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tpM

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Posts posted by tpM


  1. 4 hours ago, TAIGAR0120 said:

    Hello, I'm a Japanese ARMA player who often plays WW2Coop.

    About the Type 92 heavy machine gun.

    After taking it apart and interacting with the arsenal, reassembling it puts it on a stick.

     

    Any plans to fix this?

    Hi,

     

    Sure, we'll take a look at it.


  2. I'm still tweaking and tweaking the sounds, as well as weapon behaviour. Managed to fix the Shotguns, so the buckshot spread and hit effects are correct. Also managed to add unique pump-action sound for both the Ithaca and M1912. Tweaked some RoF values too, like the Type 99 LMG erroneously had it around 650 RPM instead of 800. The high RoF firemode on the BAR is around 630 RPM.

     

     

    • Like 8
    • Thanks 1

  3. Yes, sorry, I was joking.
    For the past 2 years, FoW was being developed by 2-3 people. One of them is me, who can do solely sound related things. Another one is Giallustio, who is a cfg / script wizard, can implement everything from animations to models, if someone else provides content. We are sitting on a few purchased models, but don't have much time currently. We wanted (and still want to) to do a proper comeback with cool updates and such, but without other devs / contributors, it's not easy. Hell we couldn't even find someone to finish / polish our reloading anims.

     

    So the next update is mainly sound-related. We wanted to add a Daimler armoured car too, but dunno if it will make it.

    • Like 2

  4. Ok.

     

    So, we will release a little patch on this Wednesday. It will include:

    - Pak 40 (different camos)
    - New terrain: Gold Beach
    - New Type 92 HMG variants (by variants, I mean suitable for different heights)
    - Static MG suppression / RoF system
    - Panzerschreck
    - New sounds
    - General fixes and improvements
    - Wonky / incomplete reloading anims

    And I tell you in advance, we're still looking for capable modelers, texturers, animators, missionmakers and voice actors.

    • Like 8
    • Thanks 3

  5. ^ Ok at least get through to the first part 😄

     

    Below you can hear the M1 carbine, BAR and Garand from 1st person perspective aswell as the Japanese weapons firing at us, including the mighty Type 92s inside those pillboxes...

     

     

     

     

    It was supposed to be a nice chaotic little firefight under the full moon, but it ended up being a tad bit too dark. Anyway, the focus is on the audio aspect.

     

    As for the reloading anims, well, we couldn't find an anim wizard so they are kinda primitive.

    • Like 4

  6. Hey guys,
    Long story short, for our upcoming update, we're looking for a talented weapon animator (reloading and hand pos.). Your job would be to create missing reloading anims for certain weapons and adjust some hand positions. It might be also required to finetune already existing anims. If you're in the mood and got the skills, get in touch with me or @giallustio .

     

    Ps.: we don't have much time 😉

    • Like 5

  7. Hey guys,

    I've been working on updating the audio of the mod for a while now, and yesterday, to test the overall feeling, I set up a little scenario in editor. It turned out a pretty intense little battle so I decided to record it:

     

     

     

    Apart from new sounds, you can spot our new Type 92 MGs made by @Freelancer, and the static MG sys in action (more details later). Enabledamage was disabled during this test.

    • Like 9

  8. Hey fellas.

     

    What do you think about these sounds? 

     

     

     

     

     

    As you can hear, I even replaced the Garand's "Ping" sound - I found the old one too exaggerated and annoying, ringing like a bell.

     

    I did these recordings at a night / dusk settings to avoid the loud cicadas...

    • Like 9
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