Aeon
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Everything posted by Aeon
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Let's hope this "bug fix" will come with the next BIS's patch.
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I've planned to feature every BIS original faces. (the work will be long so do not expect a release soon) I probably will release a .jpg set for MP custom face, but I need to know wich sizes I should aim since servers may reject too large custom file. I wonder if it is possible to insert custom faces inside a campaign ? If yes I would considering providing an open source solution about hi-resolution face (1024*1024 .paa). <span style='font-size:6pt;line-height:100%'>(WIP, final may change)</span> Sorry no full-colored chameleon skin! I let the community handle that later by providing balaclava and ghillie suit unit. Those camouflage faces are only intended for infantry units wich have to sneak a little during manoeuvre (ambush, scout, fire and duck mission). Since stealth ability is less important than for infiltration/sabotage SF mission, their camouflage are also quite basic and light : 2 colors only, no paint on arms (if it does mind you, use units with long sleeves), no paint on neck, no paint on eyelids and ears... (because they know how annoying it is to remove this sticky sh*t)
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There is no routine handled by the game to transform a sound in this way, so you have to try to create those sounds yourself with any audio editing software. Also I suggest to mix them with a "white noise" (you could extract and re-use the one from BIS)
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Dynamic sound ambience help needed
Aeon replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
easy would you ? - vanilla ArmA: all right understood, nothing to say more. - promotion: Sad you think so. I had an idea/suggestion about the default OPFOR language. Sorry I would not have to expose it, nor illustrate it. (previous message edited) - contribution: Since now.....no chance anymore. bad karma, horoscope, who know why... -
Dynamic sound ambience help needed
Aeon replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
Ok but what I mean is : let's admit you will have a Russian voiceset just like CarlGustaffa suggested, if ever a mission-maker use... BWMod as OPFOR then he should not use your module on it, or if he does BWMod units will speak Russian. In my opinion it would have been a good idea for Operation Flashpoint, but not anymore for Armed Assault. BIS default OPFOR live in Sahrani, and according to the billboards and village name, their language would seem close to Spanish (but it is not Spanish) Remember William Porter blog ? Well, I guess it's called "Esperanto" and the sweet thing is this language sound quite Latin. - edited , find yourself -
Dynamic sound ambience help needed
Aeon replied to Balschoiw's topic in ARMA - MISSION EDITING & SCRIPTING
That's the point. (I think only the community would provide a second voiceset) Also you should you see farther, this OPFOR voiceset would fit with BIS default OPFOR troop ? then how could we use your module when (reel and modern) Russian, or Iraki, Afghan, European, or any third OPFOR addon will be released... -
If you stand right on this SFX you should hear it (at least). Did you wait enough ? because those sounds are spaced out with silence. -- <span style='font-size:7pt;line-height:100%'>setup: Hercules Fortissimo II sound card / headphone Technics / Adobe Audition software ...Electricleash, you should try headphone instead speakers, much better - even for your neighbors</span> You can't hear just "extraSFX - gunfire" (but assuming others environment SFX are ok ?)... weird... I stand by for further users report about that issue. -> BIS combat ambience never work even after 1.05 patch, file still missing.
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I use a old -but good enough- PCI sound card. Believe me I tryed my best to amplify SFX without streching their audible range. Although they could feel louder and discreet... However you could have a comfort game : "playing" (camping or dig-in) near a SFX without the same harassing sounds in your headphone. -edit I think Hardware acceleration doesn't affect volume/range, but EAX option does. (need confirm about EAX effect on cfgSFX source)
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Have you checked the "UNIT" list (on the right) once you selected the proper "EMPTY" - "OBJECTS" or "SOUNDS" ?If yes, please inform me about the language of your Armed Assault (might be a stringtable/translation bug?)
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Sounds (SFX) : -"Radio Accion" (civilian / North Sahrani) -"Radio Suno" (civilian / South Sahrani) - Army radio - House (safe) - House (danger) - Tent Environment background sound : - presence - urban - gunfire - heavy attack Well I doubt this would really help The "Read me" is rather a "How to...", since no one can't post a screenshot of a sound , you have to try it finally -- (wich ones? "house" I presume) It's because how works ArmA sound engine. If I had to increase db+ parameter (volume), sure you would hear them more BUT you would hear them aswell far away! (streched distance). It would be unrealistic to hear a baby crying at the west end of Corazol while you are at the east end.
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<span style='font-size:7pt;line-height:100%'>UP! file online & available, thank you for your patience</span>
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I knew that but yet no about : volume = "meadow*(1-rain)*(1-night)"; (OR volume = "meadow*(1-rain)*night"; for this second example)
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I wish to know more about the parameter "volume" inside CfgEnvSounds. What is its utility ? and how it work ? (since the sound volume is already defined with "db-/+" parameter) <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class Meadows { name = ""; sound[] = {"", db-85, 1}; volume = "meadow*(1-rain)*(1-night)"; }; class MeadowsNight { name = ""; sound[] = {"", db-85, 1}; volume = "meadow*(1-rain)*night"; };
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According to biki, DSSignFile will tag and assign signature for each addon, what will happens for those early and released addon ( without signature) ? * *(assuming server will have verifySignatures=1; )
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I have a question, it would be a clue for futur voice actors... <span style='font-size:7pt;line-height:100%'>(we know publishers could "localize" subtitle or/and voice. So let's stick to the current version released)</span> Civilian/Resistant with OFP:R spoke English with "Eastern" accent. According to the name of Sahrani's towns, would they now speak English (or else) with Spanish accent (or else again) ? ?
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Sure I read your article : </span>So, is it a preach or a request ? As I said it would not be in ArmA (can't work with soundFly[]={};)
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really ? what is your source because this was impossible with OFP, and I don't see how this could be with ArmA. (according to their sound engine)
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WHY ?! Why do you opt for a third addon requirement (with all disagreements implied) I suggest to make a simple webpage with values. Addon-makers could visit it, and correct themselve their cpp upon those standards.
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By waiting Armed Assault, let's try to imagine North and South Sahrani factions flag. I don't know if that could lead us anywhere, but who know... What do we know about the background : - South Sahrani is a democracy, but/or with monarchic influence (?). Landscape is arid (much sand). Building architecture have a mild arabian touch. - North Sahrani is a post-Soviet regime. Landscape is more green with mountains, economical statement is probably worst than South but its army force excel. Here my flags : North Sahrani South Sahrani
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Any downloadable ArmA comref ? (for offline consultation)
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As written in the title, I would like to know how my choppers could be targeted and engaged by infantry machine gunner. I looked at its config.cpp but I didn't find...
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I saw many suggestions about sound engine, but I'm afraid the ArmA engine will remain almost the same as OFP, so it would be hard to implement process such reverb,delay,etc... I think about a light modification wich could improve the possibility of the game : Allow severals (2 or more) SoundFire entry inside each weapon class. Actually a weapon gunshot play an unique SoundFire parameter. With SoundFire1, SoundFire2,... the core would choose randomly one of those sounds for each shot. I'm not sure BIS staff at this stage of development could double the number of sound with new ones, but at least it would be good later for addon-maker
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hi [TheOne], nice work. Any beta available ?