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swtx

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Everything posted by swtx

  1. https://forums.bistudio.com/topic/191853-fmod-in-arma-3-a-more-civil-discussion/ For those of you interested. Please check out my thread in Dev Branch regarding integrating FMOD into Real Viruality and ARMA 3.
  2. That got it ! Thx for help :)
  3. So I downloaded the Apex preview on Steam and it wont let me play. Arma 3 is asking me to purchase the DLC through Steam before I can play. How do I get around this? so I can check out the new assets ? Again, i did purchase Apex a couple of months ago at the BI store. Thx for your help.
  4. swtx

    Bullet Tracers and ArmA 3

    Here is some tracers I made way back in the day. It was part of my mod for B17 Flying Fortress. You could base your artwork on these :D They looked good in game especially when they are coming at you :)
  5. FMOD is a audio creation software suite designed especially for video games. It's really a audio standard that includes editing software and a framework that can be integrated into game engines like UE4 and Cryengine. In my humble opinion the firing rates of weapons in ARMA 3 are lacking a sense of smoothness and realistic cyclic rates in automatic weapons in game. I think FMOD would solve that problem. It offers hyper realistic fire rates in both burst and full auto. With that being said it's going to be interesting to see how the new sound engine is going to help with the ongoing issue of accurate cyclic rates when the Apex DLC is released. I'm a patient guy and I'm willing to wait and see. Would the community and Devs support the integration of FMOD ? That's the question I'm asking.
  6. Ive already started a thread over at Dev Branch. https://forums.bistudio.com/topic/187965-fmod-in-arma-3/ We will see what the new sound engine will have to offer. If we're not happy with the results, the we can push for a sound engine Like FMOD.
  7. swtx

    FMOD in ARMA 3

    We will wait and see what the Apex DLC has in store for us first. Thx
  8. swtx

    FMOD in ARMA 3

    That is true but I'm simply presenting an alternative standard to the existing weapon rate of fire in A3. See the short video for a comparison.
  9. swtx

    FMOD in ARMA 3

    Yes it does. The FMOD standard actually streamlines the weapon sounds in full auto into a package that is easier on the engine to process. If we can get enough support from the community and the developers it is actually realivily easy to integrate into the engine. I will see if I can post an example of both the ARMA 3 standard and the FMOD standard so everyone can see the difference between the two and how much improved FMOD truly is.
  10. I couldn't agree more ! I would like to see buildings and vehicles with updated damage models and Physics capabilities. ( I would love to see a procedural damage engine implemented, like the one in The Division). Full breaching capability on building doors and compound walls. I would also like to see more static machine gun variants, with the ability to place them, manned in windows and doorways on the map giving the gunner the ability to scan the field of fire. I could go into great detail on my DLC wishlist, but these are just a couple of my wishes.
  11. swtx

    RHS Escalation (AFRF and USAF)

    Congrats on the release. I do have a couple bugs and I'm hoping someone can tell me where to post. Thx in advance
  12. swtx

    Any old farts playing Arma 3?

    Yep, I turn 50 in January. Been playing since the OFP Demo came out back in 2001. I look forward to another 50 years of ARMA series. Just think what this game will be like in 50 years :)
  13. Lax, Again thank you for your hard work on this outstanding sound mod. I have on simple request, could you add incoming Arty and mortar sounds. Different incoming sounds for submunitions and smoke rounds would be super to enhance overall immersion. Thx in advance, Swtx, out !
  14. Outstanding Lax, I gave it a try and have to say it's the most professionally made sound mod I've ever used in Arma 3 or any other FPS. Looking forward to the framework release, hopefully very soon. :)
  15. swtx

    Sound modding tutorial?

    I don't believe there is an actual ARMA3 sound modding tutorial. What you need to do is google realistic ARMA 3 jet sounds. There have been a couple of the sound mods released. Download them and depbo and take a look at the configs and sound files to get a better idea on how you can create your own add on. If you need to use the creators config as a framework for you own mod, be sure and contact and ask permission to use their configs and or scripts for your own project.
  16. Lax, I'm really looking forward to the initial release. I want to ask you if you will include incoming Artillery sounds for mortars and heavy self propelled guns? It would be great to have unique incoming sounds for HE, AP, smoke and submunitions. I'm planning on releasing my own sound mod based on your framework. My custom sounds are ready to go just need just need your configs to bring it to life. Thx again for your efforts and I hope we will see Dynasound very soon.
  17. This mod is going to be a nice addition to the community :). Can hardly wait ;)
  18. I was trying to add my own weapon sounds to RHS Escalation and was having the same issue. I think it's a sound engine bug. Devs are reworking and updating the sound engine as well as the default config parameters. If you give it some time I'm sure the issues will be addressed in a upcoming release. For some reason the engine is not picking up certain sounds even though they are correct as far as their requirements to be played and heard through sound engine.
  19. Please post the config and let's take a look :)
  20. Love the cinematography and the color grading in the original Matrix movie. You can reference the effects by googling still photos from the movie.
  21. Which sounds are you having trouble with? You have multiple sounds listed in your config :)
  22. I have noticed with this particular game engine, that the cyclic rates of battle rifles and subgun's has never really been accurate. always a little slower and glitchy compared to other FPS like the Battlefield series or even Call of Duty. I am hoping by posting this that Dev Branch will take a look at weapon firing rates and bring them up to more realistic standards. Take the Vermin subgun or in real life the Kriss Vector Mark V. The actual cyclic rate of that particular subgun is 1150 rounds per minute, making the in game version a tad bit lacking in the high rate of fire category. it also sports a two round burst mode instead of a triple burst depicted in game. The MX which I believe is highly based on the M4 carbine and the SCAR and the MAGPUL Masada is not reflecting an accurate cyclic rate when firing in full auto. The rate needs to be higher and more stable (without glitching) to reflect the actual rate of a modern combat rifle. These are just two examples out of many that i could give. It would be nice if there were a config value that would allow the Cyclic rate of combat rifles and subguns to be modified based on real world values. Thx for tuning in, Scott Out :)
  23. i'm not going to disagree Paramed14, just saying it would be nice if the end user could adjust the cyclic rates of the rifles, pistols and subguns in game. Nothing more nothing less.
  24. I think updating the weapon configs to allow modder's to adjust there own cyclic rates to real world values would fix the problem. RH - disagree with you on the actual ingame rate of the vermin. Take a look at this and I think you will agree :)
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