Aeon
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Everything posted by Aeon
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Inside ArmA2 with Jerry Hopper & Lord. J.Kingsley
Aeon replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
Thank to our host Jerryhopper ! Since your broadcast is becoming a major part for and by the community, I would suggest you two wishs : - Â Please keep going on ! - Â but don't burnout... Bye friends. -
Doe the new "ArmA2 sound engine" support more stereophonic sound file than before, or does it remains the same (just CfgMusic & CfgEnvSounds) to preserve performance ?
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John Carmack tell about DX 10 : (source & link interview : www.maximumpc.com)
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About clutter transition, ArmA 1 grass just pop-up straigthly without any transition effect around player radius. It would be nicer (and without drop perf I think) to provide a short "fade in" transparency effect on the edge. <span style='font-size:7pt;line-height:100%'>PS : Good ideas from Dwarden (noise) and Sosna (bump map) -even if these are most related with ground texture than grass-</span>
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-- About "playMusic nameAndpos" command (source: scripting commands-wiki) : A good improvement for this command would be to introduce a third parameter in the array, where "loop" enumerate how many time the music have to repeat : playMusic [name,position,loop] Examples : playMusic ["Track13", 0, 1] Track is played from the beginning and only once. playMusic ["Track13", 10, 5] Part of the track (from 10'' to the end) is played 5 times continuously (without blank between cycle). playMusic ["Track13", 10, -1] Part of the track (from 10'' to the end) is played to infinite. Untill another playMusic command, or fadeMusic 0. So, mission-makers would not have to manage loop and waste ressource (fill/empty buffer) through *.sqf "sleep X;" wich could be unreliable.
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- If you have no ammo left - If you cannot run away (to find ammo or to escape) - If you are in mortal danger It would not be a coward to surrender, actually I don't see other efficient way to spare your life. But I don't think this kind of suggestion could be implemented in ArmA2.
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well, for what I know I would suggest "Dynamic Range" volumes wich are quite good (or even "EFX-sound effects"). <span style='font-size:6pt;line-height:100%'>but maybe Ondřej Matějka has better stuff (?)</span>
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+1 I would rather like a "eastern europe" context. I mean dirt,snow,mud,cold and grey (like tchetcheni or ex-yugoslavia)
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Do you really believe a sound-designer waste hours on a simple fireworks bang in order to get a AK47-like sound ? -> Most of those compagnies produces "real-captured-sounds", and so most games also. The point is : - Recording conditions (device, distance sound source/record device, reverb, echo), and post proceeds (peak, distortion) - "Sound engine" of the game. ...And for this last, we already discuss about it
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There is no exclusive with immersiveness,realism,and RPG characteristic. But let's try to not blend everything Maybe BIS see "RPG" through... civilians ? A sneak could warn you about recent enemy activity in his neighbourhood, or a danger, or lead you the way to an ambush ( traitor! ) -According to the faction he's belong-
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Arma default sounds are just better than the ones in default OFP (44kHz vs 22kHz) ...maybe not better than later OFP third mod release, but well at this point it is just about subjectivity I guess. Also BIS does not have to hire sound designer guys from mod team, since those guys pick up sounds from other games or from commercial sound libraries. Just like BIS or other game devs does and PAY for copyright.
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Yes I still persist since Dec. 09 2005,11:28 ---------- I don't know if another of my old suggestion match with this fresh one, but here was what I've also suggested : ---------- Now I wish to add another suggestion about Game II's sound engine : to allow and use native stereophonic sounds. I know this would double Sound CPU consumption, but this will still remain negligible compared to Graphic CPU consumption.
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I remember few fonctions : # kbAddDatabase # kbAddDatabaseTargets # kbAddTopic # kbHasTopic # kbRemoveTopic # kbTell I guess they will be implemented in ArmA2 for RPG aspect. So I think basic and game default RPG element would be related to what AI could detect. If a friendly AI is shooting at something, go close to it -> dialog interface : - What's happen here ? - There is a sniper, at twelve o'clock ! Sure this would remind old radio report from our teammates, except we could ask even to AI from another group. Also maybe information could be more accurate : if the sniper have a great AI skill, AI friend could add to its answer "he's a tough one.", or if sniper is wounded "but he's almost done." And so on with : weapon does sniper have, is he fleeing, is hidden, etc... amount of information could result from knowabout value
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Knifes and Garrotes are not only Rambo's weapons!
Aeon replied to [ukf] john r.'s topic in ARMA 2 & OA - SUGGESTIONS
I just say BIS could not add this feature, or should (this is my feelings) better use granted time to develop others -easiest- features, because of the short dead line ( 2008! ). But this does not mean I "hate" [uKF] John R. suggestion, I'm just realistic. -
As you said a .lip is make from a .wav That's mean the source file must exist before, so I'm afraid this could result with uncool problem such continuing HDD access/write (and more data on the bandwidth)
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Knifes and Garrotes are not only Rambo's weapons!
Aeon replied to [ukf] john r.'s topic in ARMA 2 & OA - SUGGESTIONS
I don't think this could be usefull : according to the hearing ability AI have, you cannot get close while sneak behind. Concerning gameplay this isn't very relevant since we already have weapons with silencers. I guess the use of knife/garrot is quite trivial IRL or at least for ArmA 2 game -wich should not be a new Splinter Cell- -
I think it would not be hard to make the smokeshell to block AI sight. It could be without script/code, just with model. See the picture below : Imagine surface (simple square) wich could block AI sight ("view geometry" or something sound like?), then set those surfaces on axis in order to occlude part of vision whatever the direction/orientation -use your brain- Now if those surface would be large enough, and if in the center there would be the smokeshell model grafted. Then each time that ammo would be thrown, it would bounce or fall just like usual smokeshell; So half of the blocking surfaces would be "burried in the ground" while the rest erect above and provide basic block AI feature.
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Hello, I've released a tutorial wich is intended for addon-maker (texture artist), in order to find and select the most furtive color for camouflage - according to the island where the addon is planned to be used - This tutorial is based on Sahrani since no other island available, but the method could works with other island or with more colors scheme than the just 3 I've defined here : Find more explanation and procedure on www.armedassault.eu South Sahrani : North Sahrani :
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About NWD_RealDispersion, and specially about mounted weapons (on vehicle and static), I would suggest to not match dispersion values with the theoretical values. Because ArmA doesn't manage recoil for vehicle/static (exept tank gun or grenade-launcher). So a greater dispersion setting for vehicle (as that was in vanilia game?) could compensate that.
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Don't worry, I don't even think someone could notice it. About Esperanto it's not really so easy for a beginner (like me) to translate sentences from my native language, but the worst could be, IMHO, to find voice actors (SO rare! )
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according to the webpage, the Majoro is the "cefkomandanto" (a chief-commander, or kind of leader) of a "Bataliono" ("Armeo" the Esperanto word for "Army") No I didn't write this wiki page, I just found it as it is.I just made the abbreviations (bracket)
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(well, neither US nor Spanish) I suggest you to check this page -Esperanto language- since Sahrani inhabitants are supposed to speak something like that. So I would purpose : -soldato (sld.) -kaporalo (kpr.) -sergento (sgt.) -leutenanto (ltn.) -kapitano (kpt.) -majoro (maj.) -kolonelo (kln.) good for you ?
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voted and approved
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To learn more about this addon, check the "Read Me" file. >> Download from www.Armaholic.com << (extraSFX.rar 13Mo) >> Mirror#1 << <span style='font-size:7pt;line-height:100%'>extraSFX.rar MD5 checksum : 4c9efee00a977d2d32593f9887a89607</span>
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<span style='font-size:12pt;line-height:100%'>*UP*</span> (UPDATE v1.1) Download links on the first page