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ThePredator

Authentic sound & weapon Mod

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Those videos are sweet, especially the opfor one. What a spectacular fight!

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One question for you guys:

Do you want me to record a video with the sound-mod only for the suppressed weapons (supersonic bullets)?

Or do you like to hear what it should be like?

All SD Mags are filled with supersonic loads...therefore you hear the sonic crack.

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Awesome work man keep it up our sound mod is the best!!!  pistols.gif

I cant wait for our v1.52 xmas_o.gif

the sound-mod only for the suppressed weapons (supersonic bullets wink_o.gif

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Also in the sniper rifle the bullet goes 2-3 "points" over the cross.

I hope u understand, to kill them u have to aim at their balls biggrin_o.gif

This is a bug in the original ArmA data, not the mod. (Although the scope is out by about half an increment before modding - i.e. between the crosshair and the next mark up - so maybe the mod increases the error?)

I'm about to install the sound-only mod... looking forward to giving it a try. (As I spend half my time these days designing sounds for games, I'm looking forward to improvements on ArmA's default efforts)

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This is no bug. The rifle is zero'd on 300 m. Shooting at something closer/farther you have to compensate the ballistic drop.

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Also in the sniper rifle the bullet goes 2-3 "points" over the cross.

I hope u understand, to kill them u have to aim at their balls biggrin_o.gif

This is a bug in the original ArmA data, not the mod. (Although the scope is out by about half an increment before modding - i.e. between the crosshair and the next mark up - so maybe the mod increases the error?)

That's not a error <- some illustrations

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Also in the sniper rifle the bullet goes 2-3 "points" over the cross.

I hope u understand, to kill them u have to aim at their balls biggrin_o.gif

This is a bug in the original ArmA data, not the mod. (Although the scope is out by about half an increment before modding - i.e. between the crosshair and the next mark up - so maybe the mod increases the error?)

That's not a #^$&^ error <- look at the pics if you need a visual explanation

Okay m8, keep your hair on. I understand about zeroing - I shot rifles and pistols for years. But an error with the zeroing of the sniper scope was reported as a bug in the BIS bugtracker. My apologies if this was never the case.

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heh sorry, not annoyed with you.  I just tend to hear the same thing a whole lot.  If I am going to post that link each time someone brings it up, I have to keep in mind that I haven't brought it up with that person before, so I can keep calm.

I understand why it happens though, they are zeroed at a pretty large distance, and after years of games with simplistic straight line (hitscan) bullets it can be a surprise to see it working in game as it would IRL.

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I created some new explosion sounds and changed some of my existing ones.

In total 20 detonations for rockets, grenades, ammo, shells and missiles.

There will be a config mod, too, but the progress is quite slow.

Upcoming versions are 0.152_SO and 0.152_C (for SoundOnly and Config).

In the config mod all weapons and vehicles will be more realistic. No magic zoom, no target lock for analog systems and proper ballistic data for small arms, rockets/missiles, grenades and tank grenades.

Firing rates, scope magnifications and zero ranges will be changed too.

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No magic zoom

Does this include the remove of the "zoom" when using iron sight on e.g. M4 without optics?

Hope so.

MfG Lee smile_o.gif

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Of course. It will be pretty difficult for the soldier to hit anythin on greater distances, like in real life.

This will increase the chance of successful hiding in bushes.

Pilots will find it more challenging to engage ground units at high speeds.

Night Ops High Quality

Night Combat on YouTube

Had too much free time, so this video is just for shots 'n' giggles... happend to look like a famous sci-fi flick, so the editing was obligatory.

The Huey strikes back

Huey strikes back in high quality

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Awesome man! I'm really impressed by your enhancements. This is going to turn this into one amazing game. thumbs-up.gif

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Im having trouble installing this mod..

Im following the directions.. I think,, the directions in the readme are number.. 1... then 5 and 6.. where is 2, 3 and 4?

"Extract the archive to your ArmA installation path"

im guessing this is: ModWarSound_v0151.exe

I extract it to my ARMA dir.. and it puts the ModWarSound_v0151 folder and sub dirs and files in there..

then per direction #5 I ad the correct - commands

"C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -nosplash -Mod=@ModWarSound

and the sounds have not changed...

obviousley im not doing it right, but since 3 steps in the install directions are missing.. I really cant..

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your directory structure should look like this:

...\Bohemia Interactive\ArmA\@ModWarSound

In that directory there should be an AddOns directory and a Dta directory.

The switch -mod= calls the program's attention to a directory located inside the ArmA directory. In that way, -mod=@ModWarSound calls the program to look in ArmA\@ModWarSound. I think you may have one too many directories in there.. probably

...\Bohemia Interactive\ArmA\ModWarSound_v0151\@ModWarSound

If that is the case, just move @ModWarSound into the ArmA directory and delete that remaining empty folder.

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My fault, I just used the old ReadMe and did not notice the numbers were not in sequence anymore.

There are only those 3 steps.

Actually, you can move the exe into your ArmA main folder (where the ArmA.exe is) and extract the package. Create a shortcut and you are done.

If anyone is able to create a setup for that matter: Help would be much appreciated !

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Hi! A quest: how to implement the soldier's movement sound with soldiermoving.wss OFP's file...what file must be changed?

Thanks

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No magic zoom

Does this include the remove of the "zoom" when using iron sight on e.g. M4 without optics?

Hope so.

MfG Lee smile_o.gif

Are you guys talking about the additional RMB zoom or the zoom that's already when you switch to the iron sights? I mean the FOV thingy...

Somebody started a topic about it but I just can't find it now:crazy:

The default iron sights view is zoomed already, and has a limited fov, there were some nice suggestions in that topic and the guy even posted a short video of small modification of the iron sights camera...Would be cool to have it here too cause it looked more real than the sights we have now...

regards

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Are you guys talking about the additional RMB zoom or the zoom that's already when you switch to the iron sights? I mean the FOV thingy...

Somebody started a topic about it but I just can't find it now:crazy:

The default iron sights view is zoomed already, and has a limited fov, there were some nice suggestions in that topic and the guy even posted a short video of small modification of the iron sights camera...Would be cool to have it here too cause it looked more real than the sights we have now...

regards

http://www.flashpoint1985.com/cgi-bin....t=57336

Good news, read the last (newest) post I made.

Sorry Predator for posting that in here, but what are you currently doing as far as zom goes? I assume your getting rid of the extra zoom function we have, but not the initial zoom applied to the optic view? Or do you actually have a way of getting rid of the initial zoom and not get the fish eye effect?

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That night video is great, are the tracers part of the mod because I dont recall seeing them usually withing arma

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I increased the brightness so they are clearly visible even at bright daylight.

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I'd like you to give me some more ideas on what should be changed in the config.

Please don't ask for new weapons & gear, I am no 3D artist.

This is the current changelog, trying to release a beta end of this week, if everything works well.

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">ChangeLog v0.152_C

- added M2HB 360° rotation

- added air lock for Vikhr

- added compass to Sopwith Camel

- added laser lock for Hellfires

- changed 20mm ammo to only HE

- changed AA missile behaviour

- changed SABOT to non-explosive

- changed firing rates

- changed general FOV

- changed magazine for M134 in AH-6 to 3000 rounds

- changed magazine for M134 to 4400 rounds

- changed magnificatons

- changed recoil for AMR, M24 and launcher

- changed reload times for tanks

- changed respawn weapons

- changed rocket velocity

- changed tracer brightness

- increased brightness of lightposts

- increased bullet deflection

- modified ballistic data for ammunition

- modified damage

- modified splash damage

- modified v0 for projectiles

- reduced Raufoss deflection

- reduced wheel armor

- removed ejected M24 cartridge

- removed lock for rockets und cannons

- removed magical zoom

- removed radar for pilots (except KA-50)

- removed tank radar

- simulated Raufoss 12,7x99 HEAPI

- tracers only for machineguns

- tweaked AI fire rates

- tweaked some AI fire distances

- tweaked zero ranges

ChangeLog v0.152_SO:

- added bomb fall & release

- changed 5t Truck & Stryker gear shift

- changed M134 shots

- changed M203 explosion

- changed M256 reload & shot

- changed M4SD shot

- changed MP5SD shot & burst

- changed Shell explosion

- changed Strela shot

- changed ammo explosion

- changed machinegun reload

- changed rocket explosions

- changed tank explosion

- fixed sonic crack

- increased hearing distance for detonations

- increased hearing distance for weapons

- reduced volume for M24 bolt action

- removed some bullet fly-by effects

- removed sonic crack for missiles

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Just a small inquiry from me : what do you mean by "- fixed sonic crack"?

Is it actually going to be any louder than what we get in vanilla ArmA (it sounds really weak to me) or is it just a different sound?

(...or both? yay.gif)

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