according to team) work. But there are much more interesting features possible if the integration is done at the game code level.
That being said, the TeamSpeak2 SDK is OK, but is somewhat limited. Compared with what we have on the feature list for the TS3 SDK it is a joke. So my hopes are that with TeamSpeak 3 the SDK will be easily powerful enough to satisfy any integration wishes, then we can move towards game developers and tell them they need TS technology :). We hope to have a little game or something ready that demos the possibilities of TS3 integration when the time comes.
That being said, it IS possible to add (very basic) TeamSpeak integration to random games and TS2, this has been done by e.g. reading the logfile of the gameserver, and switching players (that need the exact nick as on the game server) into apropriate rooms. For this, all you need is somebody that can programme a little and that has a few hours/days to write a script, and you don't need the game source naturally :), so anybody can do it.

m&m's
02-03-2005, 21:34
How would I know? That's something Peter or Ralf would know.
just wondering if you ever saw a post on this that i missed , only asking if you knew ?

Peter
02-03-2005, 21:38
As Brain said, the only really good way to do this would the game developers to make their game integrate with TeamSpeak, so these simple features (like moving according to team) work. But there are much more interesting features possible if the integration is done at the game code level.
That being said, the TeamSpeak2 SDK is OK, but is somewhat limited. Compared with what we have on the feature list for the TS3 SDK it is a joke. So my hopes are that with TeamSpeak 3 the SDK will be easily powerful enough to satisfy any integration wishes, then we can move towards game developers and tell them they need TS technology :). We hope to have a little game or something ready that demos the possibilities of TS3 integration when the time comes.
That being said, it IS possible to add (very basic) TeamSpeak integration to random games and TS2, this has been done by e.g. reading the logfile of the gameserver, and switching players (that need the exact nick as on the game server) into apropriate rooms. For this, all you need is somebody that can programme a little and that has a few hours/days to write a script, and you don't need the game source naturally :), so anybody can do it.

pbarrette
04-03-2005, 19:48
Hi October,

I've done almost everything you've asked for already with one of my programs. The only problem is that it is written specifically for DF:BHD and won't work with other games.

I'm sure that if someone would tell me how to get a full player list with nicks, IPs and team, along with status (dead/alive), then I could likely recode for your program pretty quick.

The teamspeak portion is simple, since everything needed is already available via remote admin. The difficult part is getting the data out of the game.

For DF:BHD, you need to read the games memory space to get that information. Which means a lot of work deciphering exactly what the memory structures of the game hold and how to get to the right parts reliably.

If your game has an easier way of getting the players nick, IP, team and status, then it's a pretty simple job.

Unfortunately, unless someone wants to tell me exactly how to get that info from your game, I don't have the time to start decyphering a game I don't even play.

pb

m&m's
04-03-2005, 21:25
what about like how game spy or even x-fire works it grabs names and stuff could you use the info it grabs to make it work ? it does not say what team your on but it's less info you got to track down ,and both programs work with a bunch of games . then you would only have to put it all together in a way so when you join a game you also join ts when you join a server that has your mod add ofcource