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  1. #76
    Join Date
    December 2013
    Posts
    1
    Would it be possible for you to provide an alternate download link? I want to use CrossTalk, but the addons website has been down for an extremely inconvenient amount of time.

  2. #77
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    You can use the download for the beta channel.
    They're identical atm, so no worries.

  3. #78
    Join Date
    October 2013
    Posts
    30
    I would say though that after watching BSG (2004) again just this week that for example during season 1 & 2 the radio comms chatter often has voices that have less (sometimes almost no) modulation effect than others and slightly different volumes. This randomness does seem to add to the overall effect in a much greater way than I first thought.

    I wonder if its possible for you to achieve this with crosstalk. Once set, could voices then use those values and some a little less, some even less, and the odd one a little more. Sort of like a random +- factor to the settings.
    Last edited by JonnyRedHed; January 6th, 2014 at 10:54 PM.

  4. #79
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    I'll do intensive BSG 'Research' when the time comes
    However since the upcoming update to teamspeak will have under the hood changes to plugin stuff, ensuring compatibility with this update will be my sole focus until accomplished.

  5. #80
    Join Date
    October 2013
    Posts
    30
    Quote Originally Posted by Philosound View Post
    I'll do intensive BSG 'Research' when the time comes
    However since the upcoming update to teamspeak will have under the hood changes to plugin stuff, ensuring compatibility with this update will be my sole focus until accomplished.
    Yes of course, making sure its solid with teamspeak. I understand, thanks for the reply.




    I'd also say take a quick watch and listen to this Interstellar Marines voice porting tech demo from 2008, at around 12:40 minutes in:

    Interstellar Marines unreal engine voice porting tech demo video from 2008 with VOIP effects 12:40 minutes onwards.

    And see and hear the demo of radio voice comms effects and environment voice reverb effects.

  6. #81
    Join Date
    October 2013
    Posts
    30
    I've just loaded teamspeak and got a crosstalk API error,

    Plugin failed to load:
    Api version is not compatible


    needs API v20.

    I'm guessing this is the 'upcoming update' under the hood stuff you mentioned in your previous post.
    Last edited by JonnyRedHed; January 6th, 2014 at 10:55 PM. Reason: my cat ate my remote

  7. #82
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    Minor update.
    Compatibility with the upcoming client has yet to be done.

  8. #83
    Join Date
    October 2013
    Posts
    30
    Thanks.

    Silly me, I forgot to say my teamspeak (v 3.14) is on the beta channel so the version I have now is not working with crosstalk at present becuase your working on it.

  9. #84
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    Short informational update.
    The plugin can be downloaded from the official addon page again, though the "Miscellaneous" section of plugins is missing on the temporary thingie.

    As for the client's beta channel, I do have a couple of road blocks on that one.
    At this point I can't tell if it's me or the client, since the crashes that appear don't have my plugin showing up in the debug dumps and I don't have access to the symbols required to read what's actually happening there. Hence, it's either solved by a beta channel update or I'd have to do the worst case of comenting out code to find the culprit. This would take a basically random amount of time and one can imagine how much fun that is to spend one's time on.

    Lastly, afaik API 20 hasn't even been implemented on the beta channel, just the version has been dumped.
    Same goes for any plugin working on the beta channel, it's all actually API 19 with a bumped version.
    This will have to be implemented too before the final update, depending on what actually will change the same goes for any API 20 plugin out there now.
    So, if you want to use CrossTalk, don't hold your breath of it being working on the beta channel by tomorrow, I'll be happy if it works on release.

  10. #85
    Join Date
    October 2013
    Posts
    30
    Thanks for the status update and for your continuing work on crosstalk. I've gone back to the stable channel release for now.
    Last edited by JonnyRedHed; January 24th, 2014 at 02:38 AM.

  11. #86
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    CrossTalk beta 1.5.2.012701
    * adds Priority Speaker Toggle Hotkey

  12. #87
    Join Date
    October 2013
    Posts
    30
    Thank you.

  13. #88
    Join Date
    October 2003
    Location
    Germany
    Posts
    2,527
    I've just built CrossTalk from the latest GitHub source on OS X and it even if there are some small hiccups and error messages, it works quite well now as you can see here (dialogs are still ugly tho ):

    http://250kb.de/u/140204/p/M0q6VHVYR6DP.png

    However, I ran into a small issue using clang, as it returned several "taking the address of a temporary object of type 'TS3_VECTOR' [-Waddress-of-temporary]" errors. The compiler doesn't like this kind of code in mod_positionalaudio.cpp:

    Code:
    ts3Functions.channelset3DAttributes(serverConnectionHandlerID,clientID,&obj->getAvatarPosition());
    So I changed the lines with problems to something like this:

    Code:
    TS3_VECTOR vector = obj->getAvatarPosition();
    ts3Functions.channelset3DAttributes(serverConnectionHandlerID,clientID,&vector);
    Here's the entire file I used:

    http://pastebin.com/btL0wTPA

    If anyone who's unable to compile wants to help testing, heres my Universal-DYLIB file for OS X (contains i386 and x86_64 libs for API version 20):

    https://www.dropbox.com/s/t00gxl027j...k_plugin.dylib

    I know I've said this before, but... thank you for making this very useful plugin!


  14. #89
    Join Date
    October 2012
    Location
    Germany
    Posts
    553
    Hm, I wasn't aware it's that messed up on OSX. I had hoped if I don't set stuff like fonts it'd properly enough inherit from the clients style/css/etc to not go have those issues. Sigh, seems I need to make my OSX partition working again, which I'm not really looking forward to

    Miss clang should be happy with the latest commits to the master branch now.
    Splendid report!
    So, OSX isn't affected by the crashes I mentioned?
    Seems like the lengthy discussion about one of the issues might turn out in my favour. Hopefully there'll be a beta update soon, fingers crossed those issues resolve themselves.

  15. #90
    Join Date
    October 2003
    Location
    Germany
    Posts
    2,527
    Quote Originally Posted by Philosound View Post
    So, OSX isn't affected by the crashes I mentioned?
    I didnt't notice any crashes, just an error message in the clients logfile (will post that when I'm home as I forgot it in my posting above) and a few UI hiccups.

    Quote Originally Posted by Philosound View Post
    Seems like the lengthy discussion about one of the issues might turn out in my favour. Hopefully there'll be a beta update soon, fingers crossed those issues resolve themselves.
    Well... I'm using the clients alpha version which probably addressed this issue.

    Sadly the TeamSpeak plugin community is still very small and there are only a few good and actually usable plugins out there... and most of these projects are inactive due to the lack of user feedback and support. CrossTalk is one of the examples where users seem to care and actually give feedback and report bugs.

    This might have to do with the quality of the plugin SDK in general and the poor documentation. Imho the core client code should be cleaned up and several features (like 3D sound, contact lists, sound/text notifications) should be outsourced into open source plugins. This would force the TS developers to use their own plugin SDK and they'll maybe notice missing features, inconsistent function calls, useless parameters, etc... In addition, having the code for the official plugins open source would give developers a better idea on how to start with their own projects than the test plugin does. Most people just use the test plugin code and copy & paste around in there, which is more than ineffective imo.

    Anyway... back to topic.

    Last edited by ScP; February 6th, 2014 at 08:02 AM.

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