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Dispatch Client Update -> 1.5.7, along with various bug fixes

Open hickorysb opened this issue 3 years ago • 8 comments

Adds support for the dispatch client (currently private finishing configuration settings): TokoVoip Dispatch Client by HickorySB

hickorysb avatar Apr 22 '21 00:04 hickorysb

The client source has been made public now with a temporary command-line client while the graphical client is finished.

hickorysb avatar Apr 23 '21 04:04 hickorysb

Commit 65d697f addresses OneSync Infinity issue Commit f399ccb addresses a mouth animation issue (didn't help, trying again)

hickorysb avatar Apr 24 '21 21:04 hickorysb

@hickorysb Mind giving more details about what the onesync infinity issue was ?

Itokoyamato avatar Apr 25 '21 15:04 Itokoyamato

@Itokoyamato retrieve the player list server side and send it client side. Due to player culling.

hickorysb avatar Apr 25 '21 17:04 hickorysb

Does the player culling cause an issue for proximity chat ? My understanding of it was that it retrieves players close enough (which was enough for proximity chat), and then we apply radio channels players from the channels themselves. Are we actually missing certains players in proximity due to culling ? Cause retrieving the entire player list is a lot of data, and the culling seemed to work in favor of saving data to send to TS3

Itokoyamato avatar Apr 25 '21 22:04 Itokoyamato

Several players report that with player culling players who are far apart when they first join will often be able to hear each other. I know there was a feature implemented into the plugin to handle that, but apparently it isn't working. might not be an issue and might be use error. I can revert the change in a bit.

hickorysb avatar Apr 25 '21 22:04 hickorysb

Yeah we might've to investigate this issue a bit more if it's possible to fix another way.

Considering the latency between the fivem client and the ts3 server due to the proxying through ws-server, the lower the data payload, the better. And player culling was working in this favour, as well as client performance to loop through dozens of players instead of hundreds on the process loop

Itokoyamato avatar Apr 25 '21 23:04 Itokoyamato

It appears that the original fix in the plugin is working. The players reporting the bug were using previous versions.

hickorysb avatar Apr 26 '21 15:04 hickorysb