laxemann 1673 Posted September 22, 2014 Bin using that for 2 days now on a server and some times it the mod seem to stop working and then picking up a gain bit so far it is dam cool when a lot of shooting is going on That might be due to you having low fps. Check the userconfig, you can determine at which fps it stops working. Share this post Link to post Share on other sites
papy.rabbit.08 0 Posted September 22, 2014 Thanks for update! The PWS version does still not work :( Share this post Link to post Share on other sites
Cossack monk 11 Posted September 22, 2014 Thanks for the update. Mod super thanks. Share this post Link to post Share on other sites
ice_age0815 37 Posted September 23, 2014 Thanks for the info have to try the new update to see how that is now and thank you for the hard work Share this post Link to post Share on other sites
DaViSFiT 21 Posted September 23, 2014 thx will test new v. any plans with bwmod and other Arma3 weapons (no ports)? Share this post Link to post Share on other sites
Guest Posted September 23, 2014 Update frontpaged on the Armaholic homepage. LAxemann's Enhanced Soundscape (L_ES) v0.15Community Base addons A3 ================================================ We have also "connected" these pages to your account on Armaholic. This means in the future you will be able to maintain these pages yourself if you wish to do so. Once this new feature is ready we will contact you about it and explain how things work and what options you have. When you have any questions already feel free to PM or email me! Share this post Link to post Share on other sites
Raytesh 10 Posted September 23, 2014 Hey dude,I actually wanted to do that but I have no clue how to check for the surrounding trees. Nearestobjects just returns the classnames of pretty much everything and I can't filter it by the baseclass because... well, I don't know the base class :P Could anyone help me with that? I wish i knew more about the coding of the game. I'm still learning the basic structure of scripting ammo weapons and units. Share this post Link to post Share on other sites
soju 10 Posted September 23, 2014 Hey dude,I actually wanted to do that but I have no clue how to check for the surrounding trees. Nearestobjects just returns the classnames of pretty much everything and I can't filter it by the baseclass because... well, I don't know the base class :P Could anyone help me with that? It might be a bit of a longshot, you could use the value of which surface the player is standing on and if I dont remember incorrectly forest/woodland has a "specific surface". https://community.bistudio.com/wiki/surfaceType Share this post Link to post Share on other sites
giorgygr 61 Posted September 23, 2014 @LAxemann You are doing (you 've done) a wonderful job there. I m really impressed! Share this post Link to post Share on other sites
laxemann 1673 Posted September 24, 2014 And thanks again for the feedback! :) Good an bad news, let's start with the good ones: • The next version will utilize the new commands for handling arrays (deleteAt etc.), meaning there'll be a theoretical performance increase. This may also fix a current issue that causes some elements not to be deleted. • The next version will get it's own server keys due to popular demand. :) • New soundsets, maybe. As for mod soundsets: I might do some, but I plan to write a little, quick tutorial on how to create own soundsets so that you guys can finally go insane finding good reverb sounds yourself! :D The bad news: The next version will only be released as soon as the new array commands make it into stable - sawwy! :) Greetings! Share this post Link to post Share on other sites
The Hebrew Hammer 10 Posted September 24, 2014 The new update sounds much bettee. Performance seems up too. Share this post Link to post Share on other sites
ice_age0815 37 Posted September 25, 2014 What testing this to day with J s r s 2.2 and it is nice as nice can be so much more fun to play like that Share this post Link to post Share on other sites
scruffy 22 Posted September 25, 2014 There are also Ambient Parameters, which should be exactly what you are looking for. But I don't know if and how you could make them work, only animals use them I think. Share this post Link to post Share on other sites
laxemann 1673 Posted September 26, 2014 There are also Ambient Parameters, which should be exactly what you are looking for. But I don't know if and how you could make them work, only animals use them I think. This indeed looks interesting, saw that in some sound configs, too, right. Thanks dude! :) Also: Currently there are three distance steps (close, mid, far). I'm thinking about lowering the volume of mid-and far distance reverbs. What do you guys think? If you want to reproduce a situation where this is clearly audible, just place a CSAT and NATO squad close to eachother and spawn yourself ~500m away. I'd be VERY happy about opinions on this one! :) Share this post Link to post Share on other sites
neodammerung 8 Posted September 26, 2014 I don't know about volume mid range but far range doesn't need lowering at all. You rarely hear far distance reverbs during a firefight, because the firefight is louder, you can only hear it when you single fire and there's silence afterward, so it's already something quite rare. I find general volume really good right now, but it's just my opinion :) Share this post Link to post Share on other sites
ice_age0815 37 Posted September 26, 2014 like i bin saying works like a champ but would like to see a bit more performance increase if that is posibile. bin playing domi mission and some times starts lagging bad if lots of shooting is going on Share this post Link to post Share on other sites
laxemann 1673 Posted September 26, 2014 like i bin saying works like a champ but would like to see a bit more performance increase if that is posibile. bin playing domi mission and some times starts lagging bad if lots of shooting is going on I've been testing the newest version (which will be released as soon as the new array commands make it into the stable branch) and had pretty much no fps difference during a firefight. Stay tuned ;) Share this post Link to post Share on other sites
ice_age0815 37 Posted September 26, 2014 thats good new playing with you mod makes it so much nicer Share this post Link to post Share on other sites
-Oroborous- 10 Posted September 26, 2014 Going to give it a shot for sure Share this post Link to post Share on other sites
Cossack monk 11 Posted September 26, 2014 Are looking forward Share this post Link to post Share on other sites
subunit 31 Posted September 27, 2014 I've been testing the newest version (which will be released as soon as the new array commands make it into the stable branch) and had pretty much no fps difference during a firefight.Stay tuned ;) Amazing. LAxemann I want to say this is one of the best mods going right now, the effect on immersion is huge, and if the array commands can take out the performance hit it'll be a must-have like JSRS, blastcore, etc. Great work. Share this post Link to post Share on other sites
laxemann 1673 Posted September 27, 2014 Amazing. LAxemann I want to say this is one of the best mods going right now, the effect on immersion is huge, and if the array commands can take out the performance hit it'll be a must-have like JSRS, blastcore, etc. Great work. Thanks! :) Yup, I'll update the current functions in DragonFyre and 2.2 in order to make it run faster aswell, I guess. Mr. Jarhead likes his performance :D Share this post Link to post Share on other sites
laxemann 1673 Posted September 29, 2014 Bad news guys, something's wrong with my PC (probably the mainboard/CPU) so I'm on hold until I found out what it is exactly and fixed it. No clue how long this will take, but I guess I've lost no data. Share this post Link to post Share on other sites
warden_1 1070 Posted September 29, 2014 I would pull your hard drives and toss into a friends computer and try and get the data off just in case... We are sadly notorious for hard drives failing and all of our mods being lost ;) Anyways regarding the coming version you say it has no FPS loss during a firefight with the new commands in dev build? :) Share this post Link to post Share on other sites
laxemann 1673 Posted September 29, 2014 Anyways regarding the coming version you say it has no FPS loss during a firefight with the new commands in dev build? :) Yup, I checked with diag_fps and it was pretty much the same with 18 units shooting at eachother :) Share this post Link to post Share on other sites