ragempdev Posted August 3 Share Posted August 3 Hello everyone, As we’re implementing more of the most anticipated platform feature requests on our list, we’re excited to share our last development progress here with our entire community to keep you updated. Let's dive into the latest improvements! Voice Chat We understand the essential role voice chat plays in your daily gameplay in RAGE Multiplayer. Whether you're role-playing as a cop, a criminal, or engaging in PvP with friends, clear and reliable communication is crucial. Since introducing built-in voice chat with the 0.3.6 release years ago, we have continuously enhanced its performance. Today, we are excited to announce another iteration of voice chat improvements: New, advanced noise suppression mode was introduced: please set mp.voiceChat.advancedNoiseSuppression to true to enable it. Otherwise, the previous noise suppressor is used. We've implemented new measures to optimize voice chat against different network conditions. Please set the new mp.voiceChat.networkOptimisations to true to enable it. All clients must have the same value. Voice chat bitrate is now customizable through the new client-side property mp.voiceChat.bitrate. Various optimizations have been made to reduce CPU usage and improve the overall quality of voice chat. These new features, including advanced noise suppression and voice chat network optimizations, are disabled by default. Server developers need to activate them through their scripts. Game Audio Output In addition to the general voice chat improvements mentioned above, we have also introduced an alternative voice chat audio output interface that seamlessly integrates with the game’s audio engine. This feature enhances the auditory experience by allowing voice chat audio to be processed through the game’s own audio environment, providing a more immersive and realistic experience, especially in indoor settings and various outdoor scenarios like tunnels. API Integration: Added client-side mp.voiceChat.gameOutputEnabled (get/set) (false by default) Added client-side mp.voiceChat.gameOutputCategory (get/set) (defaults to mp.game.joaat("SPEECH_SCRIPTED")) Added client-side player.voiceGameOutputEnabled (get/set) (true by default, only works with mp.voiceChat.gameOutputEnabled set on) Added client-side player.voiceGameOutputCategory (get/set) Added client-side player.closeVoiceStream() Added client-side mp.game.audio.getCategoryVariable(categoryHash, fieldNameHash) Added client-side mp.game.audio.setCategoryVariable(categoryHash, fieldNameHash, value) Added client-side mp.game.audio.copyCategoryVariables(categoryTo, categoryFrom) Added client-side mp.game.audio.restoreCategoryVariables(categoryHash) Game audio categories are a base game feature to customize different sounds per playback category with various parameters. Please check the /platform/audio/config/categories.dat22.rel game file for more information. Voice chat audio FX API, such as player.setVoiceFxBQF` and more, are supported by the new voice chat game output. Note: The Game Audio Output feature is currently experimental. GTA5_htilvS8wf7.mp4 Entity Overlay API We're introducing a new entity overlay API set featuring the ability to draw overlays on game entities: outline, fill, noise, and wireframe. It works in batches so that you can draw entities either in a single batch or individually. You can draw overlays with depth test enabled or not. Added client-side mp.game.graphics.createEntityOverlayBatch(overlayParams) Added client-side entityOverlayBatch.update(overlayParams) Added client-side entityOverlayBatch.destroy() Added client-side entityOverlayBatch.valid (get) Added client-side entityOverlayBatch.add(entity) Added client-side entityOverlayBatch.remove(entity) Added client-side entityOverlayBatch.addThisFrame(entity) Added client-side entityOverlayBatch.removeThisFrame(entity) Added client-side mp.game.graphics.setEntityOverlayPassEnabled(enable) (off by default) let overlayParams = { enableDepth: true, deleteWhenUnused: false, keepNonBlurred: true, processAttachments: true, fill: { enable: false, color: 0xFFFFFFFF }, noise: { enable: false, size: 0.0, speed: 0.0, intensity: 0.0 }, outline: { enable: true, color: 0xFF9000FF, width: 5.0, blurRadius: 1.0, blurIntensity: 1.0 }, wireframe: { enable: false } }; mp.game.graphics.setEntityOverlayPassEnabled(true); let batch = mp.game.graphics.createEntityOverlayBatch(overlayParams); mp.events.add('render', () => { batch.addThisFrame(mp.players.local); }); Blip API Updates We have implemented a new blip API to streamline your map navigation in the pause menu, with the ability to group blips and sort them by priority of your choice: Added: clients-side mp.game.ui.setBlipCategoryGrouped(category, doGroup) Added: clients-side mp.game.ui.setBlipCategoryPriority(category, priority) Removed game's map legend limit We hope you enjoy these updates. Your feedback is crucial to our progress, and we can’t wait to share insights on the next major platform iteration we’ve been designing, architecting, and prototyping since 2023. While it's still a way off, we are committed to making it worth the wait. Stay tuned! 11 1 Link to comment Share on other sites More sharing options...
shrox Posted August 3 Share Posted August 3 Amazing update as always, keep em coming! Link to comment Share on other sites More sharing options...
ksenonadv Posted August 3 Share Posted August 3 amazing as always Link to comment Share on other sites More sharing options...
TheDevious Posted August 3 Share Posted August 3 best update Link to comment Share on other sites More sharing options...
Kopra Posted August 3 Share Posted August 3 very good one Link to comment Share on other sites More sharing options...
renatochic2 Posted August 3 Share Posted August 3 thank u mr. rage Link to comment Share on other sites More sharing options...
louzzy Posted August 3 Share Posted August 3 I love it Link to comment Share on other sites More sharing options...
DevMarvin Posted August 3 Share Posted August 3 Cooked 🔥 Link to comment Share on other sites More sharing options...
Caballero Posted August 3 Share Posted August 3 Let’s be honest… Link to comment Share on other sites More sharing options...
frozendev Posted August 3 Share Posted August 3 what a update! Link to comment Share on other sites More sharing options...
Recommended Posts