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Everything posted by bigpickle
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Flies thing is a bit of an issue, 1 body very quiet lots of bodies is very loud. Without making 1 bodie almost silent i dont know how to get around this but i'll tweak the levels somemore. Nighttimes should only have night effects like owls crickets wolves etc so i'll look into that one its indeed possible i messed up. Oh yeah i forgot to mention have a listen out for the low end echo splash back when firing weapons, most noticable on suppressed weapons for obvious reasons.
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Weapon Inertia & Sway Feedback (dev branch)
bigpickle replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Sway and recoil system is terrible and it keeps alot of A2 players from arma3, almost every person i asked why havent you moved to arma3? They say its right up there as one of the main reasons. -
Thanks for the reply mate, If I have any infomation incorrect or im using the loop feature wrongly, a proper explantion of how to make it work would be great. Also while your busy sacrificing... the event handler bug in my signiture could really use some attention, its been so long since I reported it and its been assigned for a very long time.
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Thanks for the info about the bomb whistle it wasnt meant to be quite so loud, its also combined with other sounds too so it needed balancing a little more. Its corrected and in the bag for update 3.
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Thank you very much for the praise guys. I hope you continue to enjoy my mod. I've asked for my mod to come down from playwithsix at the moment, keeping control here on this thread and armaholic is what I want for now whilst the fixing and tweaking is going on, that way no mismatching is going to happen. I wasted a weekend chasing my tail with rpt files given to me from older versions. Once I'm over the wip hump and regular updating is done i will send it back to six. Sorry if this causes inconvenice to some of the mods users but my time is very limited these days so I cant afford to make extra work for myself.
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Updated OP with hotfix 2, bringing the mod to version 1.2 If you have the orginial or 1.1 then all you need is hotfix 2, if this is your first time downloading then just get the full mod. Enjoy
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The sound loop feature is still broken, I'm guessing the "last line of defense" missed this one. This is what is not working and what I have been told about it by another BIS developer: *The time measurement is Samples *The red figures are the start of the loop, the blue figures are the end of the loop *The sample plays till it hits the loop start (red), the plays the loop continusly, until firing stops then it plays what is left of the sample after the (blue) end of the sample. begin1[] = {"A3\Sounds_F_EPC\Weapons\gau_03_burst",2.51189,1,4500,{25704,32159}}; Below is the explained version of above: begin1[] = {"FileTree\FileTree\FileTree\SampleName.wss",Volume,Pitch,DistanceTillSilent,{LoopStart,LoopEnd}}; Please fix this, plus a suggestion would be change the parameter for measurement from Samples to decimal, just for the sake of ease of use if anything else.
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Whilst this is true, would you like to haved a nice sound for the rockets and missiles as they fly past you? at the moment your only gonna get a crappy ugly doppler noise ;p
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Hi guys, hope you all had a good Christmas. Reference the soundFly, they do work on small arms, ie Bulletbase and on RocketBase, MissleBase, ShellBase,but on these they are in an illogical place in the heiracy. There's no supersonicCrackFar or supersonicCrackNear sound for rockets RocketBase MissleBase. So there is a huge loss in being able to create a multi distance tier experience.
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Hey chaps been tinkering and I wondered which suppressed sounded better, old (current) or the new, just getting some opinions about which sound people like the most. I'm feeling that I'm gonna move the current to the SMG's and make the New for rifles. Sounds are still WIP on new, probably will add a little low end to polish the samples up. https://www.youtube.com/watch?v=z_RtTnI8NiU&feature=youtu.be OR https://www.youtube.com/watch?v=v_fI7mbqMBU&feature=youtu.be
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Its very sad, and quite frustraing. Its taken me up until yesterday to fathom why none of my fly sounds ever worked apart from on bullets. I also found this below: Supersonic cracks are only on base classes ie BulletBase, MissileBase, RocketBase and GrenadeBase. No config listings for indiviual ammo types so nothing can have different sonic cracks, e.g. every bullet has the same close and the same far crack. If a modder tried to add soniccracks via a config like in arma1/2/OFP they just will not work. supersonicCrackNear[] = {"A3\Sounds_F\weapons\Explosion\supersonic_crack_close",0.398107,1,20}; supersonicCrackFar[] = {"A3\Sounds_F\weapons\Explosion\supersonic_crack_50meters",0.316228,1,50}; Oh yeah and the soniccracks on bases (other than bullets) to my knowledge dont work anyway!
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Ammo fly sounds are being overridden mulitple times, hence why we have virtually no fly sounds for launched weapons, For example: Launcher class missiles_Zephyr: MissileLauncher { displayName = "Zephyr"; minRange = 50; minRangeProbab = 0.6; midRange = 2000; midRangeProbab = 0.9; maxRange = 4000; maxRangeProbab = 0.1; reloadTime = 1; sounds[] = {"StandardSound"}; lockingTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_1",0.316228,1}; lockedTargetSound[] = {"\A3\Sounds_F\weapons\Rockets\locked_3",0.316228,2.5}; class StandardSound { begin1[] = {"A3\Sounds_F\weapons\Rockets\titan_1",2.51189,1,1100}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; [color=#ff0000] soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_1",0.562341,1.1,700};[/color] <-- what is it doing here? magazines[] = {"4Rnd_GAA_missiles"}; aiRateOfFire = 5; aiRateOfFireDistance = 4000; weaponLockDelay = 3; textureType = "semi"; }; Magazine class 4Rnd_GAA_missiles: VehicleMagazine { scope = 2; displayName = "Zephyr"; displayNameShort = "AA LRange"; count = 4; ammo = "M_Zephyr"; initSpeed = 40; maxLeadSpeed = 320; sound[] = {"A3\Sounds_F\weapons\Rockets\titan_2",1.25893,1,1000}; weaponSoundEffect = "DefaultRifle"; [color=#ff0000]soundFly[] = {"A3\Sounds_F\weapons\Rockets\rocket_fly_2",0.501187,1.3,400};[/color] <-- what is it doing here? soundHit[] = {"",1.25893,1,1}; reloadSound[] = {"",0.000316228,1,20}; nameSound = "missiles"; }; Ammo class M_Zephyr: M_Titan_AA { proxyShape = "\A3\Weapons_F\Ammo\Missile_AA_02_F.p3d"; model = "\A3\Weapons_F\Ammo\Missile_AA_02_fly_F.p3d"; airFriction = 0.078; sideAirFriction = 0.18; maneuvrability = 24; class CamShakeFire { power = "(80^0.25)"; duration = "((round (80^0.5))*0.2 max 0.2)"; frequency = 20; distance = "((80^0.5)*8)"; }; class CamShakePlayerFire { power = 4; duration = 0.1; frequency = 20; distance = 1; }; }; No "SoundFly" on projectile where it should be. The projectile is the object that should have the sound attached to it because it is the object that is moving. When a modder creates a sound patch for this weapon, if he follows the config as written, then adds the sound fly to the ammo correctly, he wont get any sound because the weapon's parameter for soundfly will cancel out the ammo soundfly because of the double definition.
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LAxemann's DynaSound: A new soundmod (+ public soundmod-framework)
bigpickle replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
No doubt its this bug below, Foxy and I discovered this back in the alpha, since then its been ignored and indeed got much worse as more things have been removed too. Check out sosp core pbo inside you'll see the init, in there is a semi-work aorund that forces the required sounds but to other sosp users only. Maybe you can make use of the idea and expand upon it, let me know if you can but if not just use the idea buddy. Congrats on the release too mate :D http://feedback.arma3.com/view.php?id=12340 -
Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
bigpickle replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hi Lax, I have added your mod to my thread as a "Suggested" companion mod. I just got round to trying them together and they compliment each other nicely. Congrats on your new release too by the way :D -
Updated main post with a hotfix to address some of the problems people have found.
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This has been a sort of fix for clouds not showing for a while, reduce then put back to your original setting.
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Apply a test tone to footsteps, switch view. Also since the few last patches it feels to me like the mids have gone from the sound engine, loosing that "full" feeling. That could be a throwback from my headset, that much is possible as my audio setup uses dolby live from an ASUS Xonar STX II to a Tritton AXPro + 5.1 headset. Thing is on every other game I ever play the sound is absolutly crisp and beautiful.
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Thank you very much for this gift Opticalsnare, really appreciate all the work and time you've put into this mod and the fact that your sharing that effort with us. I havent been able to play without Blastcore since the first version you put out so long ago.
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Another one the add to the list: The current sound impimentation means footsteps are louder in 3rd person view than in first person view.
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Footsteps are there but they are a bit too quiet, have increased the volume a little for hotfix 1 which is coming soon. Noticed though they are much louder in 3rd person than in first person so i presume thats a Bis bug.
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Thanks for the rpt, will go over that one
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well FistoGames, I'm sat here with a big fat grin right now because of your comments. Thank you very much for your praise, it makes it worth every hour thats been put into this. Reference the heavy bass on the get in vehicle sounds, i never had that issue till this morning and it nearly destroyed my ears. I checked with one of my testers and he had no such issues yet mine litterally appeared over night and no matter what i did it remained untill I uninstalled my soundcard drivers and then reinstalled them again. I developed the samples using windows settings on all sound devices set to 16bit 48000Hz, once i reset to those parameters after reinstalling it was back to normal for me without the "destructo-bass"! I have absolutely no idea what or why this happened but I recommend trying what I did to see if it fixes it for you too. If not let me on your replys which sounds are super bassy and i will bass cut them a few times. I've been working on a hotfix to fix the obvious issues such as DLC choppers issues, low handheld weapons volumes etc, at the moment its still looking good for Sunday release of the hotfix.
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Hey guys thanks for all the positive feedback and especially .kju for handing that to me on a plate, will go through that at the weekend. I've provided the optional folder to place pbo's in so you can save them if your gameplay/style suits it instead of deleting them if you want. Just so you guys know ive up'd the volume a little (25%) on the actual shots, dont wanna go too far because of the too loud/too quiet senarios that will happen because of peoples different systems. I'm also going to reduce the internal engine sound for choppers as I've had multiple reports of it becoming uncomfortable over time. Anyhow catch you all back at the weekend, aiming for hotfix sunday.
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Mod is client side only and effects sounds so it shouldnt affect anything else unless another mod changes the same sounds. No effort has been made to change fire rates, recoils, blood or any other visual effects. I'm reading and taking note of the bugs too. The only adverse effect on ammo/fire rates etc would come from class dependecy changes made by BIS and not updated by me or mistakes made by me. I will spend a little time going over those things to make sure inherencies are all correct. The DLC helicopter PBO's & BISigns have issues, BIS still havent released the configs so I cant get the proper inherency trees, it seemed to work so I left them in but now appears to be sketchy, will let you know if i find a solution or to delete them. And oh course thank you for all the praise guys its really appreciated and makes me glad to share even though its been a bit of a bumpy release. It was very much spur of the moment or I'd never get it out this side of Christmas. Thanks for checking that out and glad that change to 48000Hz made the difference for you, on my system it truely "opens up" the sounds.
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Hi guys, seen there are a few issues with choppies and what not that slipped through the net. Will work at getting a hotfix out to address those issues this week so hang tight on that one as my job takes up most of my time. Those who are using a 5.1 system, thats what i developed the mod on so I've added some suggested audio settings to the main post that for me at least brings out the most of speed of sound pure. Finally with reference to volumes. This new arma engine is a funny old beast when it comes to audio and it seems VERY hard to pin a happy medium without loosing detail to volume, some testers stated too loud some too quiet, all had a full range of onboard and pcie soundcards, so I took an exceutive decision to try to meet a central area where its acceptable for all users without loosing the detail.