v1.6.5 (Current Build) - Patch: Voice chat overlay + headset volume default
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New: on-screen voice overlay (top-center of the screen). It shows who you
are in voice chat with, right on the HUD - no need to alt-tab or guess:- When a player comes into voice range, their name fades in and stays on
screen for about 15 seconds, then fades out. - While a player is actually talking, a microphone icon appears to the
left of their name and their name brightens. The icon disappears the
moment they stop talking - it only shows while someone is genuinely
speaking, not for the constant background "keepalive" audio ODIN sends
for every connected player. - Your own name + a green microphone icon show only while you are holding
the push-to-talk key (V). - When nobody is nearby and you're not talking, the overlay collapses to
a small "Voice chat connected" line so you still know voice is live. - The overlay has no background box - it's just text with a dark outline
so it stays readable over bright scenery, and it disappears completely
when there's nothing to show.
- When a player comes into voice range, their name fades in and stays on
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Changed: the overlay only distinguishes players who are STILL CONNECTED.
A player who left, crashed, or alt-F4'd drops off the list within a
couple of seconds even if the voice server never sent a "peer left"
message (which it often doesn't on an ungraceful disconnect). Stale
names no longer linger. -
Fixed: the overlay showing a player as "Player 1" / "Player 2" / etc
instead of their real name after you walked away and came back. A
player's name only arrives once, in the "peer joined" message when they
connect to the voice room - not when they wander back into voice range
(proximity is handled on your side; the voice server still considers
them connected the whole time). The overlay's cleanup was dropping the
name after ~10 seconds of not hearing from that player, so a re-approach
had no name left and fell back to a "Player " placeholder. The name
is no longer dropped on a proximity timeout, so it stays consistent no
matter how many times you move in and out of range. -
Fixed: "who's talking" indicator staying lit forever after someone
stopped speaking. The old check trusted the voice decoder's "silent"
flag, which stays false for the low-level room tone/comfort noise
between words. The overlay now measures the actual audio level of each
decoded frame and only counts a peer as "talking" when it clears a real
speech threshold, so the mic icon clears promptly when they stop. -
Fixed: headset (speaker) volume kept ending up at 0 / silent. Despite
the v1.6.3 and v1.6.4 guards, the game's dead EOS voice slider could
still push a 0 through on certain tab transitions and that 0 got saved,
leaving voice chat inaudible. Two changes close this for good:- Headset volume now ALWAYS starts at 50% on every launch. The value
in RVVoiceConfig.txt (voice_speaker_volume) is no longer read back
at startup - it only records your last in-session pick. - SetSpeakerVolume() now rejects a value of 0 outright (treated as the
known EOS slider-reset artifact - the slider has no legitimate
reason to sit at exactly 0), so it can neither mute voice chat nor
be written to config.
You can still change headset volume live from Settings > Audio during a
session; it just resets to 50% next launch instead of risking a silent 0.
- Headset volume now ALWAYS starts at 50% on every launch. The value
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Performance: the voice overlay does no drawing work while nothing is
animating. It compares what would be drawn each frame against the last
frame and skips the entire redraw/redraw-to-screen step when they match,
so running around with nobody talking costs effectively nothing.