Bouben
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Weapon Resting & Deployment Feedback
Bouben replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That nice animation blending could be used in future for AI dynamic stances. It would make them much more efficient at taking cover. Just dreaming... -
What happens if you use a regular soldier (regular uniform) with but with the same weapon? ---------- Post added at 02:27 ---------- Previous post was at 02:25 ---------- Was it in the vanilla version?
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Weapon Resting & Deployment Feedback
Bouben replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Good point. -
Guys, should be the weapon deployment working already or is it to be released yet? I have noticed there are key bindings in options but it does nothing.
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Good point. ---------- Post added at 02:46 ---------- Previous post was at 01:31 ---------- Dynamic range is the difference between two extremes. In our case "just loudness and stuff". If you have a brutal dynamic range you may have to set your headphones louder in order to hear quiet sounds. Then when the loudest sound comes in it might be so loud it could damage your ears (even in a way that you don't notice immediately). Damage is mostly progressive and one can only notice it after some amount of time (months of playing for few hours a day with loudness over 80dBSPL). I don't know if you regularly have your ears tested. Might be interesting for you. I don't mix things up. Also, things you say about initial bang being of a same loudness as its tail could be pretty much because of over-compressed attack phase of the bang. In my experience even 1ms difference of peak attack (depending on the mix context) can noticeably create an illusion of a sound being overall louder than the very same sound with just softer attack. Yet those two sounds would be pretty much of the same loudness without peaks. Even differences of transients' loudness can create an illusion of more overall loudness. So I would say, keep the dynamic range in sane width and check the peaks (attacks). This way you could keep the dynamic range controlled because mentioned peaks are too short to put any significant pressure on ears.
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Too much of a dynamic range is potentially dangerous to ears with heavy headphone use. Just saying.
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Weapon Resting & Deployment Feedback
Bouben replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That's a heretic over there! -
Weapon Resting & Deployment Feedback
Bouben replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Yes. In real life the feedback is instant. In the game you sometimes wonder few seconds if your weapon is rested or not. -
The problem with distant sounds in the game right now is that they don't produce prominent echoes for the listener (receiver). In reality, echoes on such distances are louder or much louder than source sounds and that helps our brain to decode the distance. Currently it seems that only shooter can hear the echoes of his weapon.
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OCD sucks.
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You can put it in your signature to make it more widespread.
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So more clutter to already cluttered action menu?
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Check this ticket I have created some time ago: http://feedback.arma3.com/view.php?id=22531
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That is cool, but in real life even the shout would be a problem when you get a lot of bullets in your body and you are disoriented and panicking. There should be a slight delay that would simulate "realizing what the hell is going on". This delay could be based on the skill of a unit. EDIT: I am talking about delays in few seconds. Not longer. Few seconds that would completely change the way the stealth kills are now. Currently, missing an enemy's head means everybody alerted even if he's 40 meters away. With few seconds delay, nobody would be alerted because the successive shots would kill the AI. And 40 meters, in some types of environments, can be a very big distance to be heard.
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It should be based on the surrounding environment and nothing else.
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It would be sufficient to introduce some delay in AI reporting. That way you could kill enemy AI with a burst and it would be unable to report you in time. It could be also simulated so that the AI under heavy fire is unable to send messages over their radios for some time. It could be tied (or similar) to suppressive fire detections.
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Sorry, but I personally could not care less about mods being broken by a new, relevant feature.
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Everything vanilla related (fixing bugs, tweaking and balancing the game) needs to be based on vanilla observations. Don't report stuff happening with mods active.
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Interesting. It has to be something with your gameplay style too as I get friendly-killed only sporadically in Arma3.
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Every single sound in the world creates echoes in echoic environments. It just a matter of how loud the echoes are but they are always there.
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I would be very surprised if nose pollution was considered or even simulated in the first place.
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I agree with that. They need more impact - be quicker.
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Can confirm this. Happens to me too.
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Nice info, thanks.
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You simply can't have the whole game sample based if you want a believable experience in such huge and diverse environments as in Arma. You need real-time processing of the samples to do the trick. And programming and developing the processing needed is very close to actual scientific disciplines. Look at the papers here: http://www.persona.uk.com/barnfield/Core_docs/G/G7.pdf It is an extremely sophisticated area of development if meant to be done properly. You can fake it with pure samples up to some point but it would show its weaknesses now and then. Anyway, I agree the environment in Arma 3 is currently very dead and I will be glad for more ambient sounds in the game.