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Megiddo

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Everything posted by Megiddo

  1. Arma 4? Can't wait to hear all about it. Thanks for the news. Stay healthy, guys. 🙂
  2. Thanks for the update!
  3. Thank you for the update. :)
  4. Megiddo

    RHS Escalation (AFRF and USAF)

    Thanks for the update guys. Great work as usual :)
  5. Thanks for these new updates...and improvements :) My humble opinion is that you made the right choice about balancing a bit better the bullet fly-bys, so to say the "snaps and cracks", with a better number of bullethits and ricochet sounds. We've been speaking about that since a little while now and it sounds quite fair with this last update, it seems. Still have to spend more time testing that, but to my sense it is another step in the right direction. Drastically shortening the distance, the radius around the player where the snaps and cracks can be heard, then lowering their volume even inside this radius, and finally diminishing their number, is a good thing. On this point, i completely agree with Cpt.Ghost : A radius from 0 to 20-25 meters around the player seems to be largely enough. Seriously silencing or filtering those snaps and cracks beyond this radius also seems to be the right choice. Beyond the "realism" argument, we could also take the gameplay argument : with several iterations of the mod, we were used to hear a lot too much, regarding the volume, and too many of those snap sounds. their volume was too high, covering and exceeding even sounds that had to be hearable much better than them (gunshots, close to mid-distance explosions or grenades...). So was the number of samples for these snaps. From my humble point of view, it was sometimes difficult, a bit messy, to really know if the player was the target or a mate that is 30-40 meters away. Now, not only we know that we are clearly the target and that the bullets are really close, but the new ricochet sounds also give another clear indication about that. "I am targeted". The wall behind me was hit. The car right left to me took a hit and the bullet made a ricochet. Okay, a gunfight has to be frightening and certainly a bit messy, but gameplay-wise the player now has better informations about his own combat situation. That's only my opinion, but don't hesitate, if possible and if it's also your will of course, to deepen a bit and diversify those ricochet sounds. Maybe a better volume for those that are really close to the player (0-5 meters), muffling a bit regarding the distance...you see what i mean. Also, maybe a bit more diversity about those ricochet sounds, maybe adding some variations for each surface hit, could be another good step. All in all about this point, this last version makes a good job at rendering a bit better the situation of the player. More clearly. The already implemented bullethits and ricochet samples are really nice otherwise. Working on improving the direct environment of the player, the combat awareness and the quality of combat feedback just around the character seems the right way to go. That's great work. Then, also noticed that the filters you made for the distant sounds, maybe particularly explosions, and the mono effect seems to be a bit better to locate the source of a distant sound. On another subject, i'm pleased to hear that your last tweaks, in conjunction with last vanilla updates, seem to have solved the "debris desynch" effect. Now debris are hearable right after the explosion, seems to do the trick very well. Finally, what a pleasure to hear a quad with an actual 4-time fuelled engine :) Many thanks as well to try and begin to cover RHS content, maybe other ones. Those last ones are certainly used by a vast majority of the players, and having such an homogeneity with your content is a real plus. By the way, do you still plan some improvements for the Air content? Choppers, planes, fly-bys...? Really nice work, as always LJ. Your will to continuously improve JSRS, test new things and keep that quality of link with your community deserves total respect. Such as seeing Laxemann and other Quality modders sharing knowledge and advices at the benefit of the community. Keep up the great work, and thank you :)
  6. wow, new Air features, Malden support, fixes and enhancements...Thanks for this nice update. Keep up the great work guys :)
  7. Only had one hour or two in order to try the new version, so i probably missed many details, but for the biggest impressions : - Indoor steps seem a bit too pronounced i agree. Not by the volume by itself, but rather by the effect. Tac shoes sound a bit like metallic heels. It fits well with metallic surfaces of course, but sounds kinda strange on stone or tiled floors. - The new gunshots, the additional effects you added and maybe the sound propagation effects are packing an awesome punch. Love all of them, and their volumes as well. In fact, those last ones fit very well with the "general volume" of ambient sounds and gunfights. The global immersion is better, thicker in my opinion. It is also certainly tied to the environmental system you also applied to stratis and altis. - From what i heard, distant canon/explosion/gunshot propagation and echo effects are awesome. Plain, loud, neat. At first i was surprised that even the gunshots from your teammates that are at relatively close distance, between 0 and 100 meters from the player so to say, had such a volume level and loud propagation effect, but it's very nice. CQB engagements are punchy as hell, but it fits well with both your own gunshots, the enemy ones and here again, maybe this general volume raising you applied to the mod, at least for all that is gunshots/echoes/distant gunshots and explosions. Personally i think that it's even better as it is, compared to the previous version. Now the weapons have a special tone (MXs and SPARs are really different now for example), recognizable, bigger calibers and sniper rifles finally recovered this special punch and echo they had in a previous version (2.5 maybe, not sure). Just a thing, when a building or a scenery element takes an explosion or collapses, you sometimes hear the debris too early, that's not really consecutively. It's as if the debris and the explosion sounds were triggered at the same time. - So many tiny improvements, on volumes, new sound additions it seems...for the weapons, the bullets hits/snaps, the gear or environment effects that seem really nice but just noticed "on the fly". - No errors or weird thing noticed. Will make some more tests in the coming days. From my point of view, that's another notable step ahead. That's not too loud, that's not too punchy. That's great in terms of immersion. Hope you prepare something really special for the jets... :) Thanks for your hard work.
  8. Thanks a lot for your work and dedication LJ. All seem to be nice changes and tweaks. Will try them ASAP, as for now my little playtime is literally eaten by DoW3 (great game btw). Just to be sure (i saw the credits in a recent sitrep about Jets DLC), i'm not mistaken when thinking that you (and some others) are working in partnership with Bohemia and the team behind the new Jets DLC? If so, that's a deserved reward for you, but also for us. I'm sure you'll get the best from the new sound mechanisms about the jets. Thanks again.
  9. Thanks a lot for the updates and your continuous efforts on error fixes :) If i understood well, the steam workshop version is not yet updated with the last 2 versions, cause these are test versions. I made the update manually by replacing the whole @Alive file in the Arma 3/Workshop folder. Encountered this one though : And this one, but i'm not sure that this is caused by Alive. If not, please forgive my ignorance : Thanks again!
  10. Megiddo

    RHS Escalation (AFRF and USAF)

    Thanks for the update. Nice work :)
  11. Hey there, Having frequent error messages since the last update, in particular this one, mainly appearing when i use a good number of AIs. Way less on small scenarios. I'm used to play through editor SP scenarios. I could use some help, don't hesitate to ask if some more informations are needed. Thanks. By the way, thanks for your advices concerning VCOM AI. I'm using it from now on and it's very satisfying. Maybe this error could be tied to the way VCOM can influence Alive? As i often see an "objective" movement waypoint appearing on the game screen, even if i'm out of any squad/group?
  12. Thanks for the new update! By the way, i plan to try a good AI mod again that works great with an Alive environment, now that 64 bit ARMA has better breath. Do you guys have some advices to share about the one currently performing well with this mod? ASR, Bcombat, VCOM? Your choice? Thanks guys.
  13. Thanks for the hotfix and the reactivity guys. Nice work!
  14. If you're playing in single player : - If you have the ADR-97 weapon pack, just copy what is in the Extra/ADR-97 Weapon Pack Official Mod Sounds and paste it in the main @JSRS SOUNDMOD/AddOns folder. - If you have the APEX expansion, just copy what is in the Extra/APEX Content and paste it in the main @JSRS SOUNDMOD/AddOns folder. - The same for the reloading and handling sounds if you're playing single player and don't use servers, otherwise it could cause issues. Noticed two more things : - As it was said, the AI sometimes go "full auto" with some sniper rifles. Noticed that with OpFor mainly. Sounds kinda strange, the rate of fire sounds way too high. Couldn't say if this is normal or not. - About the explosions : sometimes, there is no delay between the explosion itself and the "debris" samples : they're sometimes overlapping with each other, when maybe the debris effects could be triggered after a short delay. Not a big deal.
  15. Well, a bit of humble feedback after some test sessions and missions : With headphones, all in-game levels maxed, windows general volume at a "normal+" 30% setting. All optional sounds, reloading and APEX ones, enabled. To my taste, this is by far your best JSRS iteration. - The environments are alive : The samples are diversified and the volume levels are very satisfying. Wind, Birds, insects, day, night, heavy weather...Special mention for the Tanoan jungle ambience. In a word : Great immersive value. - Your new movement and gear effects are excellent in order to give a good sense of "self awareness" with your character. In 1st person, the 3D effects work very well. The 3rd person sounds are treated a bit differently, the source of those sounds seems more "directional", but it stays coherent, as the camera is placed behind the character. In both cases, to my sense, the volume levels are right where they should be. Not too high, but high enough to "feel" all your movements and how they are tied to the environment. Gameplay-wise, this is a good gameplay feedback for the player, and it favors immersion. Next challenge : Maybe a "holster" sound when switching from main gun to pistol, and the opposite? - All gunshot and weapon effects are simply very well done. The new MX sounds, the AK12 ones, the grenade launchers or the punchy sniper rifles, the heavy vehicle calibers...awesome. The snaps and cracks stay punchy, but keep a reasonable volume level. Distant gunshots effects are well done and the source of the sound is easy to spot. Though, maybe the bullet impact sounds could use a higher volume. Maybe specially when the bullets are hitting different surfaces near the player when he is shot at. Could you make those impact sounds and the snap sounds having approximately the same volume level? Besides, maybe that those bullet impact sounds could be hearable at a better distance when you shoot at something (rocks, wood or metal particularly). I don't know if you can tweak that a bit with distance values or volume levels. - Echoes, distant echoes and reverberation effects are very satisfying : They have some nice punch and the volume levels feel right, particularly in enclosed spaces, between houses, when tanks fire their main canon in the open...And overall in the woods/jungle, where the gunfight immersion is incredible. Even the silenced weapons echoes feel right, from my point of view. This being perfectly realistic or not is not the point. They feel "unleashed", and they're just excellent. An observation though : Explosion effects (grenade, vehicle destruction...), their "blast wave" echo effect sometimes feel weaker in widely opened areas, maybe particularly if we compare them with the said forest effects and volumes. At a good distance, but also at short distance. I guess that explosions (close/distant echoes and blast waves) could use some more tweaks till the final version, and that you're still capitalizing and tweaking on what the vanilla engine has offered recently. - Vehicles sounds are really nice as well. Nothing to say about the ground vehicles, they sound right. Particularly like the pick-up sounds, this kind of V6 or V8 samples are neat. Or the suspension springs that are just awesome. Hearing distances and volumes are nice as well. Just a personal remark : The Quad always sounds as it had an electric engine, and not a fuelled "two-time" or "4-time" engine. Noticed though that some vehicles seem to "occlude" or "obstruct" the bullet hitting sounds too much when you're in : For example, i was shot at with machine guns when being in the IND_F Kamaz, in first person view, and the impacts on the hull, or the windows, were almost inaudible. It also happened when being in armored vehicles and tanks. The same way, i saw a tank coaxial machine gun sending a good burst at a chopper, landed on the ground at maybe 20 or 30 meters from the character. And the impact sounds on its hull were almost inaudible. Here again, maybe the bullet impact sounds could benefit from a better volume level. - You made some good efforts on choppers : Each one has a particular engine tone...The hearing distances are quite good, about 1500 meters as you said, and they have this kind of "presence" over a zone. Maybe you put some emphasize on distant rotor blades effects, but it works well. With this "RC" version, and compared with your previous video, the volumes are quite satisfying. Though, i always think that close fly-bys and the "engine woosh" effect could be a bit more aggressive. More a personal taste than objective feedback for sure. Just out of curiosity, applying some form of "echo" to chopper engines or rotor blades samples is something feasible? On the other hand, maybe that the AH-99 and Kaiman 30mm guns could use more punch, definitely a higher volume level and perhaps a stronger echo effect. Particularly at close or mid-distance, and fading a bit beyond that. Otherwise, the rocket and missile launching sounds are a frank success. Can confirm, finally, that the AH-9 Little bird gatling sounds are missing, both in 1st person or 3rd person, or as a spectator. - The plane's interior effects are still excellent, engines, wind, constraints on the hull, weapons...Totally fond of the Turbofan engine samples for the A-16-4. BTW, noticed that the 30mm gun effects for this one are also missing. Then, to be honest, the exterior effects or engine tones for the planes still need some love. Maybe you're still working on them. Distant engine sounds could use a notable volume overhaul, as well as the fly-by effects. Those effects should tear the air when the jets are passing-by. Well, here again, i'm a bit subjective of course^^. But, in all honesty, that's the sound department where the most could be done, specially in comparison with vanilla sounds. This is one of the last and only JSRS departments where there are some large rooms for improvement i think. - Last point, no error messages noticed in the editor or in mission, and the mod is very "performance friendly". All in all, and as said at the beginning, this is to my sense your best JSRS version. It feels "statefull", "liberated", on several aspects. The whole sound treatment you make in the Tanoan jungle particularly (ambience, gunshots, explosions, echoes, volumes, the whole thing), represents, in my humble opinion, a notable milestone ahead in terms of immersion. A pattern to follow and develop. For me, JSRS is always the #1 sound mod out there. Thanks again to you and the JSRS team, and keep up the great work :)
  16. Holy shit. Guys, just put your character in the Tanoan jungle, mid day, with the AK12 silenced. Then go hunt for one or two OpFor squads you've placed in the woods as well. And just...listen. Environment, movements, punchy gunshots and echoes...That's glorious.
  17. Wow, what a nice surprise! Congrats for the release of this new JSRS version and thank you for your hard work LJ! That will be a pleasure to try this new build, as always :)
  18. Megiddo

    RHS Escalation (AFRF and USAF)

    Including their main cannon if they can do a bloody hit ;) (120mm M256 if i remember well?) Was quite surprised, but i'm pretty sure that the AI also used their tank main cannons at several occasions against flying helicopters lately. Is this a part of the things recently tweaked?
  19. Megiddo

    RHS Escalation (AFRF and USAF)

    Yep, this is Tanoa. Just east of Tanoa Airport. VDV Forces making a synchronized assault from Lami, through the rough roads and the fields. BTR 80 Squad. Once the railroad was reached, the BTR and the GPMG unleashed serious trouble on the BLU forces and some of their apparels occupying the airport. A second BTR squad with GPMG and Marksman came north, from Lifou, and took a good sight and the upper ground on the northern elevation : The day ended pretty well :)
  20. Megiddo

    RHS Escalation (AFRF and USAF)

    The Mi-28 is simply awesome.
  21. Megiddo

    RHS Escalation (AFRF and USAF)

    Having a blast with the new update. So many new and quality stuff : Particularly fond of the new ACOG TA648 MDO (was really awaiting this kind of mid-distance scope) and the TA31 RCO/RMR ACOG, finally a quality silencer for the Glock 17, zenitco AKs, G36, M76, the new sniper rifles are awesome...the whole new faction and the new units, uniforms or vehicles, attachments and scopes, the sound improvements...Great work. That's certainly a part of your on-going balancing process, but noticed that some 7.62 clips and large caliber magazines took a serious weight with the new update : maybe particularly the M107's .50 BMG magazines. 5 in the vest before, 3 now...Better have solid aiming skills from now on and some extra G17 clips in your pockets^^. At the opposite, noticed that some of the magazines tied to some new weapons were incredibly light in comparison : For example all the 7.62 magazines fitting with the new M40A5, the T-5000 5-round .338 magazines, the M76 "SVD" .7.92 mags, or even the G36 5.56 mags...Can embark 2 or 3 dozens of them in a light plate vest...Heh, you're certainly already aware of that and i'm sure it's going to be balanced in the future. Also, i searched a bit on RHS.org, but haven't found the faction code to test the new factions with an ALIVE frame. As i previously didn't use GREF, can someone have the courtesy to remind the faction codes for GREF and Serbian forces please? Thanks again for this great update :)
  22. Megiddo

    RHS Escalation (AFRF and USAF)

    This day is simply blessed. Congrats for the release guys and thank you for sharing your exceptional work!
  23. Megiddo

    JSRS4 - APEX 1.2

    Yeah, i give you that, it certainly depends on many factors like the type of terrain, open environment or urban area, with elements that can obstruct or occlude the sounds, the type of chopper, the speed and the type of maneuvers it has to make, a linear speeding flight or not, the throttle level... From what i saw in an open environment during some demonstrations or certain stressing maneuvers with European apparels at low to mid altitude (Gazelle, Puma and Tiger mainly), i can't really say that the engines are fully audible from 2K meters, you're right, but at least you know there is a presence and an aerial apparel making maneuvers way beyond one kilometer. It's hard to describe in English, but it has a distant echo over a zone and it is particularly hearable at a distance when the chopper is searching full speed or when the rotor blades are really "working" to ensure the lifting of the apparel, when quickly gaining altitude, when this one is taking some important angle to gain speed or in order to make tight turns for example. By the way, those "rotor blades" samples are really well done in the video, particularly at mid distance.
  24. Megiddo

    JSRS4 - APEX 1.2

    Thank you for this new video! Again, just a bit of personal opinion, feedback and interrogations, fully opened to contrary opinions of course, and in no case a complaint of any sort regarding your great work. We also don't forget that YouTube has a detrimental effect on the quality. You know that some of us are particularly awaiting the aerial part i guess ;) - First, the samples by themselves and the "tone" of the engines are really good. great work. - Then, listened the video with a good volume through headphones, and the maximum distance at which the choppers engines or movements can be heard seem quite nice gameplay-wise, approximately between 1250-1500 meters from the player, as you showed with the binoculars. Again, maybe this is a bit more on your end, as YouTube or our personal equipment perhaps don't allow to render the full distances yet. Though, from the strict gameplay point of view, we could wonder if those distances could be a bit longer if possible, and if the sound engine allows it of course (about 2000 meters could be interesting), mainly because the choppers are obviously a very serious threat. Sure, we could consider that an attack chopper has really long attack ranges and that not hearing its engines could be natural if they engage at max effective range, but the player has definitely a tactical interest in hearing the choppers movements or engines at a quite long distance. I personally always considered that Vanilla sounds have never been able to render this part, about all aircrafts, the right way. And if we want to make some friendly comparisons (you're not really competitors but fellow community modders i guess, so why not making some comparisons), the last and great Dynasound version has also the same problem i think. Choppers engines can be heard at 1000 meters approximately, not really beyond this point, at least when we keep reasonable/normal volume levels with our audio equipment. this being a hardcoded maximum distance value for the sounds to be triggered, a balance or volume matter, i don't know, but from this point of view, your next JSRS version seem to have an advantage. I also don't forget that the choppers weapons, maybe particularly their cannons, are often audible from farther than their engines. It was the case with your current version if i remember well, Laxemann did it, and you'll probably continue to do so i guess. Moreover those effects will probably be enhanced with your new echoes, propagation, explosion and debris effects. Can't wait to hear their guns unleashing hell! - Also, i tend to join Devastator_cm opinion about the volume levels, their curve and peaks when the chopper is passing at very short distance : Distance sounds and volume levels sound really nice and seem to have a good linear curve as the chopper approaches or goes away from a good distance, but maybe that a radius of about 150 meters around the player, and specially when the chopper is right above our head, could use a higher volume raising/decreasing curve and peak. Just to render the strong fly-by effect of such machines. Here again, if possible of course. - The last point, (and i bet that you were awaiting to hear about it :)), is the "engine woosh" effect as the chopper (maybe the aircrafts as well) is passing just above our head. After several looks at the video, i just modified this particular comment and it seems that you have improved those effects. They're now closer to the ones from Dynasound, Speed of Sound or even the old A2 Realsound, but they seem a bit shy compared to Dynasound ones for example. You guys share some knowledge and tips about the making of those effects? That's difficult for someone who don't know how the sound engine works to identify what are the sound elements involved in this effect and comment about them... First thing, what is this effect? The engine "whistle", the rotor blades or air friction sounds, a mix of them or a specific sample triggered separately? but if i had to make an observation, maybe that this "engine woosh" effect volume could be a bit more aggressive. Besides, it could probably do wonders in conjunction with the said "150 meters" agressive volume curves and peak to give some more punch to the fly-by effect. Anyway, this is only my little opinion and your work is great, the whole rest is already top notch stuff. Thank you very much for your work and the expenses you make to enhance your sound bank and our audio experience. I'll certainly consider to help you with a little something in return too :)
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