Sanya 97 Posted August 23, 2017 2 hours ago, tortuosit said: The map still is too bright and hazy. This is broken lighting. Share this post Link to post Share on other sites
Guest Posted August 23, 2017 I prefer the hazy look of the map. Share this post Link to post Share on other sites
Sanya 97 Posted August 23, 2017 21 minutes ago, Fros7bite said: I prefer the hazy look of the map. It's not a fog that's the world through the eyes of a smoker. Share this post Link to post Share on other sites
wsxcgy 1960 Posted August 24, 2017 16 hours ago, tortuosit said: The map still is too bright and hazy. The overall lighting engine in arma makes everything look hazy and bright. But if you play with your display settings you can correct it. All I did was reduce gamma to 0.6 and everything, not just this map, looks miles better than vanilla. I also recommend the "Reduced Haze" mod, which lowers the overall fog that the game generously dumps out over everything. Here's some screenshots from my last op on this terrain, nothing special but it shows how far a little tweaking can go. 1 Share this post Link to post Share on other sites
tortuosit 486 Posted August 24, 2017 Hi, yes I know (I use ppfx, mostly with @recolor, code is "Beketov",0.9,1.23,-0.15,0,0,0,-0.04,1,1,1,1,1,1,1,0,0,0.5,0,0.2,0.1) - but still I think lighting should be balanced at map level. EDIT: Oh well thx for the haze mod hint, will test it. 2 Share this post Link to post Share on other sites
EO 11277 Posted August 24, 2017 3 hours ago, tortuosit said: - but still I think lighting should be balanced at map level. The problem is the lack of detailed documentation for terrain lighting since the Visual Upgrade, there's just not enough information for mapmakers to feed off at the moment. BI devs have all but abandoned the Visual Update feedback thread since producing this piece of documentation. Apologies for veering of topic.... 2 Share this post Link to post Share on other sites
autigergrad 2034 Posted August 24, 2017 @dead kennedy What I love about your map most of all...is that it is in a nice middle ground of eras. It isn't too modern that it can be used for WW2 Era Eastern Front scenarios, while still being used for modern scenarios. Even the airfield still has a nice "could be WW2, could be modern" feel to it. Thank you for this. I'm having great fun creating both WW2 era and modern campaigns on large, Russian terrain. Thanks. 6 Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted August 24, 2017 ALiVE index for the newest version of Beketov. Mission makers, stick the X folder in your mission root and ALiVE will do the rest: https://www.dropbox.com/s/ps6ohn5by5rwrup/beketov.zip?dl=0 Just be sure to remove this file after the next ALiVE release, which will have the index included. 5 Share this post Link to post Share on other sites
tpw 2315 Posted October 17, 2017 A bit late to the party with this fantastic map, may thanks Dead Kennedy et al. My only gripe with it is that there is no rain noise. Is that something that can be fixed? Share this post Link to post Share on other sites
AZCoder 921 Posted October 18, 2017 15 hours ago, tpw said: A bit late to the party with this fantastic map, may thanks Dead Kennedy et al. My only gripe with it is that there is no rain noise. Is that something that can be fixed? There is rain sound, but you have to crank the volume up loud enough to annoy the neighbors :) It would be nice to have louder rain. Share this post Link to post Share on other sites
tpw 2315 Posted October 18, 2017 1 hour ago, AZCoder said: It would be nice to have louder rain. I'm not a config wrangler so can't fix whatever is broken there, but I did manage to write a small addon which kludges in some rain noise on Beketov. The rain noise will get louder in heavier rain, and softer when the player is under cover. Not perfect, but better than nothing! You can try it here: https://www.dropbox.com/s/vc8wkuknqv12m27/TPW_RAIN.pbo 3 Share this post Link to post Share on other sites
AZCoder 921 Posted October 19, 2017 I managed to override the config itself after much trial and error. The new config uses Altis rain, feel free to change it all you want. http://www.azcoder.com/arma3/AZC_BeketovRain.pbo Thanks @tpw for pointing out the issue. I've been testing the map out a lot the past few weeks and never noticed the silent rain LOL. 1 Share this post Link to post Share on other sites
tpw 2315 Posted October 19, 2017 6 hours ago, AZCoder said: I managed to override the config itself after much trial and error. The new config uses Altis rain, feel free to change it all you want. http://www.azcoder.com/arma3/AZC_BeketovRain.pbo Thanks @tpw for pointing out the issue. I've been testing the map out a lot the past few weeks and never noticed the silent rain LOL. I love this forum! Trying it now! EDIT: Perfect, thanks AZC 1 Share this post Link to post Share on other sites
AZCoder 921 Posted December 3, 2017 Since the latest Arma 3 update, all user made maps that I have loaded are taking an embedded skeleton popup error on first load. This is the one for Beketov: Share this post Link to post Share on other sites
baloo666 10 Posted December 25, 2017 Yea its a nice map, but same problem as above :/ Share this post Link to post Share on other sites
HeroesandvillainsOS 1504 Posted December 26, 2017 Hey guys not sure why my post is getting a ton of likes the last few days regarding the map index, but it’s included in ALIVE now so no need to download my PBO link a couple posts above. It will work without adding any additional files. Just make your ALiVE mission and ALiVE will do the rest. :) 2 Share this post Link to post Share on other sites
EO 11277 Posted January 2, 2021 @dead kennedy Took a look at the beketov_Sounds config to try to solve the lack of rain and wind sounds, there is a slight inheritance error which stops the rain and wind sounds from CUP Core from being loaded. Amended config for beketov_Sounds: Spoiler class CfgPatches { class beketov_Sounds { units[]={}; weapons[]={}; requiredVersion=1.03; requiredAddons[]= { "CUP_Worlds", "CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2" }; fileName="beketov_Sounds.pbo"; }; }; class CfgSounds { class VTNDog { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog.wss", 0.2, 1 }; titles[]={}; }; class VTNDog2 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog2.wss", 0.2, 1 }; titles[]={}; }; class VTNDog3 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog3.ogg", 0.69999999, 1 }; titles[]={}; }; class VTNDog4 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog4.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNDog5 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog5.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog6 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog6.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog7 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog7.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog8 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog8.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog9 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog9.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog10 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog10.wss", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh1 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_1.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh2 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_2.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh3 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_3.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh4 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_4.ogg", 0.40000001, 1 }; titles[]={}; }; class RusRadio01 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\RusRadio01.ogg", 0.5, 1 }; titles[]={}; }; class VTNRadio01 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio01.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio02 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio02.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio03 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio03.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio04 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio04.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio05 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio05.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio06 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio06.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio07 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio07.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio08 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio08.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio09 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio09.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio10 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio10.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio11 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio11.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio12 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio12.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio13 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio13.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio14 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio14.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio15 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio15.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio16 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio16.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio17 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio17.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio18 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio18.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio19 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio19.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio20 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio20.wss", 0.2, 1 }; titles[]={}; }; }; class CfgEnvSounds; class CfgWorlds { class DefaultWorld { class EnvSounds: CfgEnvSounds { }; }; class CAWorld: DefaultWorld { class EnvSounds: EnvSounds { class Default { name="$STR_CFG_ENVSOUNDS_DEFAULT"; sound[]= { "$DEFAULT$", 0, 1 }; soundNight[]= { "$DEFAULT$", 0, 1 }; }; class Sea { name="$STR_DN_SEA"; volume="sea"; sound[]= { "RusLand\beketov_Sounds\beketovRiver.ogg", 0.69999999, 1 }; soundNight[]= { "RusLand\beketov_Sounds\beketovRiver.ogg", 0.69999999, 1 }; }; class Rain { name="$STR_DN_RAIN"; sound[]= { "\Ca\sounds\Ambient\rain\rain_hard1", 0.17782794, 1 }; soundNight[]= { "\Ca\sounds\Ambient\rain\rain_hard1", 0.177828, 1 }; }; class WindForestHigh { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\wind-forest-1", 0.039810698, 1 }; volume="forest*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; }; class WindNoForestHigh { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\wind-global-2", 0.039810698, 1 }; volume="(1-forest)*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; }; class Forest { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\forest-day-2", 0.039810698, 1 }; volume="forest*(1-night)"; randSamp11[]= { "ca\sounds\Ambient\forest\forest-sfx-9bird", 0.1, 1, 30, 0.14, 5, 8, 10 }; randSamp10[]= { "ca\sounds\Ambient\forest\forest-sfx-12datel", 0.1, 30, 0.125, 10, 20, 40 }; randSamp0[]= { "ca\sounds\Ambient\forest\forest-sfx-5bird", 0.125893, 1, 30, 0.13, 4, 8, 12 }; randSamp1[]= { "ca\sounds\Ambient\forest\forest-sfx-6bird", 0.125893, 1, 30, 0.125, 4, 8, 12 }; randSamp2[]= { "ca\sounds\Ambient\forest\forest-sfx-7bird", 0.125893, 1, 30, 0.125, 4, 8, 12 }; randSamp3[]= { "ca\sounds\Ambient\forest\forest-sfx-8bird", 0.125893, 1, 30, 0.1, 4, 8, 12 }; randSamp8[]= { "ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, 1, 30, 0.039999999, 10, 20, 40 }; randSamp9[]= { "ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, 1, 30, 0.039999999, 10, 20, 40 }; randSamp4[]= { "ca\sounds\Ambient\forest\forest-sfx-1", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp5[]= { "ca\sounds\Ambient\forest\forest-sfx-2", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp6[]= { "ca\sounds\Ambient\forest\forest-sfx-3", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp7[]= { "ca\sounds\Ambient\forest\forest-sfx-4", 0.1, 1, 30, 0.025, 4, 8, 10 }; random[]= { "randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7" }; }; class ForestNight { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\forest-night-1", 0.056234132, 1 }; volume="forest*night"; randSamp1[]= { "ca\sounds\Ambient\forest\forest-night-sfx-1", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\forest\forest-night-sfx-2", 0.1, 1, 25, 0.15000001, 8, 15, 20, 30 }; randSamp3[]= { "ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\forest\forest-sfx-1", 0.056234099, 1, 25, 0.1, 8, 15, 20 }; randSamp6[]= { "ca\sounds\Ambient\forest\forest-sfx-2", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; randSamp7[]= { "ca\sounds\Ambient\forest\forest-sfx-3", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; randSamp8[]= { "ca\sounds\Ambient\forest\forest-sfx-4", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6", "randSamp7", "randSamp8" }; }; class Houses { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\houses\house-1", 0.0099999998, 1 }; volume="(houses-0.75)*4"; randSamp11[]= { "ca\sounds\Ambient\houses\houses-sfx-07", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp10[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp0[]= { "ca\sounds\Ambient\houses\houses-sfx-09", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp1[]= { "ca\sounds\Ambient\houses\houses-sfx-04", 0.177828, 1, 25, 0.077, 10, 35, 60 }; randSamp2[]= { "ca\sounds\Ambient\houses\houses-sfx-05", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp3[]= { "ca\sounds\Ambient\houses\houses-sfx-12", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp8[]= { "ca\sounds\Ambient\houses\houses-sfx-07", 0.177828, 1, 25, 0.077, 10, 55, 80 }; randSamp9[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 20, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\houses\houses-sfx-09", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp5[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 10, 75, 100 }; randSamp6[]= { "ca\sounds\Ambient\houses\houses-sfx-04", 0.177828, 1, 25, 0.077, 10, 25, 70 }; randSamp7[]= { "ca\sounds\Ambient\houses\houses-sfx-12", 0.177828, 1, 25, 0.077, 10, 25, 40 }; random[]= { "randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7" }; }; class Meadows { name="$STR_DN_MEADOWS"; sound[]= { "\ca\sounds\Ambient\meadows\wind-meadow-2", 0.031622775, 1 }; volume="(1-forest)*(1-houses)*(1-night)*(1-sea)"; randSamp1[]= { "ca\sounds\Ambient\meadows\meadow_sfx_01", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\meadows\meadow_sfx_02", 0.1, 1, 25, 0.15000001, 8, 15, 20 }; randSamp3[]= { "ca\sounds\Ambient\meadows\meadow_sfx_03", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\meadows\meadow_sfx_04_crickets", 0.0099999998, 1, 25, 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\meadows\meadow_sfx_05_crickets", 0.00562341, 1, 25, 0.1, 8, 15, 20 }; randSamp6[]= { "ca\sounds\Ambient\meadows\meadow_sfx_06", 0.0099999998, 1, 25, 0.1, 8, 10, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6" }; }; class MeadowsNight { name="$STR_DN_MEADOWS"; sound[]= { "\ca\sounds\Ambient\meadows\wind-meadow-2", 0.0177828, 1 }; volume="(1-forest)*(1-houses)*night*(1-sea)"; randSamp1[]= { "ca\sounds\Ambient\meadows\meadow_sfx_01", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\meadows\meadow_sfx_02", 0.1, 1, 25, 0.15000001, 8, 15, 20 }; randSamp3[]= { "ca\sounds\Ambient\meadows\meadow_sfx_03", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\meadows\meadow_sfx_04_crickets", 0.0099999998, 1, 25, 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\meadows\meadow_sfx_05_crickets", 0.00562341, 1, 25, 0.1, 8, 15, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5" }; }; }; }; }; 1 Share this post Link to post Share on other sites
AZCoder 921 Posted January 2, 2021 6 hours ago, EO said: @dead kennedy Took a look at the beketov_Sounds config to try to solve the lack of rain and wind sounds, there is a slight inheritance error which stops the rain and wind sounds from CUP Core from being loaded. Amended config for beketov_Sounds: Reveal hidden contents class CfgPatches { class beketov_Sounds { units[]={}; weapons[]={}; requiredVersion=1.03; requiredAddons[]= { "CUP_Worlds", "CAData", "CABuildings", "CAMisc", "CABuildings2", "CARoads2" }; fileName="beketov_Sounds.pbo"; }; }; class CfgSounds { class VTNDog { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog.wss", 0.2, 1 }; titles[]={}; }; class VTNDog2 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog2.wss", 0.2, 1 }; titles[]={}; }; class VTNDog3 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog3.ogg", 0.69999999, 1 }; titles[]={}; }; class VTNDog4 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog4.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNDog5 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog5.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog6 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog6.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog7 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog7.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog8 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog8.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog9 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog9.wss", 0.40000001, 1 }; titles[]={}; }; class VTNDog10 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Dog10.wss", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh1 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_1.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh2 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_2.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh3 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_3.ogg", 0.40000001, 1 }; titles[]={}; }; class VTNPetuh4 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\Petuh_4.ogg", 0.40000001, 1 }; titles[]={}; }; class RusRadio01 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\RusRadio01.ogg", 0.5, 1 }; titles[]={}; }; class VTNRadio01 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio01.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio02 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio02.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio03 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio03.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio04 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio04.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio05 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio05.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio06 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio06.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio07 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio07.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio08 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio08.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio09 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio09.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio10 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio10.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio11 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio11.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio12 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio12.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio13 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio13.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio14 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio14.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio15 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio15.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio16 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio16.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio17 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio17.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio18 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio18.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio19 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio19.wss", 0.2, 1 }; titles[]={}; }; class VTNRadio20 { name=""; sound[]= { "RusLand\beketov_Sounds\Radio\radio20.wss", 0.2, 1 }; titles[]={}; }; }; class CfgEnvSounds; class CfgWorlds { class DefaultWorld { class EnvSounds: CfgEnvSounds { }; }; class CAWorld: DefaultWorld { class EnvSounds: EnvSounds { class Default { name="$STR_CFG_ENVSOUNDS_DEFAULT"; sound[]= { "$DEFAULT$", 0, 1 }; soundNight[]= { "$DEFAULT$", 0, 1 }; }; class Sea { name="$STR_DN_SEA"; volume="sea"; sound[]= { "RusLand\beketov_Sounds\beketovRiver.ogg", 0.69999999, 1 }; soundNight[]= { "RusLand\beketov_Sounds\beketovRiver.ogg", 0.69999999, 1 }; }; class Rain { name="$STR_DN_RAIN"; sound[]= { "\Ca\sounds\Ambient\rain\rain_hard1", 0.17782794, 1 }; soundNight[]= { "\Ca\sounds\Ambient\rain\rain_hard1", 0.177828, 1 }; }; class WindForestHigh { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\wind-forest-1", 0.039810698, 1 }; volume="forest*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; }; class WindNoForestHigh { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\wind-global-2", 0.039810698, 1 }; volume="(1-forest)*(windy factor[0,1])*(0.1+(hills factor[0,1])*0.9)-(night*0.25)"; }; class Forest { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\forest-day-2", 0.039810698, 1 }; volume="forest*(1-night)"; randSamp11[]= { "ca\sounds\Ambient\forest\forest-sfx-9bird", 0.1, 1, 30, 0.14, 5, 8, 10 }; randSamp10[]= { "ca\sounds\Ambient\forest\forest-sfx-12datel", 0.1, 30, 0.125, 10, 20, 40 }; randSamp0[]= { "ca\sounds\Ambient\forest\forest-sfx-5bird", 0.125893, 1, 30, 0.13, 4, 8, 12 }; randSamp1[]= { "ca\sounds\Ambient\forest\forest-sfx-6bird", 0.125893, 1, 30, 0.125, 4, 8, 12 }; randSamp2[]= { "ca\sounds\Ambient\forest\forest-sfx-7bird", 0.125893, 1, 30, 0.125, 4, 8, 12 }; randSamp3[]= { "ca\sounds\Ambient\forest\forest-sfx-8bird", 0.125893, 1, 30, 0.1, 4, 8, 12 }; randSamp8[]= { "ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, 1, 30, 0.039999999, 10, 20, 40 }; randSamp9[]= { "ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, 1, 30, 0.039999999, 10, 20, 40 }; randSamp4[]= { "ca\sounds\Ambient\forest\forest-sfx-1", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp5[]= { "ca\sounds\Ambient\forest\forest-sfx-2", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp6[]= { "ca\sounds\Ambient\forest\forest-sfx-3", 0.1, 1, 30, 0.025, 4, 8, 10 }; randSamp7[]= { "ca\sounds\Ambient\forest\forest-sfx-4", 0.1, 1, 30, 0.025, 4, 8, 10 }; random[]= { "randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7" }; }; class ForestNight { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\forest\forest-night-1", 0.056234132, 1 }; volume="forest*night"; randSamp1[]= { "ca\sounds\Ambient\forest\forest-night-sfx-1", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\forest\forest-night-sfx-2", 0.1, 1, 25, 0.15000001, 8, 15, 20, 30 }; randSamp3[]= { "ca\sounds\Ambient\forest\forest-sfx-10bird-flapping", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\forest\forest-sfx-11holub-flapping", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\forest\forest-sfx-1", 0.056234099, 1, 25, 0.1, 8, 15, 20 }; randSamp6[]= { "ca\sounds\Ambient\forest\forest-sfx-2", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; randSamp7[]= { "ca\sounds\Ambient\forest\forest-sfx-3", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; randSamp8[]= { "ca\sounds\Ambient\forest\forest-sfx-4", 0.056234099, 1, 25, 0.1, 8, 10, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6", "randSamp7", "randSamp8" }; }; class Houses { name="$STR_DN_WIND"; sound[]= { "ca\sounds\Ambient\houses\house-1", 0.0099999998, 1 }; volume="(houses-0.75)*4"; randSamp11[]= { "ca\sounds\Ambient\houses\houses-sfx-07", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp10[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp0[]= { "ca\sounds\Ambient\houses\houses-sfx-09", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp1[]= { "ca\sounds\Ambient\houses\houses-sfx-04", 0.177828, 1, 25, 0.077, 10, 35, 60 }; randSamp2[]= { "ca\sounds\Ambient\houses\houses-sfx-05", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp3[]= { "ca\sounds\Ambient\houses\houses-sfx-12", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp8[]= { "ca\sounds\Ambient\houses\houses-sfx-07", 0.177828, 1, 25, 0.077, 10, 55, 80 }; randSamp9[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 20, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\houses\houses-sfx-09", 0.177828, 1, 25, 0.077, 10, 25, 40 }; randSamp5[]= { "ca\sounds\Ambient\houses\houses-sfx-08", 0.177828, 1, 25, 0.077, 10, 75, 100 }; randSamp6[]= { "ca\sounds\Ambient\houses\houses-sfx-04", 0.177828, 1, 25, 0.077, 10, 25, 70 }; randSamp7[]= { "ca\sounds\Ambient\houses\houses-sfx-12", 0.177828, 1, 25, 0.077, 10, 25, 40 }; random[]= { "randSamp11", "randSamp10", "randSamp0", "randSamp1", "randSamp2", "randSamp3", "randSamp8", "randSamp9", "randSamp4", "randSamp5", "randSamp6", "randSamp7" }; }; class Meadows { name="$STR_DN_MEADOWS"; sound[]= { "\ca\sounds\Ambient\meadows\wind-meadow-2", 0.031622775, 1 }; volume="(1-forest)*(1-houses)*(1-night)*(1-sea)"; randSamp1[]= { "ca\sounds\Ambient\meadows\meadow_sfx_01", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\meadows\meadow_sfx_02", 0.1, 1, 25, 0.15000001, 8, 15, 20 }; randSamp3[]= { "ca\sounds\Ambient\meadows\meadow_sfx_03", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\meadows\meadow_sfx_04_crickets", 0.0099999998, 1, 25, 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\meadows\meadow_sfx_05_crickets", 0.00562341, 1, 25, 0.1, 8, 15, 20 }; randSamp6[]= { "ca\sounds\Ambient\meadows\meadow_sfx_06", 0.0099999998, 1, 25, 0.1, 8, 10, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5", "randSamp6" }; }; class MeadowsNight { name="$STR_DN_MEADOWS"; sound[]= { "\ca\sounds\Ambient\meadows\wind-meadow-2", 0.0177828, 1 }; volume="(1-forest)*(1-houses)*night*(1-sea)"; randSamp1[]= { "ca\sounds\Ambient\meadows\meadow_sfx_01", 0.1, "1 25", 0.15000001, 8, 15, 20 }; randSamp2[]= { "ca\sounds\Ambient\meadows\meadow_sfx_02", 0.1, 1, 25, 0.15000001, 8, 15, 20 }; randSamp3[]= { "ca\sounds\Ambient\meadows\meadow_sfx_03", 0.1, "1 25", 0.15000001, 15, 30, 40 }; randSamp4[]= { "ca\sounds\Ambient\meadows\meadow_sfx_04_crickets", 0.0099999998, 1, 25, 0.15000001, 15, 30, 40 }; randSamp5[]= { "ca\sounds\Ambient\meadows\meadow_sfx_05_crickets", 0.00562341, 1, 25, 0.1, 8, 15, 20 }; random[]= { "randSamp1", "randSamp2", "randSamp3", "randSamp4", "randSamp5" }; }; }; }; }; Bonus edit: I had planned a version of Sullen Skies for Beketov but as it inherits SimulWeather from Stratis users can load the original vanilla version of Sullen Skies for profit. I created a patch for the rain a few posts back 🙂 https://forums.bohemia.net/forums/topic/193555-beketov-map-central-russia-20x20-km/?do=findComment&comment=3243031 But I didn't do any wind or sullen skies of course 😁 2 Share this post Link to post Share on other sites