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mickeymen

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Everything posted by mickeymen

  1. Strange...this problem only appears if I use EDEN. When I use the 2D editor everything works perfectly I not use.nothing scripts. I use only ACE3 mod, but durring test I switch off this/ You want to say that you have the player's character voice (support request)? Also Mk6 gunner does not says "Be adviced artillery is not responding"? Before I reported the problem on the forum ACE3. https://github.com/acemod/ACE3/issues/3587 However, it later emerged that this problem of the vanilla game and not the mod. There is a link to the rpt file. I hope it will help to BIS rpt here: https://yadi.sk/d/WEpbl7CFqBQgW
  2. Yes my mission is converted missions. It's an old mission, however, I haven't seen any crashes of the game. There can be only one time I remember the crash. And I did not delete any folders of this missions. Fortunately the crash are rare for me. I think that this bug will be in any mission(not only in converted mission) @Evil Organ proved it using my standard test-mission. created by me in Eden
  3. I also saw, but it was a tap rare and only on the corners of buildings. That is why I have not seen a big problem in this. But Now (after update to Eden) that happens often and not only corners of buildings. This is Rodopoli. I can easily reproduce the problem when I set the player to this position/ Here test mission with problem position: https://yadi.sk/d/D7xJifnSqEkSK Slowly move in different directions and rotate your character and you will see the problem (at least I see) PS: This position is not unique. After updating Eden, such positions around the player a lot at least in my computer so;)
  4. Unfortunately it does not bring effect. If I create a module in Eden, then I always get the problem
  5. mickeymen

    JSRS4 - APEX 1.2

    Hi LJ! Thanks for update(v1.2). Now Fire with supressors of Heavy Machine Guns(Marksmen weapons) works is correct. Big thanks! After this update I can confidently say : DragonFyre Eden - is the best version of DraginFyre since first release this mod! Please do not modify more the sound of gunfire at a great distance. They sound great! The fight at great distances turns into the player's pleasure, This is real cool work. Awesome mod, awesome man!
  6. mickeymen

    JSRS4 - APEX 1.2

    LJ Thanks for building destruction sound in 1.1 update. Now it looks much better! However, the bugs that I reported before has nor been fixed. These two machine guns have no sound when firing with a sound supressors. They continue to sound like no has supressor. Open the Arsenal and check it out.
  7. mickeymen

    JSRS4 - APEX 1.2

    missed the interior hits-explosions (any mine,hand grenade,GL-granade, AT-missile,AT-rocket) Please note. Even when it explodes next to the vehicle or misses it, the sound should be noticeable for the player from first person, inside the vehicle. For example: Within < 5 meters explosion from the vehicle should is loud sound. Within a radius >5 m explosion from the vehicles - should average volume In a radius >10 m explosion from the vehicles - should be quiet, but noticeable Just my opinion... The my numbers of course abstractly, but explosions need to be added, and other existing hit-sounds needs in amplification volume.
  8. mickeymen

    JSRS4 - APEX 1.2

    The sound of mine explode inside the vehicle - the only one effect that needs adding. Other sounds(from listed me) getting already have! Thus, if you can't add an not existing sound, then you can easily increase the volume of the already existing sound. Just my guess. ;) Of course, I don't see how the configuration of your mod, but I can only assume, that the sound volume may not be a problem for you. Please try to do it also. It will raise the simulator of ARMA3 to a new level!
  9. mickeymen

    JSRS4 - APEX 1.2

    LJ Please make the enemy hit sound more louder, when the player is inside the vehicle. (first person view) I mean enemy heavy weapons and explosions - 120 mm cannon, RPG-Rockets and Missiles, grenade explosion(almost imperceptible), mines(not exist in general) During the battle, when the vehicle moves, the sounds of this hits is barely visible, because the player hears many other sounds (self gunfire, vehicle engine , radio etc) I tried to test using: > enemy AT-rifleman(RPG-42), when this weapon hit into a armored vehicle with the player inside. > enemy tank (120- mm cannon), when this weapon hit into a armored vehicle with the player inside. > enemy AT-mine, when a armored vehicle with the player inside, run on the enemy mine > grenade explosion, when the grenade explodes under a armored vehicle with the player inside. In all cases, the sound is too quiet or missing altogether. I think the player needs to hear a louder blow, in order not to miss enemy impact. It would be great to hear ringing in your ears (simulating injury of hearing) Thanks :)
  10. mickeymen

    JSRS4 - APEX 1.2

    Dear LJ, I didn't know you were planning this detail or not, but it would be great if it was in DragonFyre! Not exist mine detonation sound, when player located in the vehicle (first person view) and if this vehicle run on the mine. Any vehicle (car, mrap, tank, apc, truck) Thanks... :D
  11. mickeymen

    JSRS4 - APEX 1.2

    LJ, How I understand not all of the sounds set to silent. For example Two Heavy Machine Guns (Marksmen weapons)in the Eden release are no has supressor sounds, when firing with sound supressor, but the player continues hear the standard sound as at shooting without silencer. PS: Overall I want to say, great release! The battle sounds at greater distances fantastically attractive! I still would like to hear a decent sound of falling/destruction buildings, because vanilla sounds of destruction, almost inaudible. Also! we got the sound of hits in the vehicle, when the player is in and play from the first person, but still there are no sounds if the vehicle detonates a mine. I hope this will be implemented also. Big thanks for this great work!
  12. mickeymen

    JSRS4 - APEX 1.2

    Can confirm this/ I also have this problems.
  13. mickeymen

    JSRS4 - APEX 1.2

    There was a lot of talk about what is the "best" or "worst" release. I think it's not the worst and not the best release. Probably it has its strengths and weaknesses ;) At first, I did not like the sounds of explosions (I still think that the vanilla explosions sound better), but when I played as the tank-men, I was pleasantly surprised. There is great news. Sounds inside the tank is super. And main news! Now we have the sounds of enemy hits in armor, when the player is in first person!!! I was expecting this since the beginning of the first version. Thanks LJ!
  14. mickeymen

    JSRS4 - APEX 1.2

    I do not wish to criticize the work of LJ, because really respect his work. DF is my favorite mod, but as seems to me, the Eden release has some issues. what I noticed also: I noticed that now(Eden version), unfortunatelly the grenade explosion sounds, worse than version 2.5. Now there is no difference where a grenade exploded inside building or not. In version 2.5 I heard more echo, if the grenade exploded inside the building, but now I can't hear :( Also now in the Eden version after grenade explosion added sound of falling sand that appears after each explosion(even when the explosion was inside the house). Before I had not heard this/ It might not look realistic when a grenade explodes indoors. Has anyone noticed this as well?
  15. mickeymen

    JSRS4 - APEX 1.2

    Totally agree!
  16. mickeymen

    JSRS4 - APEX 1.2

    When I say - "There was too little time to create a version of Eden. Probably LJ was in a hurry" I was just trying to explain the reason for a bad release (if we have complaints from users!). What in it ridiculous? Or you have another reason for a bad release?
  17. mickeymen

    JSRS4 - APEX 1.2

    I think you have all chances to be better than vanilla, but you need to spend a lot of time. Your work has already been better than vanilla, several times.
  18. mickeymen

    JSRS4 - APEX 1.2

    There was too little time to create a version of Eden. Probably LJ was in a hurry
  19. mickeymen

    JSRS4 - APEX 1.2

    LJ thanks for the new release. I noticed that currently missed sounds at shooting with sound supressors for hand Heavy Machine Guns (Marksmen weapons)
  20. mickeymen

    JSRS4 - APEX 1.2

    I try to wait. ;) Unfortunately, for me the vanilla game without DragonFyre not look full. But I agree with @rekkless, now the vanilla grenade explosion sounds very very good.
  21. mickeymen

    JSRS4 - APEX 1.2

    Thanks for your work, my friend
  22. mickeymen

    JSRS4 - APEX 1.2

    Update 1.56 kills DragonFyre mod. After this update I don't recognize my favorite sounds of fire from some weapons. In particular mean shooting with a sound supressor. This Sounds have become quieter and more flat. As I understand it, the mod will no longer work as it worked before. I use stable version/
  23. mickeymen

    JSRS4 - APEX 1.2

    Hi LJ. From the first day I'm a fan of your mod. Thank you, for the good work! Now we have version 2.5, but we still don't have the sounds of hit (heavy shell, all missiles, in general all weapons in the game) , when the player is inside any vehicle (first person view). Without these sounds simulation within all vehicles is a poor. By the way, you promised to do this, after the release of the first version/ Also, there is no any sound of building collapse. As it seems to me, Unfortunately, this is the weak part of the mod. I would like to know. You can't do it, or You don't want to do that? Have any chances to get this in next versions?
  24. mickeymen

    JSRS3: DragonFyre

    I'm not king, I'm just the person asking the question and waiting for answer. I'm not from the idleness recorded my video. I recorded it for you. so I wanted to know your opinion.
  25. mickeymen

    JSRS3: DragonFyre

    Hi, LJ! You still didn't answer me. I would like to know your opinion. Do you think that the loudness of sound of heavy wapons hit (when player inside vehicle) is sufficient? Or all the same you will agree with me and will try make it more louder? I have provided one example, when vehicle, with the player inside gets hit from AT-missile:
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