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Everything posted by Megiddo
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BloodLust (Version 2022.04.13)
Megiddo replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks for the update! -
BloodLust (Version 2022.04.13)
Megiddo replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks Nice, thanks for sharing :) Tried it in the editor, but doesn't work for me and have this error message when starting any scenario : No entry 'bin\config.bin/CfgPatches/BloodLust.units'. Installed it the usual way with mods and start the mods with the Parameter line in the launcher...I also run Mao's Blood mist...As i'm not a pro, maybe i missed something? Thanks. -
soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for the update. Can you guys confirm that the reloading sound for the Mk20 C is still missing? maybe just on my end...- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
- Noticed the missing reloading sound for the Mk20C, with the short barrel (normal and camo versions). The long barrel version works well. - Also wanted to underline the AH 9 gatling gun : the sample works well if you fire a very short burst, let's say for 1 second or less. A maintained, longer burst makes the sample inaudible until we stop firing. at this moment, you hear the end of the sample and the electrical barrels stopping (great sample btw). Though you said the M134 Gatling gun was on your WIP list if i remember well. - Thanks for the jets :D Just a last word, i saw your long response and you're right. maybe some of us missed to see the entire picture, in particular your point of view. So, forgive some inappropriate words, and be assured that your work, your efforts and the gift you make to the ARMA 3 community are greatly appreciated :)- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Totally agree with Almanzo's observations. That's something important to remind. we're all basically here because we follow and really like the great work done by LJ and some others since years. Of course we're grateful for that. Otherwise we wouldn't share feedback, opinions, observations and questions here, we would just pick up the mod and not even say a word. Only speaking for myself i guess, but such observations and questions, even if sometimes formulated with clumsy words i admit, are just here to say thank you, showing our interest in LJ's work and sharing opinions about what we like, what we think could be tweaked or else. Please don't see things another way when we talk about "realism" or such. Just a sum of subjective opinions, and what i think to be constructive criticism coming from the major part of people in here, nothing else. I'm glad to think that JSRS threads have always been opened to these kind of observations and LJ himself way clever enough to be interested in other's opinions about his work. Even if, of course, his own vision of the mod has the last word. That's perfectly understandable. Honestly i don't really understand this whole debate. A functional community works like that isn't it?- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Noticed that the Mk 20 C (normal/camo) have no reloading sounds. No problem with the long-barrel version. To be honest, there's also something that bothers me about the distant sounds and the echoes, compared to vanilla ones. (i'm using headphones) Hard to explain in english, but i feel like the echoes and distant sounds have less "flesh", less punch. maybe caused by insuficient volumes for these echoes and distant sounds, compared to other sounds (gunshots, snaps)? or maybe the distance over which the sound can "travel"? Or maybe something related to the directions in which the sound is propagating, or its speed? Following these observations, the echo sound itself, for gunshots and explosions, is "shorter" in DF, so to say, it's as if the sound could only propagate itself at a relatively short distance (or at the opposite at an abnormaly high speed). As a consequence, the corresponding "blast effects" feel weaker...vanilla ones are a bit different : The echo/reverb feeling and the blast effects perceived are more punchy, and the echo samples last longer. So, with vanilla, we could say that the "sound wave effect" seem to travel farther, on a longer distance, in all directions. IMO those effects sound more realistic in vanilla. Also, i feel that the source of the sound, its source direction, is easier to locate in vanilla. In vanilla, it's as if an "area of effect" sound/echo was propagating, it feels more solid, tied to its environment. As you discussed with Laxemann in Dynasound thread, it's maybe related to those "soundshaders" or "soundsets", their number in order to break down or compose a whole sound effect, the way they're triggering the sounds, the way they can stack, or the way they can switch from one to the other regarding the distance. idk. it's quite obvious with an open environment, with cliffs or mountains in the background, or even in cities or forests, when the gunshots or explosions are heard from a good distance (400-500 meters and beyond i'd say : to figure it my avatar is in the coumpound above stratis airport on the mountain, and the firefights are taking place in Agia Marina). Even when we shoot in 1rst/3rd person view btw. Just some observations and a personal opinion of course. Tried to explain the best i can... Some of you guys do feel the same about that? Anyways, there are certainly some rooms for improvement with these new mechanics, you'll find the right solution :)- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hell of a changelog! Downloading now. Thanks for the great work LJ, as usual :)- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, imo Bohemia made a good step forward, sound-wise, with eden update. Really like the new echoes and distant sounds. Those punchy explosions, the gunshots, those coming from a sniper rifle for example and heard from a distance, are very satisfying...it's quite easy to locate the source of the sound, its "propagation" effect is well done, encouraging the player to look for a nice cover...very interesting. Don't know if they changed deeply the sound mechanics, and if some ideas were shared between devs and modders to improve and realize these ones, but they're undoubtedly improving the experience and immersion with vanilla game. Well done Bohemia. That's probably why i like the ARMA platform so much. A passionate community, plenty of talented and dedicated modders like LJ and Laxemann for example, able to follow their vision of the sound department, give great mods to this community, and in the meantime nice leads so the devs can continuously improve the ARMA platform for everyone. I see that as a virtuous circle. That said, can't wait to try the JSRS 'eden" update :P- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great news, thanks for the efforts. Tried the eden update on dev branch, there are nice changes and improvements indeed. with JSRS coverage, those new echoes and distant sounds are certainly a blast. Would you mind sharing a little preview video, if you have some spare time and possibility of course? :)- 1214 replies
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
Megiddo replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Very nice work! Congrats on the release guys, and thank you. -
soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great work! Thanks a lot LJ :)- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same opinion about "realism" here : Choppers could be a bit louder, and jets even more. From my humble point of view, a jet close fly-by should exceed all the other sounds, and they should be audible from a greater distance. for now, their volumes are quite low, kinda an immersion breaker for me. Though i understand the 3rd person view argument (but don't give a **** about it, pilots or passengers just have to communicate via radio and push its volume up :P).- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just noticed that the Mk14 gunshot sound is the same with or without silencer : unsilenced.- 1214 replies
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soundmod JSRS4 - APEX 1.2
Megiddo replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you very much for your work and dedication LJ. Congrats on this release! Will give it a deeper try asap, but the few i heard this far is excellent. Special mention for the movement sounds and their volumes, giving some very interesting "flesh" to the avatar, and the environmental sounds : wind, fauna, echoes and how these sounds are interacting is great! Same for the vehicle sounds, your work on the details is impressive. And damn, the gunshots are punchy! Great immersion value here. Very nice job :)- 1214 replies
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In fact, since you admit that JSRS 2.5, being the final version, is about to be completed, extending your great work to some of the best mods out there, like RHS, is a great idea ! Only speaking for myself of course, but except for testing purposes, i'm constantly using your mod in conjunction with some other great ones that could benefit from JSRS, like RHS, Massi weapons, vehicles and units, RH Pistols and rifle packs, so, currently, even if some effects are sometimes missing, like echoes/reverbs and other base JSRS details, or incompatibilities showing up from time to time, with RHS notably, those are going to stay in my "default mod list" when i start Arma 3, no matter what... i built up my missions with them, created saved gears...etc...like many people certainly... As for other very nice mods, for example Toadie's HLC packs, SMA weapons or CUP weapons, let's say the most popular ones, even if they have sometimes some great sounds by default, they could undoubtedly benefit from the JSRS quality coverage...i'm conscious that this is certainly representing a good amount of work and that you need the authors agreements of course, but, at the end, even if all the samples and effects are not replaced with your versions, maybe some sort of "JSRS frame" for those mods could be awesome : i'm quite ignorant about how or if this could work, but hearing JSRS echoes, details and such features, so to say the " general JSRS coverage" being compatible and working with other great mods sound like one hell of a great challenge for sure :) Was about to ask if you ever considered to cover a strategy game with your quality work, but you seem very busy for now :P
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Thanks for this preview video. some observations : - The new footsteps sounds and general volume for the movements seem very satisfying, in first or 3rd person view. these details undoubtedly add some immersion value. they feel authentic. - at 2:10, when you try the rook 40 pistol, the ejected empty cases sound like they're hitting a very concrete, nearly mettalic ground, though they were falling on the grass. that's a bit strange. just a detail of course, i don't know if you can tweak that regarding the type of ground where these cases are falling on, but in this example, a more muffled sound could fit better with a "soft" ground full of grass in my opinion. - The choppers sounds seem promising : they seem to be audible from a good distance (ideally, we can admit that gameplay-wise, the player should hear very well the chopper before the said chopper could reach the range to engage him, at least with its gatling/machine guns). the volume seems to get louder as the chopper approaches, the fly-by effect is here, even if maybe a bit shy. those beasts should roar a bit louder from my point of view, specially as they pass just above your head. Hope that the jets will tear the air as they should in the final version ;) - The vehicle sounds are fine for me, as the pilot you hear the engine quite well, the vehicle seems tied to its environment and react to the topography or the obstacles, very nice. maybe some tiny details as suspension spring sounds or transmission/gearbox sounds could achieve the picture perfectly. we have yet to hear them from the outside, their fly-bys, but your previous work on the rolling sounds or the distant sounds was great. i'm confident. Firefights, grenades, impact sounds, indoor sounds or subtle echoes/reverbs effects, in forest notably, seem spot on. distant gunshots are loud and clear, bullet impacts are punchy, the gunshots in first person view seem well pitched, the whole thing sounds fair. Just my personal opinion, but i can't help reminding about the last scripted version of JSRS, where the gunshots had this "loud" feeling, this percussive effect i was fond of..i mean, it's here, but it seems muffled... scrip related maybe?...great work anyways, the gunfight immersion is here. Hope you'll find a workaround for the distant explosion sound effects. Very nice work, can't wait to test the final version :)
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Wut? no JSRS under the christmas tree? :P Thanks for your efforts LJ, enjoy the festive season and the holiday period! Happy Christmas to all :)
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The whole @mas file is a must have. Great work. thank you very much.
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Some great news. can't wait to try the new version!
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Thanks for the updates of your units packs Very nice work!
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Thanks for the news, sounds great!
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Thanks for the update. Nice job as always :)
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Russian GRU and OMON Spetsnaz A3
Megiddo replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great work! Thanks for the updates :) -
First, thanks for the update. :) Yeah. same here. i'm certainly wrong by ignorance, but is there a way to link the duration of the sound to the exact burst lengh? just like a full automatic salvo with a machine gun, as long as we pull the trigger. A kind of tiny loop or something?
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Yep. If i dared, i would also add that the jets sounds, perceived from the ground as well, should be a good notch above the choppers ones, if possible. ;) maybe you lowered/smoothed their volumes with the new update? Another thing that is missing in my opinion is the "engine scream" when the jet, or even the chopper, passes right above your head. as in this example : https://www.youtube.com/watch?v=17h04ag1YHg at : 0:27-0:28 / 0:36-0:37 / 1:15-1:16 / 1:25-1:26. see what i mean? I wondered if this kind of specific sounds, based on the engine type (as you did for the starting sounds, the general electric turbofan for the A16-4 is great :wub: ) could be implemented and triggered right when the jet passes at the closest distance of the player? with a volume proportional to the distance, the closer the louder? oh god, it could achieve the sound immersion with the jets! deal with it! :) A last detail about the GAU-8 gatling cannon : i don't know if it is related to the sample itself, but even if you fire a short burst, the sample is displayed twice, and don't stick to the actual lengh of the burst. maybe a tweak could do the trick? Otherwise, gave a good try to the new version, and even if some details are missing for now untill the new engine features are built in i guess, the whole mod is very pleasant and detailed. sure it will be a great basis for future improvements. Keep up the great work :)