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server management with voice recognition


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imported_VashX
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Join Date: Nov 2004
Old 11-26-2004 , 13:28  
Reply With Quote #11

unfortunatly voice recognition software for pcs isnt that great yet and it is very cpu intensive plus building up the personal language librarys for each user would take massive amounts of data due to everyones unique way of pronouncing words. even if the processing power werent a problem the bandwidth would be and how would the server identify when u were talking to it or a player and what would u say if the playey had this as his name ~{}-
also latency times would be a bigger factor with a plugin like this.
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200P|D4rw1n
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Join Date: Jul 2004
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Old 11-26-2004 , 20:57  
Reply With Quote #12

Well its not like it's something that hasn't been done yet. They are already using it in BF1942. I would love to see this happen for CS:S. Great idea!
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devicenull
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Join Date: Mar 2004
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Old 11-26-2004 , 22:11  
Reply With Quote #13

Quote:
Originally Posted by VashX
unfortunatly voice recognition software for pcs isnt that great yet and it is very cpu intensive plus building up the personal language librarys for each user would take massive amounts of data due to everyones unique way of pronouncing words. even if the processing power werent a problem the bandwidth would be and how would the server identify when u were talking to it or a player and what would u say if the playey had this as his name ~{}-
also latency times would be a bigger factor with a plugin like this.
tidle open brace close brace dash

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imported_malex
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Join Date: Sep 2004
Old 11-26-2004 , 22:14  
Reply With Quote #14

Quote:
Originally Posted by devicenull
Quote:
Originally Posted by VashX
unfortunatly voice recognition software for pcs isnt that great yet and it is very cpu intensive plus building up the personal language librarys for each user would take massive amounts of data due to everyones unique way of pronouncing words. even if the processing power werent a problem the bandwidth would be and how would the server identify when u were talking to it or a player and what would u say if the playey had this as his name ~{}-
also latency times would be a bigger factor with a plugin like this.
tidle open brace close brace dash

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twistedeuphoria
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Join Date: Jul 2004
Old 11-27-2004 , 03:13  
Reply With Quote #15

Then all you need to do is add moveforward, moveback, etc etc then you dont even need a keyboard!
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Neo
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Join Date: Mar 2004
Old 11-27-2004 , 19:47  
Reply With Quote #16

Quote:
Originally Posted by twistedeuphoria
Then all you need to do is add moveforward, moveback, etc etc then you dont even need a keyboard!
"forward"
"left"
"aim at Player1's head"

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Metabo
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Join Date: Nov 2004
Old 11-28-2004 , 15:46  
Reply With Quote #17

Quote:
Originally Posted by VashX
unfortunatly voice recognition software for pcs isnt that great yet and it is very cpu intensive plus building up the personal language librarys for each user would take massive amounts of data due to everyones unique way of pronouncing words. even if the processing power werent a problem the bandwidth would be and how would the server identify when u were talking to it or a player and what would u say if the playey had this as his name ~{}-
also latency times would be a bigger factor with a plugin like this.
That is not how the application works. The admin does not talk to the server or some program running on it. Instead you have a little program running on the Client-PC with which you play on the server. This programm activates the voice recognition engine (Speech SDK 5.1 for Windows® applications) when pressing some hotkey. Recognizable strings are predefined in an easily editable xml file, which also contains the commands sent to the server when one of those strings is recognized. These commands can be anything you want, depending on the plugins you install on your server ... just like you would put them in the clcmds.ini of amxmodx. The server command itself can then be easily transfered to the server process via rcon.

The server config itsself does not have to be changed. Admins will have to train their recognition engine individually as it will be installed on their own PCs only. Authentication will be done by having access to the rcon password of your server. Or, if you want to give different access levels to different admins, that network inteface protocol of SM would be ideal for that.

That wouldn't consume too much of your bandwith and you can still use your regular voicecom software at the same time.

Oh, and yes, I like Star Trek, too! Btw, anybody watching Galactica on SkyOne?
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manorastroman
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Join Date: Oct 2004
Old 11-28-2004 , 16:19  
Reply With Quote #18

couldnt when you set up the thing, have it so you say all the different keywords so the program knows what your saying, so it would be completly fitted for you? (crazy accents)
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Metabo
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Join Date: Nov 2004
Old 03-29-2005 , 06:23  
Reply With Quote #19

OK, I'm going to get it done.

Where can I find documentation on the HL2 RCON and server query protocol? I need to know how to authenticate and send commands to the server console via RCON like it is done in HLSW.

Can anyone help? Thank you!
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