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tpM

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Everything posted by tpM

  1. Hey, I already posted this to the CUP thread, but seeing now that we have a terrain-specific topic, I thought I post it here too: "I noticed recently, while playing around in the A2 terrains (Utes and Bukovina), that you get inappropriate environment values. You can test it easily with loading this script on the given terrain: You'll get insane forest and/or houses values (very prominent reverb/tails) when firing from an open field. " I guess it's something with the old trees/houses config.
  2. Hi, I noticed recently, while playing around in the A2 terrains (Utes and Bukovina), that you get inappropriate environment values. You can test it easily with loading this script on the given terrain. You get insane forest and/or houses values (very prominent reverb/tails) when firing from an open field.
  3. ^If it is so, my suggestion would be to create nice firing sounds just per caliber / weapon family, and then the special character could be added by designing unique mechanism (closure) layers for each gun.
  4. tpM

    JSRS4 - APEX 1.2

    Sorry if it was asked before, but what does "reflector" mean in this context?
  5. What can you expect from a gun named after a grocery store-chain... xD
  6. tpM

    Faces of War [WW2]

    (but a modeler doing custom objects for our terrain would boost the process and motivation a little bit.) ;)
  7. tpM

    Faces of War [WW2]

    We're a bunch of evil women, collecting bleeding hearts.
  8. I would be very happy if the other controller keywords and options (like "rocks", "night" and "format [ ]" etc) would be allowed for weapon related sounds. Currently, if you add one of these to the volume of a weapon related soundShader, it's whole soundSet gets muted.
  9. tpM

    Faces of War [WW2]

    What we're really looking for nowadays is a talented modeler who would make custom assets for our terrain(s) and German voice actors with proper recording equipment (=meaning they could record all their lines in consistent good quality).
  10. ^Oh, thanks man, I owe you two beers now. :D
  11. tpM

    Faces of War [WW2]

    Ain't happening guys, sorry. But look how nice Sten we have:
  12. It's me again. :D My problem now is that doesn't seem to matter how insane values I define in a rangeCurve, further away the samples still play at a very low volume. The higher volume I give to them, the more they become distorted, but their volume stays the same - very low. I would like to keep their original volume and only loose higher frequencies with distance - any ideas what and where to define or add to achieve this? currently, it looks like this (i mixed in the original sample for comparison) range = 1700; rangeCurve[] = {{0, 0}, {70, 0}, {100, 3}, {1700, 4}}; I've spent the last two hours tweaking these values, but the sounds stayed at the same volume - they only got distorted and compressed more.
  13. tpM

    Faces of War [WW2]

    Story of a Casing
  14. tpM

    Visuals and sounds..look at "Squad"

    Tell me, what is so special about it? To me it's just a mid-distant recorded pop with a pre-set reverb sample (I guess environment SFX works the same way as in A3). Surely, BI would be able to do something similiar if they wanted to. Edit: I was bored... :D www.youtube.com/watch?v=xWFMgaCE1n4
  15. tpM

    Visuals and sounds..look at "Squad"

    If BI made similiar sounds for rifles, everyone would be mad at them for weapons sounding like "toy guns" "bb guns".
  16. Hi, I have a bit of trouble. I've created a sound config for a new weapon based on BI's values, but certain sounds simply don't play. There are no errors, no missing files, they simply just never appear. I'm almost sure that this has to do something with the soundShadersLimit / limitation params, but had no luck finding the exact cause. Only two sounds playing: the shot sound and the "meadows" reverb, even though I have trees, forests and everything else configured and nearby... I've tried erasing these limitations, raising and lowering them, but only the same two sounds get triggered, and I'm out of ideas.
  17. tpM

    Faces of War [WW2]

    No luck man. We're allergic to palm trees.
  18. tpM

    AI Discussion (dev branch)

    It would be a pretty bad joke because we definitely need this for the jungles of Tanoa...
  19. Sorry if I wasn't specific enough, I noticed this with weapon sounds. I mixed a certain noise to the right channel only, and ingame I can hear that on the left. Can't show examples now.
  20. Dunno if you guys notice it already, but the channels of a stereo sample are "reversed" in the game. The left channel plays on the right, and vice versa. Don't know if this will be fixed, or shall we just adapt to it and swap channels in our samples before feeding it to the game.
  21. tpM

    Faces of War [WW2]

    Keep in mind guys, that besides talented modelers, animators and coders, we also looking for a credible historian or military advisor of that era. We aim for authencity where possible. Oh, and British/German/American voice actors too!
  22. tpM

    Faces of War [WW2]

    Hey there, I always wanted to create sounds for WWII weaponry, and now with the improvements brought by Eden update, I'm more than excited about it... Hit me up if you are interested and we'll talk.
  23. tpM

    Make Ai to fire

    Try the "forceWeaponFire" command: _shooter forceWeaponFire [weaponState _shooter select 1, weaponState _shooter select 2];
  24. Funny to see this shit I made years ago as a positive example of audio in Arma. You guys are so faithful. I love you all! :D <3 With the recent changes in the sound engine, things became a bit easier. I just got to use to this dynamic mixing of layers... In ACSE I had to use a pre mixed sample for the given situations, meaning we had for example ak74_1p_woodland_houses.wss, m16_forest_medium_muffled.wss etc and while it meant a great hussle, at the same time it gave me a certain freedom and control. Still, I love the new sys BI implemented (or shall I say: started implementing) and if there will be ACSE one day, it will mainly be powered by the stock audio engine.
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