![]() ![]() Once you have downloaded our plugin, simply drop the file in the "plugins" folder of your Minecraft server and start it. If your server allows Bedrock Edition players (with Geyser for example), they can use Skoice just like Java players. Spigot (or derivative like Paper, Purpur).You can use Skoice on the following server software: You can help us translate Skoice by joining Crowdin. Therefore, users will not have to download any additional software in order to use the proximity voice chat. The defining feature of our plugin is that it works with Discord. In other words, they are only able to talk to nearby players. Skoice allows players on a Minecraft server to communicate with each other by voice depending on their in-game location. Source Code: Contributors: Languages Supported: English, Danish, German, Spanish, French, Italian, Japanese, Norwegian, Polish, Portuguese, Russian, Turkish Donation Link: I'm not even sure what a built-in voice chat could do any better than such pre-existing solutions.Native Minecraft Version: 1.20 Tested Minecraft Versions: that way all that would need to be implemented is a way to add an optional field for users to enter their handles or similar callsign, no need for actual audio infrastructure in the game. Honestly probably the simplest solution might just be to have some sort of integration with a 3rd party voice chat solution like Discord or Mumble or something. I think it would be better for players to simply be mono, or perhaps locked in a fixed place panned slightly based on which side of the map they are on. Would it be based on city location? If so, players would spend almost all of the time hard-panned left or right which is not comfortable in headphones, and it would offer a massive unfair advantage to players when trying to find an enemy in the first part of the game the human ear is sensitive to stereo field changes of less than a degree, so it does not take long to locate an exact position even behind unexplored map. There are no "player" units in the game, it's not an RPG or FPS, it's an angled top-down RTS. While I potentially support the idea of a voice chat in lobby and of course in multiplayer games, I don't quite understand how the game (or any other system) would calculate "player position" as shown in your example. Edit: for things like civic centers under attack and so on, there are sound effects intended to help you identify those already without being as intrusive as a TTS voice. Not sure why one would prefer it other than that, as most people read text faster than it is spoken (at least for romance languages). TTS would probably be good for visually impaired players, but I don't imagine there are many of those given how visually-driven RTS' are. It is really fantastic - thanks to all involved people! helping with new or reviewing existing translations and testing stuff, especially since I (and the kids) love this game. I hope I can give something else back (e.g. So please accept my apologies that my recent posts in the forums were about "feature requests", without me really adding something on the developing side. ![]() ![]() I would really like to contribute to even some very small developing project, but I lack the knowledge for this. Do you think about somehow embedding some mumble client within 0 A.D.? Would it be worth the effort? murmur as mumble server) this is already possible when playing 0 A.D. Oh, before I forget - do you mean by "We can even implement voice chat"? With mumble as standalone client (and e.g. I wonder how audio-positioning would feel like. However, when they want to laugh at me for some captured building or some other success, they are sure to use the "all" channel. When I play with - well, rather against - our kids, they have their own mumble channel, so I cannot hear how they plan to sneak in on me from 2 sides. Yes, the players should come to common grounds before they start if/how they would like to make use if it, else it could get frustrating to some.
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