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About vo.2

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    sound addicted

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  1. vo.2

    C0000005 access_violation

    Had the same issue and resolved it by removing FFIS (Firefight Improvement System). Thank me later :)
  2. vo.2

    Arma 2 Sound Modding 101.

    Looking forward to it, OS. One thing you might be interested in: I once tried to achieve the same using the "reload" (not reloadmagazine) sound to simulate distant shots. Works quite good, but crashes the whole sound engine after some seconds of intense firefight, mainly because of enemy MG's. ;) Might depend on hardware though. But keep that in mind and propably decrease the probability of MG sounds to 0.50 i.e. if possible.
  3. vo.2

    VopSound 2.1

    Not included since there are excellent helo sound addons by TangoRomeo and Robert Hammer released. :) ------------------------ Regarding BAF content, could someone provide me the sound config for BAF?
  4. vo.2

    VopSound 2.1

    Thanks a lot. The Mk16 issue has been fixed, but I need to get rid of this dependency stuff first before I'll throw the update out. Could you please attach the editor save file of that mission?
  5. Beautiful, can't wait to rip the sky apart with it.
  6. vo.2

    VopSound 2.1

    Propably a strange issue with the new islands. Classes might be changed in their configs. Did you try Chernarus aswell?
  7. vo.2

    VopSound 2.1

    Dont know much about the retail OA version, but does it install into a seperate folder? Steam version does, and you need to put the modfolder into the Arrowhead folder. Path looks like this: "C:\Program Files (x86)\Steam\SteamApps\common\arma 2 operation arrowhead\@VopSound2.3" Edit: Anything new about the mission needs vops_*_*.pbo issue?
  8. vo.2

    VopSound 2.1

    1. If you don't run ACE just remove the both ACE related files, I thought that would be clear and I forgot to mention. 2. How could I reproduce this issue? I've saved a mission in the editor and exported to missions. I had no required addons entry in the sqm. 3. Weird. Try loading with ACE and it works. :pet5: ....//fixed
  9. vo.2

    VopSound 2.1

    Oh, could you please explain how to reproduce and which addons loaded?
  10. vo.2

    VopSound 2.1

    Since ACEX_SM touches not only ACE but all sounds afaik, it is not recommended to use 2 soundmods covering the same sounds at the same time. For clarification: That applies to all soundmods, not just mine, and has nothing to do with the ACEGuns.pbo's.
  11. vo.2

    VopSound 2.1

    Thanks Armaholic for upload and repacking. Excellent work from you guys. ------------------------ Question: Is an ArmA2 standalone version still needed or does everyone own OA/CO now?
  12. vo.2

    VopSound 2.1

    VopSound 2.3 for OA public release gfLfbR9Ypts Something went wrong with rendering, so no HQ version. Full OA support, new ACE sound replacement (will be extended, just HK416 sounds at this time). Please leave feedback, especially the guys who were quite dissappointed about the last version. It should work with OA standalone and CO, but not with ArmA2 alone. Fixed Wings and Wheeled Vehicles modules will be updated in the future to cover more OA vehicles. I just hadn't any motivation to fiddle around with those configs. As always it is recommended to be used with: Tango Romeos Tracked Vehicles Sound Mod: (ArmA2 version, but works for OA) http://forums.bistudio.com/showthread.php?t=78437 Robert Hammers Heli Sound Mod for OA: http://forums.bistudio.com/showthread.php?t=102545 and MarkXIII's GAU8 cannon sound version compatible with my fixed wings module. Unfortunately its not available anymore, I've uploaded it to rapidshare. http://rapidshare.com/files/404906806/xiii_hifi_gau8_auto.rar DOWNLOAD http://depositfiles.com/files/pa4kosmvn Due to a misplaced sound in config, theres is a newer version of vops_c_guns.pbo available. http://depositfiles.com/files/gztzj2tpv Please replace the one from the VopSound 2.3 Archive VopSound 2.3 VopSound 2.3 modular Release Thanks to: vo.1 (feedback) BIS and BIKI http://community.bistudio.com/wiki/Main_Page Effects volume level ingame recommended: 100% -----------------Installation-------------- !!!!!REMOVE ALL EXISTING VOPSOUND FILES FROM EARLIER RELEASES!!!!!! Create a folder called @VopSound2.3 and inside this one another called Addons in your ArmA2/OA main directory. Inside this new Addons folder you place the .pbo and .bisign files you would like to use from your extracted archive and the appropriate subfolders. The names are selfexplaining. Environmental Sounds: Ambient and Nature sounds Explosions,Snaps and Impact Sounds: Any kind of explosion, bulletsnap and impact sounds Fixed Wings: Sounds for fixed wings aircrafts Footsteps and Gear Sounds: less annoying footsteps and gear rattling for west troops(no more clonketyclonk) Gun Sounds: new sounds for nearly every weapon ingame Wheeled Vehicles: Sounds for wheeled vehicles ACEGuns: Replacing ACE Gun Sounds//NEEDS ACE RUNNING This .bisign files are there so players using properly signed addons can join to that server which requires them. Rightclick on the ArmA shortcut in the desktop or where you have it and select properties. In the target box add -mod=@VopSound2.3 To load more than one mod folder use semi-colons to separate them. (-mod=@mod1;@mod2;@mod3) --------------------------------------------- //////SERVER ADMINS INSTALLATION GUIDE//////////// If a server admin decides addon signatures should be verified, he should add the following line to the server.cfg file: verifySignatures=1 Server admin can decide which addon makers he considers trustworthy by placing their public keys in the "keys" directory. Usually (vanilla installation) there's only Bohemia Interactive's signature, called bi.bikey, in this directory. You can find the Public Key for VopSound in this package in a folder named "Server Key". /////////////////////////////////////////////////// -----------------Changelog------------------ -Configs cleaned up -RPT messages minimized -added OA weapons support -added ACE Gunsound Replacement -revamped guns and atmospheric sounds as requested -added new missile impact sounds -rebalanced volume levels -added new gravel footstep sounds -hopefully no more required addons messages -replaced stupid vanilla pain sounds -------------------------------------------- Enjoy. vo.2
  13. Played it yesterday for about 1,5 hours. Civilian behaviour breaks the atmosphere imo, propably make them running out of the village when shooting starts or the INS enter the town. This would be a common scenario in AFG. Nevertheless, had great fun. Good job.