Can the second server's info be placed to the right of the first server instead of below it? It doesn't look like there is an easy way to do this, unless I have two copies of this script and do two separate php includes.
Would it be possible to a add feature to show the online racers' statuses by putting the following beside (to the right) each online racers' name? http://www.lfsworld.net/isonline.username
Asynchronous DSL simply means that the upload and download bandwidth are not equal. I haven't heard of upload as low as "102.4" kilobits per second (kbps) in a long time. The lowest packages I've seen in the past couple years were 768kbits per second upload. There may be lower speeds available but I doubt many people would choose to have such low bandwidth packages, especially gamers.
We should use our connections as examples though since they are realistic even though they may not be the average or near the average.
I've got 15Mbps download and 3Mbps upload. Converted to kbps: 15360kbps down and 3072kbps up.
What do y'all have?
The point I'm trying to make here is that most LFS players are probably going to have the higher end of available bandwidth packages and with that being said, bandwidth is not a big concern, if a concern at all.
80 Kilobits (kbps) is quite small in my opinion based on the fact that most broadband connections will give you at least 1024 kbps up and down. But that's alright. We can disagree on this. I'm sure you have your reasons. I would like to use Counter-Strike as an example though especially since it has such a large network of players. I can't say that I remember a time when people were using voicecomm in Counter-Strike, even 3 or 4 people talking at once, caused someone to lag. And I'm confident Counter-Strike uses more bandwidth than LFS. Of course, we can't directly compare Counter-Strike to LFS since they have no relation other than both being online multiplayers games, but I still feel it's worth mentioning.
Again, it would be optional for you to listen to people or not. I can't confirm though if you'd still use the bandwidth as if you were listening. You definitely wouldn't for upload (since you wouldn't be talking) though.
Yea, I think so lol . 470kB (Kilobytes) is a substantial amount of bandwidth. Voicecomm wouldn't use anything near this.
I consider 5 through 10 Kilobytes/sec per person little. But of course this estimation is based off of previous implementations and applications I've seen. If it's implemented and executed well, it should be somewhere close to my estimation, in my opinion.
I'm glad you felt the need to further embarrass yourself; this is becoming amusing. I started to quote all my posts and show exactly what I said versus what you comprehended but have decided against that. I didn't intend to get personal but you are posting in a manner that is "over your head." You are misquoting and misrepresenting what I've said. I'll sum it up fairly quickly.
In regard to me allegedly not letting any negative opinion be heard, this is ridiculous and impossible. I simply stated an opinion that I thought negative comments weren't necessary for this suggestion. I never used an imperative sentence. It was simply an opinion of mine which I am entitled to.
Secondly, I never argued that bandwidth would not be increased. Simple as that. You put words in my mouth. Also, another opinion of mine that I stated which you still fail to understand is that I don't believe a nominal bandwidth increase should be considered a negative side-effect. If you can't see, feel or otherwise notice the effect, how is it a negative effect? More importantly, how is it an effect at all (rhetorical)? Again, in my opinion, it would not be noticeable and not degrade the performance of LFS. Since everything must be drawn out for you, I'll start saying "in my opinion" in front of everything I say.
You state that I'm the one who needs to accept others opinions. That makes you a hypocrite <insert smartass comment> in my opinion </end smartass comment>.
Let me know when you're ready to set this aside and get focused back on the topic. I'd like to note that I've attempted to do this a couple times now.
Your responses are pathetic and are instigating a pointless argument. By you saying "This is basically not accounting for the negative fact!" it admits that you are putting words in my mouth. Notice I said "Your arguments as far as the server load and bandwidth go" which refers to what you previously said without having to retype it out specifically. It's very common in the English language. If you can't remember what you said, re-read your post.
Are we done with this now or are you going to continue this nonsense?
You might really want to re-read my posts AND comprehend them. I never said that stating "this will use more bandwidth" is an invalid argument. In fact, throughout my posts, I continue to agree that it will use more bandwidth. I said that stating "more bandwidth is a negative impact" is invalid due to it being a nominal and an unnoticeable amount.
At this point your wasting my time and we're no longer providing benefit to the suggestion topic. If you want this in LFS, then quit batting for the other team.
We aren't using AOL 4.0 via dialup anymore. This is why your argument is, for the most part, unrealistic. If the implementation of voicecomm uses more bandwidth than LFS currently (which of course it will; this is obvious) but we can't notice that anymore bandwidth is being used because 90% (or more most likely) of us use a broadband connection with plenty of bandwidth to spare and the bandwidth increase from voicecomm would be nominal then how is it a negative impact?
Exactly. Having the option available wouldn't cause any negative impact to LFS. It would be completely controllable.
If you support the suggestion of in-game voicecomm, then why are you even posting these ideas that do not support the suggestion? If you want it, then support it.
I'm not sure I understand why you state the obvious. We know that it will increase bandwidth but it was clear that I was stating that it would be a very small amount and that it would not affect LFS negatively.
Never the less, I'm glad you agree it should be implemented. Let's quit debating with each other and just agree it should be implemented.
Your arguments as far as server load and bandwidth go are not realistic. LFS is an extremely "light" game from what I've seen. Client/server bandwidth is low as well as server load and client load. LFS would not become a "heavy" game with a relatively small implementation such as voicecomm.
Who ever said the LFS developers have to recreate VoIP communication? I'm sure they could use an already developed codec as well as whatever other aspects are necessary for the system. I'd rather not get into the technicalities; that should be up to the LFS developers to see if it is practical or not.
Secondly, I don't agree that the lack of an opposing side will cause us (those who are for the idea) to not achieve anything. That actually makes no sense but lets not get off topic. I never requested that people not post their opinion. I simply posted my opinion, which was that I thought this thread would benefit most from those who agree with idea, since it is implied that you disagree if you simply don't post.
OK, so back to those who agree with having voicecomm in LFS. Please let it be known!
I highly doubt it would use more CPU/bandwidth than an external app but regardless, do CPU/bandwidth need to be that strictly limited (rhetorical)?
No need to post these "disagreeing" opinions. Your argument of spending your first 5 minutes muting people is negated, as my post suggests an ALL mute button AND a mute option for just individual players. Also, I actually think the voicecomm will be just as enjoyable/handy in public servers as a private match. Any arguments as far as it being annoying or etc, really have no basis because there will be simple and easy controls to prevent such.
I think this thread will be more beneficial if the "disagreeing" comments are completely left out. If the ones who dislike the idea don't post, that's one less positive post possibility.
I can't believe after all these years an in-game voice communication system hasn't been implemented.
This is a racing simulation. We should ABSOLUTELY have the ability to use microphones, in-game, to communicate with one another. Teamspeak/Ventrilo/etc are great, but requires people to manually join and would be somewhat difficult to get people in the habit of connecting to the Teamspeak server whenever they join a LFS server.
For those of you who are strongly against the idea of having an in-game communication system, your argument is nullified as it would/should be controllable by a config variable (eg: /voicecomm) AND contain an in-game option to mute ALL or just certain people.
With voicecomm, the game would be much improved. Teams could coordinate and have tactics (as far as aggression and etc), regular players could talk without having to stop racing or mess up their race and so much more.
I am so surprised that this has been implemented and actually disappointed.
Please implement this. LFS would really benefit from it, across the board.
I was racing and accidentally changed the language and now since I definitely can't understand the language that it's on now, I can't find how to change back. Please advise.
Is it possible to view the IPs of the connected players in an LFS server (public server, NOT LAN)? If so, how? If not, can someone please make some sort of plugin so that this is possible for admins to see?
Is it possible to have a bot (or fake client) in the dedicated server at all times so it always looks like there is 1 player playing (1/14 players)? I know the Aleajecta server has this but I believe it is part of the custom addon they use. Thanks in advance!