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Everything posted by Megiddo
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Real Light V5 - ReShade Preset
Megiddo replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here...given the screenshots it indeed looks fantastic and wanted to give it a try. the game simply won't start with this installed...have an updated Windows 7 64 bits, tried to turn off battleye, tried to turn off triple buffering or even returning nvidia settings to default, tried to install the latest update of real light and the personal Solano file (from post #17)...nothing...think i'll have to do without it anyway this looks really awesome, thanks Solano, and feed us with a good video please :) -
Now that's very close to the real deal, your work is truly amazing! If i'm allowed to expose my humble opinion, which is of course opened to contrary statements, the last and only thing which still bothers me is what i call the "thrust range", so to say, the sample played when we press the throttle button which may, as you said, fade a bit with the speed. i only came across 2 interesting articles about sound configs : http://tactical.nekromantix.com/wiki/doku.php?id=arma2:sound and http://www.realitymod.com/forum/blogs/26436/b286-arma-2-vehicle-sound-config-tutorial-introduction.html You may correct me if i'm (probably) wrong, but as i understand it, the "throttle" sample is, in 1st person view, "EngineHighIn", to oppose to "Forsage" (sample displayed at engine start) and "EngineLow" which handles the fly-by/jet wash effect. let's take a look at the video : in order to take off, you apply full throttle (i guess) at 0:33-0:35 for the A16-4, 3:30-3:32 for the A143 and 5:55-5:57 for the Neophron (though the engine thrust and RPM only seem to "open" at 6:10-6:13) Am i the only one to think that they are really shy and quiet? just to compare, i found a really good video illustrating a full throttle effect when taking off (the range stays exactly the same when flying in normal conditions, but exceeded by Wind and stress sounds) (displayed between 0:37-0:45) ;)Noticed you were still working on velocity effects and, apart from the throttle detail, the whole rest of the effects are top notch. great job. For the AI classes you wondered about, i found some, but i guess you already took care of these ones : B_Recon_Sharpshooter_F (MAR-10), B_CTRG_Sharphooter_F (MAR-10), B_Sharpshooter_F (Mk1-EMR), O_Pathfinder_F (ASP-1 Kir), O_Sharpshooter_F (Cyrus), O_Urban_Sharpshooter_F (Cyrus), I_G_Sharpshooter_F (Mk14), B_G_Sharpshooter_F (Mk14), O_G_Sharpshooter_F (Mk14), O_HeavyGunner_F (Navid), O_Urban_HeavyGunner_F (Navid) and B_HeavyGunner_F (SPMG). source : https://community.bistudio.com/wiki/Arma_3_CfgWeapons_Weapons Hope you won't be fed up with my opinions, i'm just quite fond of flying machines! Keep up the great work :)
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watched the video twice again, and you're right, i think i should have said : "and its RPM keeps multiplicating/decreasing as if it was tied to the speed..." guessing that's caused by the lack of velocity controller for the jets as you said, they nearly seem to travel through an "empty space". so i'm wondering if the best advice wouldn't be to untie the engine sound from the speed, if possible of course: on one hand, keeping the engine sound, the thrust range, maybe the rare RPM overspeed which may occur when diving, or tight curving, apart from any speed consideration on the over hand, Wind and stress sounds tied to the speed and growing with it, vibrations at mid speed levels as you said, vibrations and constraints on the hull on long curves at mid-high speed, so we realize the object is linked to its environment and travelling fast through the air (when curving especially). Anyway, think you exactly got the point and end up with the right solution. thank you for your efforts and open mind :)
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finally you waited for the release to go berserk ;) If it's your very decision, well, we'll all respect it, after all there's a life behind all this. But, as you said, you do modding because you like it, and given the great work you have done, and still do, you really don't have to be discouraged by the very few, jealous or short-minded people who can't hide the rest of a thankfull community. Keep up the good work :)
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This. Thank you ;)
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Link is good, but for a reason, gamefront prevents half of the world from downloading their files...tried with a proxy website without success...would be cool if someone has the kindness to make a Mirror, or you'll have to wait for pw6 or armaholic links :) Thanks for the new release OS
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Glad to hear you found the issue. thanks for your efforts
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Well, btw, guessing we can consider BC:Phoenix as the "core files" and others as optional stuff, can we merge those we take into a unique mod file?
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Huhu :computer:
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Except the jet fly-bys strangely quiet for these air-tearing machines, the whole video is very impressive. can't wait to have this quality stuff installed
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That's right, air supply, thermal control, pressurization and avionics cooling are quite Noisy in a cockpit, and agreed, Wind and engine are the major part of the perceived sounds. but i have to agree with Serjames about the sound "scale" compared to speed, for the very reason Gatordev exposes though : after watching the video, the feeling is quite...strange...the acceleration/decceleration effect reminds me a mix of elite dangerous and a race car transmission...i mean, the engine sound seems too prominent compared to the Wind at about 245-270 knots (450-500 km/h), and keeps multiplicating/decreasing with the speed, like in the space "sim", or a race car gearbox. Even if the thrust range has to be rendered by a sound variation, a turbine at full charge stays at full charge and won't make more noise with the speed, but air friction and stress sounds over the hull will... yes, youtube crap, just to get the idea... , or (starting at 11:00 for a good speed decrease effect)...see how Wind and constraints over the hull exceed the turbine sound at high speed levels, and how the opposite happens at low speed?Noticed that it is wip, and not so "realistic" by choice (fluid dynamics and air drag may be very hard to simulate in A3 engine), but, what do you think? the silencer effects on the second video are very interesting...keep up the good work :)
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Don't go berserk and faint before the mod comes out please ;) joke apart, great news, and glad to see the mod comes with such modularity. keep up the good work!
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Glad to see you on your feet again and wishing you a prompt recovery. Welcome back home :)
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Can't wait to try the update. thanks for your hard work and efforts for the community :) a little question though : noticed that the update will come in two variants, one "light" and one "deluxe". in each case, will we have to simply update the older mod, or do we have to replace the old files and take the newest as a new version? best regards
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Megiddo replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ACE is back! Great work guys, thanks for this release :) -
Nice vid, the WIP sounds are very promising. random firefights were quite impressive, the sense of a "living battlefield" is convincing and as a player you seem to compute easely where and at which distance the sounds come from. direct echoing heard from a distance seems to add some very interesting thickness/"flesh" to the sounds and gunfights. agreed with FrankHH about the round impacts. did you obtained this result using distance sounds+direct echo from the new engine, or were you still using enhanced soundscape? (performance related) Anyway, can't wait to see more. Keep up the good work :)
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Better performance is something to be considered imo. by testing marksmen dlc, i noticed that the game now uses indoor sounds, distant sounds/explosions, even what i think to be a (kinda) sound reflection system based on topography/proximity of buildings (the feeling is very different from dragonfyre rc5 though), and the sound engine now makes a difference beetween a player Inside a building (muffled rain effects, gunshots, vehicle sounds), and outside of it. so to say, it covers many features we had in rc5. All of these new effects may have a performance cost, but nothing approaching the delay and fps loss that sometimes occured with Laxeman ES for example (opinion based on my system of course) So LJ, should it be reasonable to think you'll try to stick to the new engine and adapt your effects, or do you plan some workarounds to bring back the "old" scripts? maybe try both to get the the best? Best regards
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RHS Escalation (AFRF and USAF)
Megiddo replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats for the win! Keep up the good work :)- 16577 replies
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if you mean the snaps and cracks effects, they seem to be broken since the 1.40 update, and you hear the vanilla sounds. this will be fixed after the marksmen dlc is deployed i think.
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Fact is, if the effect synchronizes well with the sound and the "rumble" effect, it's going to be a big slap. can't wait to see the update in action.
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If this was for me you're absolutely right. i was just picturing that i wouldn't come at a business meeting and talk about the "state of the art" without some masterpieces to show, even with non-professional partners ;) my apologies if this was too much (end off-topic)
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that's actually very daring of you to emit such a pamphlet right in this thread but, you spoke your honest mind, and this deserves respect... now, here's my mind : You're saying here that "marketing has the power to sell bullshit"...that's right many times, but i can't help thinking you're advertising for yourself with your post, to sell your own. Then, i'm part of these "ignorant" people you're targeting, just a Customer as thousands, if no millions, are. Still, i've been knowing jsrs for a while now, for years...where are your finished products? Sound of Anders, a cooperation? Get your ears into the battle, some samples (as good as they can be) thrown in the ACE mod? MEGA'S soundpack? i Wonder if even a thousand people heard about this one...Do you really think we all are that blind? My point? even if ignorant, the huge majority of people can't be wrong, neither some advised modders, nor a Professional studio like BIS. jsrs is now facing, as a "finished product", years and years of thanks, storms, tweaks, updates and recommandations from the community. you don't yet. Fact. please keep things where they belong to be. Anyways, i wish you the best with your mod.
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That's great news for both the game and your mod. It's a very kind and smart move from Bohemia, and i'm glad your hard work is taken in consideration at this level. Sure you'll be able to dig deeply into the future sound mechanics, and discuss the crucial points seen in the thread: - script implementation and triggering - eventhandlers - balance of volumes, distance, detection and origin of the sounds - performance Get the best from Mnisek :)
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i'm a bit confused about this link, as nothing was said by Opticalsnare since his last post... is this the update he's talking about? i clearly see "R3" and the changelog in armaholic's page, but no confirmed update by the author/armaholic... Can someone clear this up please?
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ALiVE - Advanced Light Infantry Virtual Environment
Megiddo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Totally agree with that. with no offense intended and much respect for the alive team and their valuable work, i'm basically playing arma 3, not alive...the advertise in front of the main menu screen is too much...