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Mark XIII (DayZ)

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Everything posted by Mark XIII (DayZ)

  1. Mark XIII (DayZ)

    Project Reality Development

    The plot thickens.... But in a good way ;)
  2. Mark XIII (DayZ)

    Project Reality Development

    Hi, Just a quick question. Who's working on the sound aspect of this mod ? Cheers :)
  3. Nice to see you got this thread up for A2, now we can have the best of all the mods without alot of the grief :) Nice one D
  4. LJF We're very happy your enjoying the mod, as well as YAS. A real shame people don't try harder to figure it out its a wonderful little app. Glad you did though ;) Also, thanks for making cool islands, your new one runs very well considering my pc doubles as an abacus these days... :D
  5. Damn you...Andersson! ..I missed you... LOL but not in the man love way just to clarify....
  6. Mark XIII (DayZ)

    Thirsk Island

    O wow.. This looks beautiful, and winter camo's too... Fantastic work ! I'm downloading now, itching to try it :D Thankyou very much !
  7. AnimalMother92 First thing the choppers. I do everything for a good reason, or at least thats my opinion ;). To prove the point I'm about to make you'd need to try my AH64 sounds and then either my blackhawk or venom sounds.. Lets look at these choppers ingame. Ah64, completetly sealed cockpit. UH60, Front enclosed but rear doors open, and open firing ports... UH1Y, The same as the UH60. Ok, now go try my sounds, you'll notice that the AH64 has dull sounds, nice throbbing bass but not too loud. Also has a mirror of the external main engine sounds, so you get the nice growl but I applied a filter so it has very little treble :D Now the others, you'll notice straight away more cabin noise, and for the most part its quite nasty sounding to anyone traveling in it... But then, with the doors open, you'd expect that wouldn't you ? Even my littlebird has a very high pitch whine in it. Why ? Because thats how it actually sounds. I could have muted it, or applied a dampening eq but I felt like that was cheating.. However, since your not alone in your opinion, maybe I'll do another version for people with sensitive ears ;) Right HiFi complete question, Ok, now I will be releasing an update when I'm happy with the arty. This will be a complete update across the board. I still have bugs to fix and some more new configs for stuff like pipebombs and things like that too add. But when released, it shall be put out as 1 download as well as being added to YAS. Until then I wont be hounding sickboy about anything, he's plenty enough with ACE2 I'm sure you appreciate that. O BTW, I did the C130J too, that will be added :) Anyways, I'm off before I forget its mothersday tomorrow ;) Enjoy the weekend !
  8. Mark XIII (DayZ)

    US Army Special Forces retexture

    Mate... You RULE !! Thanks so much for these, what a cool update just intime for the weekend too huh ;) PS. Just wet myself reading down the feature list and looking at the new screenshots...WOW
  9. Hi, NoRailgunner Yes mate we are, and yes he is THAT good :D.. The thing is, the configs for the Artillery (currently 8 configs) had been passed onto me only a short time after Andersson completed them. Bless him, the beta release was kind of a suprise to him so he had plenty to contend with before R/L swept him away again. So like I say he sent me the configs and we had little time to chat about them, he just said... LOL 'its everything to do with the artillery soundwise, I left nothing out'. This is absolute truth may I add, the only problem he left me with.. I had to figure out what everything did and how it worked ingame, now there is very little info available for sound modding Arma2 but through sheer 'poke sticks at it till it works' and help off afew smart people I got it working. Now, working isn't complete.. It has bugs, I've also had to remove stuff as I stated previously. So is it ready for testing, yes absolutely ! Is it ready for releasing, erm no not quite.. You see, as good as it sounds now, I know when Andersson gets back and gets his head around the stuff I've had to leave for now, it will sound amillion times better. Wow..man I can talk sometimes... Sethos Currently, as you see above, I'm working away at the Artillery which soundwise is done I'm just squashing the smaller bugs I can manage until Andersson returns. Now, I've set myself a time limit here I don't like to do it but it makes sense.. 'If' Andersson doesn't return by the end of April I shall release the Arty as is. The rest of the beta release I'll start to look at myself, although this will take alot longer with just me on it. The fact is, real life takes preference always, you know this I know, but from my point of view if we don't see Andersson I CANNOT better it, so whats the point of keeping it back then ? None :) albertors Life is sometimes very cool, today is one of them days for myself..Someone here knows what that means ;), anyways, I'll be intouch regarding the offer of testing :D Well, thats me signing off, have a good weekend all.
  10. Mark XIII (DayZ)

    WarFX Particles

    Excellent news OS ! I wish I was one of those friends.... ;)
  11. Mark XIII (DayZ)

    Project Reality Development

    Looking very good, I'm looking forward to seeing how this unfolds, thanks for bringing your work to Arma2 :)
  12. Keshman No download links for the old sounds mate, they get overwritten on the download mirror sites. I do keep most of the stuff myself, my own private soundstash... :) If you contact me on msn or skype I'll happily send you what you require ;)
  13. Hi, Hehehe, wow..Thanks again lads for the nice welcome back !!! Cyclone83 He actually knows me pretty well, I'm a leftie :P hehehe Small update: I've pretty much completed all the sounds for the arty now, sadly I've had to leave some stuff out. It seems that there are 2 soundslots for incoming artillery. 1st being a traversing sound 'the whistle' which I have managed to do, then the 2nd which is the close incoming 'or shriek' sound. This is the part that seems to rely on scripting.. Have a look for yourselves.. ARTY_IncomingSounds[] = {}; ARTY_IncomingSoundAlt = 200; So, right now without Andersson about I have NO idea how to use this code so for now I've commented it out of our config. I would very much like to get this working so if anyone knows how, please get intouch ;) Other than the above issue, I've got afew little bugs which I'm trying to work out on my own when I get time. So hopefully if someone gets intouch or Andersson returns we can release it soon. Again thank you so much for your support and feedback its always appreciated !!! Regards Mark
  14. Heya Your current release runs pretty damn well, when you consider the health of my machine mate ;) Damn good job, you've made something stunning now go have a beer :)
  15. Very quickly... Thankyou for your support, its nice to know so many people are behind you ;) So, just to let you know, I'm back. I'll go into details when I have more time, for now just know that the Artillery modules WILL see light of day. I'm working with someone who's helping me make a testbed for the arty sounds. Once we iron the bugs out we'll see what we can do :). As regards to current beta bugs, The HiFi team are fully aware of the majority of them, the issue for us is time and space as we're never all here at the same time, at least for the moment..When we are, we'll start squashing them proper. Again, thanks for the comments ! They help lift a guys spirits ;)
  16. Sad news, I will be stopping work on everything HiFi until further notice, I'd go into the who and why but I'm too pissed off for now. I'd like to thank everybody for posting. It has been fun :D
  17. bensdale The SIX HiFi version is in sync with the addonsync version atm. I'm working on the artillery right now so no further updates will be added to the addonsync just yet. When I finish the arty hopefully Andersson will be back and we can knock out a milestone release and sort out this beta mess at the same time. Since I'm here and my connection's still working here the skinny... Artillery progress as follows: The artillery will consist of 8 modules. These modules will not rely on each other, again this was done so people can use other mods for the firing sounds etc. Module 1 - Arty_Ammo This module contains the 'engine' or traversing sound of each round as well as a closer 'incoming' sound. Sounds have been defined for every caliber shell including different round types. Module 2 - Arty_Hits This module contains all the explosions sounds for all calibers and rounds types as well as having multiple sounds per hit surface (ie, hit wood, hit earth etc). Modules 3-8 - Muzzle sounds These modules contain all the 'firing' or muzzle sounds for each mortar within the game including 4 muzzle sounds per weapon and reloading sounds. Ok so that will be the layout for now, unless Andersson thinks of a better way to split up the sounds. Personally I think this way is perfect :D. I've so far worked through the 81mm, 82mm, 105mm Firing and Hits. I'm currently working through the 122mm then its onto the GRAD/MRLS. I really want to get a beta done so I can test it out and make corrections but time is limited. As always I'll keep you posted. Regards Mark
  18. hehehe, I know its a mess mate, sorry... All will return to normal upon the next milestone release :D And thanks ;)
  19. Mark XIII (DayZ)

    WarFX Particles

    Awesome news OS :D Sorting things out now as opposed to later just makes me say... WAR FX FTW !!!!
  20. Mark XIII (DayZ)

    Immersion Mod (Sound)

    Hi, You on skype or MSN ? If so get intouch, I can help you with some of the config stuff, but scipting requires more brainpower :/
  21. Mark XIII (DayZ)

    IkaR's F14 comes to Arma2

    Hi, EDIT: Thanks..
  22. 11aTony Correct, this has something to do with the required addons I believe. I did make these configs myself :/ On the up side Andersson has given me a replacement configs for all the launchers so consider the SMAW fixed for the next release :D As for the M230 I'll ask Andersson to look at the vehical weapons configs when he gets back. AnimalMother92 I spoke to Sickboy the other night, he's on it :D a wild goat Did you try deleting the UH1 pbo ? That might do it, since its related to that not the ah6 which is ace related ;) Small update Again making slow but steady progress on the arty. ALL the firing sounds are done, including some kick ass MRLS sounds :D I've also completed the 105mm hits...Now just everything else to do.. Looking at what I've completed so far, you can expect at least 400-500 hit sounds when its all finished :) Anyways back to some DIY :S
  23. Rgr that, I'll try and grab sickboy's attention on skype sometime soon. Although you know he's a super busy guy so cut him some slack on getting back to me/us :D
  24. Mark XIII (DayZ)

    WarFX Particles

    Thanks for the heads up mate.. I can nip off to eat my dinner :D P.s I will be back, just incase ;)
  25. We're gonna replace the ace weapon sounds at some point, but for now I'm focusing on the artilery sounds. When thats done, we'll see what I can do :D Note about the arty. I'm struggling to find the time to really lay into it. When you have this many sounds to edit it makes sense to work on them in large groups to maintain consistency, but tbh its slow going. On a positive note, I have sounds done for wp rounds and I'm looking into doing different sounds for the SADARM rounds. Andersson has given me ALL the ammotypes for every arty round in the game so I'm also looking at doing something cool with the flares... But we shall see... On a sidenote, I kinda like the 'Footmunch Friday' Idea alot and have been loving all the 'Air' releases lately..I must do something like that myself :D Anyways, peace all. Regards Mark (who's eagerly looking forward to the new War FX :) )
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