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.kju

PROPER Anims Gameplay UI Speedup Pack "BETA1"

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hello Garack smile_o.gif
Quote[/b] ]How to get sounds in 3rd a bit silenced?

reduce volume of the sound file itself (wss/ogg/wav).

Quote[/b] ]FDF_Sounds / Modern Warfare Soundmod

The reason is that those two overwrite the insideSoundCoef

value for most / all classes again.

There are three solutions:

1.) ask the sound makers to change it in the official version

2.) make your private edited version of the addon / pbo.

3.) make a new addon which has

<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">requiredAddons[] = {"TheSoundModClassYouUse"};

and redefine the values in there (therefore you don't have to

modify the original addon / pbo).

How to reduce the sound in files itself?

Wich stuff must i change then?

Sorry but i dont know much about the script language..

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<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">soundHitArmor3[]={"\FDF_Sounds\Impact\expl_2a42_a_3.wss", db-20, 1};

it`s from the FDF mod. u might want to change the number behind the "db". search all sounds which u wanna change.

unpack the .pbo file where the config is suited. open the config.cpp -if it is a .cpp file - it could also be a .bin file. then u gotta unbin it. open it in notepad and search all sound classes you wanna change. save and repack.

the fdf config has 2862 lines - have fun  biggrin_o.gif

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Thanks rikkie, but when i change a value then comes an error:

DataFile is to short.

Ich changed DB to -80 in this line:

class M1Abrams : Tank {

soundEngine[] = {"\FDF_Sounds\Vehicles\m1a1_e.wss", db-80, 1};

before it was -5

I cant change any value...hmm

I work with pboview 0.8 and open the file directly in the arma folders(told windows to open .pbo with pboviewer) then change value in notepad and saved

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hm sorry never done such things in config, or changing values and got this error.

i suppose that successful changings will affect the sounds when standing outside of tank.

better way would be to load arme with a fix shortcut where u enter all mods manually. and try the "last load" option.

regards

rocko

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Dudes you need to edit the sound file itself to change the overall

volume, like I wrote. wink_o.gif

The insideSoundCoef is only the difference between outside and inside vehicles.

The second value in the config value sound is the definition how

the volume is (linearly?) reduced at distance.

like hit.wss, cry.wss, uaz_engine.wss etc

To be found in the pbos (like ArmA\addons\sounds.pbo).

Audacity is said to be good and free.

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KK i figured out and will change FDF directly. Thanks all!

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I am wonder how long it takes that everyone get enough from all these buggy and amateurish

"How mess around with Arma"-mods ...

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Quote[/b] ]buggy and amateurish

Please elaborate.

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Huh? I wonder how long it will take everyone to figure what that's suppose to say?

Edit: Oops, not that long I guess. I figured it out. Can you point out what bugs you are seeing? I've been trying out this mod but I'm not sure if certain .pbo's are working. Has anyone figured out which mods/addons, if any of course, conflict with different functions of the Mod? I use a bunch and and haven't had time to do the trial and error thing in order to find out if something is effecting this mod.

I'll elaborate when I get home. I finally have a nice chunk of free time to check out this mod. Maybe I'm blind, deaf, or just exhausted but I don't think any of these .pbo's are changing anything for me.

Sorry for the lack of examples, I'll report back soon. Either way, if anyone has noticed any existing mods/addons that cause conflicts will someone PM a list. I know, I know I'm lazy.

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I am wonder how long it takes that everyone get enough from all these buggy and amateurish

"How mess around with Arma"-mods ...

Well then why don't you show them by making a professional and bug-free mod, instead of insulting people who make an effort.

Oh wait, you don't do a damn thing over here icon_rolleyes.gif

If people don't like the mods, then they wont download them. Some of us want them, otherwise they wouldn't be here.

If you think it's buggy, then you could at least help out by saying what the bugs are. Just calling it buggy is useless.

I wonder how long it takes for modders to get tired of insulting and useless posts from idiots, especially since they do this for free and in their own free time.

whistle.gif

Anyway, I'll comment more on this mod later. So far I just noticed a conflict with NWD tank FCS where the gunner sights are messed up. Or maybe it's got nothing to do with the FCS. It seems to be caused by "PROPER_Gameplay_Vehicle_Cursor".

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Quote[/b] ]I am wonder how long it takes that everyone get enough from all these buggy and amateurish

"How mess around with Arma"-mods ...

Fully on par here with MaddMatt. Mr Wolfsblut you seem to me like a useless Troll, how about you convert that negative energy in simply posting the bugs or writing your own magical-wonders mod?

Damn Q, how can you be so presidential, I admire that smile_o.gif

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Well some people are said to be above such things. smile_o.gif

The "PROPER_Gameplay_Vehicle_Cursor" addon is buggy yes.

Like you can read in the first post and my second in the thread,

this one is merely for testing purposes to get feedback.

This addon is meant to make targeting vehicles as a commander

of a group while being in a vehicle more OFP like.

It seems that it is not possible. Anyway this addon is meant to

test, if that approach helps.

Also you can read in the first post that each addon can be used individually.

Deliberately the functionality is split into many small addons,

so that everyone can select what he likes and what not.

I am sorry to inform you that this isn't the easy "just put all

stuff in some modfolder" type of addon. However it is almost

that easy:

~ Either read the description provided (first and foremost).

~ or test each addon individually.

~ Last possbility (for config experienced people) unpack the

addon and check the comments and the code.

To summarize the post, wolfsblut and to everyone else, use

only that parts you like to have.

Delete the

~ PROPER_Gameplay_Vehicle_Cursor,

~ PROPER_Gameplay_Vehicle_Tank_Armor (if you play either MP

or don't like to have armored vehicles have its armor doubled),

~ PROPER_Gameplay_Weapon_AA_Launcher (if you use the

excellent NWD ballistics addon), and

~ PROPER_UI_Speedup_RscMapControl (if you don't wanna test,

if the addon speeds up the "m" map view).

The rest should be useful to everyone. wink_o.gif

PS:

Note to myself. Never ever again release different addons in

one package. Single project / file download all the way. pistols.gif

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I have not given my 'Proper' respects to you Q.  This is the best facelift, the best balancing of UI gameplay and function, and the most effective tweaks to AI I have seen in Arma (Range mod most of all). Air power has POWER again.  I no longer feel safe running up to the enemy positions, and flares have function for AI now. (they always did, it is just noticable with the mod).  I have a test mission where the plains of Ramadi are filled with infantry and about 7 pieces of armor at night.  A10s approach and take on the armor, and some of the infantry, picking and choosing, but do not attack the bulk of the forces... Until I pop a flare over them with my trusty 203.  When I hear their engines winding up on their turn into the AO, I hit the flare, and the fireworks begin!

Thanks again.  This is an awesome set of tweaks.  notworthy.gif  yay.gif  welcome.gif

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Hm not sure if you mix this with the excellent work of

Rg with his trueMods. biggrin_o.gif

Anyway glad you are happy. smile_o.gif

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HAhahah..  oohhh..  I need to sort out my arma addons.  Too many awesome mods blurring together in my mind, this is a good thing, sorry for the confusion.  I'll isolate yours to get better acquainted with them.  Wow, this is a great problem to have.

Cheers!

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