QuakeWars Mute Function


(escapedturkey) #1

Since QuakeWars is going to have voice chat, please give us a client-side mute function like we have in Quake 4 – it mutes both text and voice chat of any player we choose. That’ll solve tons of problems for players and admins – simply mute the person if you don’t like what he/she is saying.

Quake 4’s mute is a little buggy because you have to re-mute the person on a map change, please make it persistent.

Thank you. :slight_smile:


#2

Yeah, I hate spam in ET.

Here is my ANTI-SPAM script.

Just press i button till you get the spam level you want.
Spam1: No chat sounds
Spam2: No chat sounds, No public chat
Spam3: No chat sounds, No public chat, No voicechat text
Spam4: Default chat (normal)

// Spam
// cg_noVoiceChats 1 also means no sprites (symbols) over players head either, when they say "Heal me" and "I need ammo" and etc.
set s10 			"cg_noVoiceChats 1; cg_teamChatsOnly 0; cg_noVoiceText 0; echo ^3Spam1: No chat sounds;						bind i	vstr s20; play sound/menu/select.wav" 
set s20 			"cg_noVoiceChats 1; cg_teamChatsOnly 1;	cg_noVoiceText 0; echo ^3Spam2: No chat sounds, No public chat;				bind i	vstr s30; play sound/menu/select.wav" 
set s30 			"cg_noVoiceChats 1; cg_teamChatsOnly 1;	cg_noVoiceText 1; echo ^3Spam3: No chat sounds, No public chat, No voicechat text;	bind i	vstr s40; play sound/menu/select.wav" 
set s40 			"cg_noVoiceChats 0; cg_teamChatsOnly 0;	cg_noVoiceText 0; echo ^3Spam4: Default chat;						bind i	vstr s10; play sound/menu/select.wav" 
bind i	 		"vstr s10"

(crumblycake) #3

I am wondering…will the vsays be the same key binds as RTCW and W:ET? If I press v54 will it say “Hello!” or v56 “Great Shot!”? Hope so…make it the same so W:ET vets wouldn’t have to relearn vsay key binds. :wink:


(kamikazee) #4

I would like to note that muting voice chat does not work that easy. Firstly it would need to see who’s talking instead of just streaming the whole chat audio to the client. And secondly, what if a user gets muted? You’d hear nothing, but the server wouldn’t accept your talk request as someone else is on the air. (Think push-to-talk)


(madness) #5

I hear they weren’t like that in E3 demos…some SD guy said that. :disgust:


(kamikazee) #6

As long as we don’t have to use cursor roses. I just want my menus flat and with simple numbers to index, please.


(amazinglarry) #7

The thing that pisses me off the most about the current muting feature in ET is that you’re muted for everything. That means you can’t use local/team voice chat, or just general team chat. Most people would think that if a player is muted then it is well deserved and was bothering everyone on a server with useless spam or just smack talking but 99% of the time I’ve been muted, it has been unjustified. Mostly me retorting to some snide comment the server admin (or their buddies) make, and subsequently I’m muted. It’s a little unfair, since it makes me unable to communicate with my team (save for shooting them and vigorously shaking or nodding my ‘head’).

My feature request for ET:QW is different levels of mute, or better yet just a squelch feature for each individual player. Better to have that so the player who doesn’t want to ‘listen’ can tune you out, rather than causing your team to suffer. Games can be won or lost with a simple voice chat.


(crumblycake) #8

It’s not the “spamming” that bothers me…it’s people who don’t play and think W:ET is just a different way to chat to each other…Why do they bother to even join a ET server if they are just going to treat it like a “geo cities” chat room?


(escapedturkey) #9

Works great in Quake 4.


(kamikazee) #10

In my earlier post, I thought you were pointing to the new voice chat system (Along the lines of teamspeak) which works a little different.

I guess you were talking about those vsay commands then? Those are possible to mute, as you said.


(escapedturkey) #11

In Quake 4 the mute function is able to mute the text and voice chat from player to player. There is in-game voice chat (like TeamSpeak) in Quake 4.