Aeon
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Everything posted by Aeon
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I would know something about CfgSFX : sfxfile, vol, frq, probab, min_delay, mid_delay, max_delay Does probability (random parameter) is local : with different sounds played on different clients at the same moment. Or is the server that tell to all clients "Right now, play Sound_1 (this and not another)" ? We know ogg is a great compression format, but we should not use widely. Some people have noticed important lag problem during MP game while SP running well, the ogg incriminated was a weapon sound (inside an addon). I guess each time that weapon was fired the server told to all clients to play the ogg sound. Maybe a low-end computer (local or server) had difficulty to *uncompress* ogg and drag all others in some desynchronisation issue ? Would this mean every clients send to server a "ready to play" and/or "sound played" signal ? I don't understand much about this, so I wonder if it would be advised to use ogg sound in CfgSFX (my sounds are huge, I have to not let them uncompressed just because a doubt)
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I would know something about CfgSFX : sfxfile, vol, frq, probab, min_delay, mid_delay, max_delay Does probability (random parameter) is local : with different sounds played on different clients at the same moment. Or is the server that tell to all clients "Right now, play Sound_1 (this and not another)" ? We know ogg is a great compression format, but we should not use widely. Some people have noticed important lag problem during MP game while SP running well, the ogg incriminated was a weapon sound (inside an addon). I guess each time that weapon was fired the server told to all clients to play the ogg sound. Maybe a low-end computer (local or server) had difficulty to *uncompress* ogg and drag all others in some desynchronisation issue ? Would this mean every clients send to server a "ready to play" and/or "sound played" signal ? I don't understand much about this, so I wonder if it would be advised to use ogg sound in CfgSFX (my sounds are huge, I have to not let them uncompressed just because a doubt)
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that would make sence that BIS did that b/c they said somewhere that uprooted trees can be used as cover. but that wouldnt work all the time if the trees always fell in the same direction. I'm afraid this will not possible, neither roadblock (unless a road surrender by tree : mathematically after a tough logger work at least one tree should fall in the right place and direction) Remember : I guess you already know what is and will destrtype = destructtree
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Something very important for me , since I'm collecting somes "voices" (intended to be use on mission or addon), I wonder wich accent or pronunciation civil and resistance would get when speaking english. - Hispanic accent ? - Arabic accent ? - Russian/East Europe accent ? - ...or else ? I don't need to know more than this, but if because of the non-disclosure agreement<span style='font-size:1pt;line-height:100%'>.send.me.pm</span> well too bad
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When playing OFP campaign & mission (BIS), the only way to distinguish recorded radio messages from different units was to listen their callsign ("this is Alpha, blabla..."). Hopefully there were severals voice actors. I think it will sound better to mix some background noise in addition to radio white noise. Here's a little demonstration (Papa-Bear is HQ / Alpha is truck / Yankee is armored / November is helicopter / Thunder is plane) : - without background noise - with background noise
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Difficulty settings may increase lifetime of the game, or on the other hand make it more accessible. However it's wise to let the user choose his own difficulty level ("Cadet" or "Veteran", + custom difficulties locked or unlocked). I saw another topic about "jam failure", wich is a good idea, but in my opinion complicated to code or script. Since soldier reload animation is almost the same as it would need for unjam, I suggest to allow player to enable/disable display of magazine and round. (we could still check how many magazine in the gear section) That will force hardcore gamers to count every round fired in order to anticipate reload action. If they don't, an empty magazine at critical time surprise as much as weapon jammed --- Second suggestion : to enable/disable "Auto-hover" (helicopters) from the difficulty settings. If disabled, hovering for a while remain possible someway or other, but whatever with mouse control or even joystick it would be a little more difficult (and realistic) to stabilize, I think this is just what skilled pilot love through those settings.
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Could we have a list of infantry weapon please ? (weapons planned or already made, even if list non exhaustive or prone to change at final release) Or may be a list of vehicle (air,armored,car,soldier cast,etc) ? Until further official news about that, you people could help by reporting what you saw from trailer/screenshot
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First let's review all sounds available on OFP, we have : SoundEngine[]={}; This sound is played when engine on, even if the vehicle doesn't move (idle). It turn off only when engine off. The volume remains the same, but the pitch change according to the thrust of the vehicle. *within class Man it's a bit different (->breath). SoundEnviron[]={}; This sound is played when the vehicle move (by engine or inertia). It turn off when the vehicle is stopped even if engine idle. The pitch remain the same, but the volume change according to the velocity of the vehicle. *this sound seem disabled for class Man -- additionalSound[]={}; Since SoundEnviron doesn't work with class Man, then additionalSound substitute it. The volume remain the same, but the pitch change according to the velocity of man. *This sound is only available for class Man. Contrary to SoundEngine, volume doesn't affect range : additionalSound can only be heard with 1st person view. I request for ArmA or OFP2 to implement a third sound source to vehicle. At least allow additionalSound for all vehicle type, but better would be a sound source only heardable in 1st person view with constant volume and pitch. It would be a great inboard immersive sound just like interior rumble sound of cockpit, cargo, dashboard, ventilation, electric/lighting sizzle, rattle, and many many more <span style='font-size:7pt;line-height:100%'>(...hey people, not much devs messages here, I wonder if this "suggestion sub-forum" isn't just a collect & forget dump for harassing fan boys...a way to avoid to spread requests all over ?)</span>
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This very nice OWP addon use SoundEngine, SoundEnviron, and a new clever one for the rear rotor. For this last one, I guess it use soundServo[]={};, but it isn't very usefull since this kind of sound have the same feature as common others -In my opinion it would have been as well as to mix it within SoundEnviron...so, not much a big deal- And so far none of sounds based on events can stand in for hardcoded 3rd source sound suitabilities like I mentionned (and suggested) earlier on.
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I have a little idea about muzzle flash (I'm not talking about size,during day or not, neither realism). Maybe it would be nice for the next game to code and include a very short animation, tweaking alpha channel or even the shape/brightness. I made a little comparaison render try * - up muzzle flash have 4 frames animation - down muzzle flash only have one (just like it is currently with OFP game) what do you think ? * You should enable loop play from your media player to watch that video
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My suggestion is about footstep sounds. Large area don't match with immediate or localized firefight, but rather with long approach and walk across the island. So while player is on the way he mainly hear his footstep. Operation Flashpoint's footstep sounds fited with other product at this time (2001). Nowday a product with such diversity (about twenty) and quality sound file would appear obsolete. BIS probably will make new ones, but I hope and I wish they will do also for "crawl" movements. Because they don't sound same according to the ground crawling on. Here's a short try of "what could be done" to show you what I mean : -default OFP crawl sound (just for comparaison) -sample on grass surface -sample on rock surface There are many different surfaces (forest,water,gravel,grass,snow,etc...), but it would not be difficult to make one or few sounds for each of them.
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Nature addon released Download For any comment and feedback, please use this thread
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With OFP, severals environment sounds are same day & night, and/or same too on various environments. I think it's a shame to have the use of more occurences than sounds available. My suggestion would be to assign to each occurence (type of environment + day/night) a distinct sound, even if by lack of sound those files might be just a copy of previous with different name. It will help a lot addon-makers to create a kind of patcher .exe wich could replace inside "Dta\sound.pbo" each default sound of every islands by new ones -without changing file name neither modify config.bin- (ensure MP compatibility) PS : we still know very little about the next game, so perhaps the comparison with OFP is wrong.
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My reflexion is based upon "what I saw" from OFP, so I don't know if Armed Assault or whatever incoming will inherit from this previous game, but in case I wish suggest a little idea to the devs. I assigned the second mouse button to "Lock or Zoom" control. The light zoom-in brings a kind of "focus feeling",wich is nice. But you can see farthest again by switching to optic view. This is what I dislike... Assuming iron sight (->without any magnificient scope) should not zoom-in more than the natural eye view, in spite of that all OFP weapons have otpicsZoomMin/otpicsZoomMax 0.35 or less (less mean greater zoom). Since I tried otpicsZoomMin/otpicsZoomMax 0.412 the game seems more coherent. Those parameters with value 0.412 result almost equal to the zoom-in factor from "Lock or Zoom" control, so while my second mouse button pressed if I switch to optic view then the zoom transition become smoother. Also less zoom on iron sight optics give much comfortable close firefight. I guess BIS managed these parameters for OFP to encourage players to use optics. For this aim I think they rather should have disadvantaged the cross-hair instead...
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I would like to know about those parameters : ffMagnitude= ffFrequency= ffCount= What their use? How those parameters could affect a weapon? They remain unknown, and I didn't find any comments in the cfgWeapons.hpp provided by BIS Thanks
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A nice and very realistic feature would be the breath management like in "American Army" game did, much better than aimPrecision in CfgMovesMC states
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I'm converting Resistance campaign. I search and replace units with news from addons, I optimize BIS work, I insert custom music for each mission, and I build addon to fit perfectly with the campaign. Also I slightly retail many missions (to avoid to play a 100% clone campaign). About editing mission aspect I wonder what you would like to change. I mean, if you think a mission is crapp, if you tell why and if you have the remedy or simple suggestion, share it. Be advise I won't change drastically the mission, neither the storyline (spoil: yes Troska still dying at the end ). But if you find an annoying bug, something wrong, a wish, a translation error, or anything wich can easily be fixed, please use this thread.
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Let's hope very nice T72 T80 soon
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Hi, I'm interested about few infantry models (made by VIT - AKM74), I unsuccesfully tried to add wound textures. Textures still doesn't switch... <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> class CfgModels { class Default { sections[] = {}; sectionsInherit=""; }; // some generic model requirements class Head: Default { sections[] = { "osobnost", "brejle" }; }; class Man: Default { sections[] = { "head injury","body injury", "l arm injury","r arm injury","p arm injury", "l leg injury","r leg injury","p leg injury", "medic", "hlava", "krk", "zasleh" }; sectionsInherit=Head; }; class FIA_Infantry: Man {}; [unwounded,wounded] texture path seems correct and I don't see any other mistake or error inside config.cpp, I wonder if the problem could come from the FIA_Infantry.p3d itself. Maybe there is a kind of lod missing or something else ? if you have an idea, a clue, some help, please tell me.
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It's a pity, Â models and textures are upper quality. They could have been perfect addon for my conversion Resistance campaign... However I guess some others mission-makers will use it because of vehicles wich remains great --edit Am I whinning? well..I don't care.You'd better forget about it
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Does Chechens have wound textures with that update ? (PS: a little bug I've recently noticed with 1.1, inside mouth texture missing. If you use dialogs with .lip you can see landscape through unit's head )
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BTR-T engage armored mainly with ATGM. BTR-T engage infantry only with canon. So canon's ammunition should be configured for soft target. Player always or often load HE when boarding as gunner (because of the blast radius). AI should do same instead engaging infantry with Armor Piercing rounds... Here my suggestion : Inside class BTRT_Cannon30, replace <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"BTRT_Cannon30AP","BTRT_Cannon30HE"}; by <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">magazines[]={"BTRT_Cannon30HE","BTRT_Cannon30AP"}; (BTRT_Cannon30HE loaded first)
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I'm not sure about that and I don't know if it was pointed previously in the topic but...BTR-T/BMP-4 aren't supposed to be amphibious APC ? If yes, don't forget "CanFloat=true" in the update. I didn't see any radar in gunner neither in driver position, I think BTR-T should have one at least more performant than old BIS BMP's. (Maybe Sigma could help to define appropriate values ?) IMHO the shell ejected from 25mm canon look a bit too bright, so here a little gift
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I dream about a config.cpp Not a full addon, just a cpp... Not a cpp for my-tank-from-my-country-wich-kickass, but for BIS light armored I searched "BMP" in addon's ofp.info section and found nothing really good. FDF and CSLA made it, but it's a complete mod (not a light stand-alone addon). I would like to know armor and scanrange parameters and many more, also for weapons etc. I'm sure there is a lot to talk about it
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I tried SIG_T72B.pbo and SIG_T80.pbo Lowest LOD seems ok, but what about the very first LOD (the highest) ? and how many for the reference BIS's T72/T80 ? We shouldn't set again the detail level, because it could affect all others 3D objects (included those wich needn't high graphic ressources). If you've planned to build and release new vehicles and if you can, think about this issue. Low-end PC owners will thank you