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chammy

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Everything posted by chammy

  1. here's the 4shared release: CSM Betav2 The self installer will be up shortly
  2. It should be compatible with ACE, if not, we can make it so that it is. I have most of the weekend plus Thanksgiving Vacation so there is some light at the end. Plus Protegimus is helping out also in sprucing up the sounds and coming up with some very good ideas and material as well.
  3. no problem Been working on it , so has Protegimus, the only time lately, I have been able to work on anything are the weekends so bare with me guys. Working on it today:unclesam:
  4. OFP 2 sucks really bad, I'm sorry. I played a little of it and was very disappointed. I didn't even finish the 2nd mission. First off the sound effects were terrible, of course I'd know that......
  5. yeah, unfortuntely ArmA does not have as much a sound engine robust as Bad Company where inside a building it has more of a dead ring and outside more trailed off echo. I tried to make a script with event handlers once for OFP and make a zone in a foresty area and urban area to trigger a certain sound when the player is in the zone and fires a weapon. I never got to test it cause I could never get done with it. But the echos in the video are cut short cause I was testing the certain echos that I am going to use, I am fixing them now as we speak....
  6. Just letting everyone know that it is still in progress, slowly but surely, still doing test, now I'm working full time and going to school, basic picture of my schedule; 8 am = class, then lunch at 1130 12 noon, then 2pm = work, i don't get off till 11pm or 12am:( . So yeah, im busy and tired, so I will be working on CSM3 on my weekends heh. Thanks for your patience everyone:o. I am looking at maybe 2 weeks tops to completion. I still have to send Protegimus the material to test as well.
  7. Heh thanks Callsign, not sure if they would, they might be more insulted but then who knows. Yes, what you saw in the video are not quite finished, most of the echos are cut off cause I was testing them to see how it would sound and fit, I am now finishing the trail offs to a more complete sounding. I mean, to notice that, I guess you were really listening intently ehh to find that out. Thanks everyone for all the positive feedback. Yes, there will be a modular thrown in for good measure for ambience, I don't know the whole details yet on how that works. I know that a lot of the sounds in the mod will not be as loud as you are used to like HiFi, VOP or SoW, since they are known to be very loud. The volumes in CSM3 will be loud but not to the point where they are blarring, no need for it. It seems the louder I get volumes up, the more likely the affect I am trying to get at, which is the sound pressure in a sence, the louder the more the effect seems to decrease. Until I find some better sound software or figure out how to modify the sounds better than there will be a break through, in fact Mark was offering help but unfortunately his computer has died and is now trying to get back onto his feet with that.
  8. Hey Cash Good to hear from you again Yes, it will all be modular according to Protegimus. Right now we are just working on the body of the mod and then later separating everything. I am not going to do too much to vehicles unless I feel they would need to be changed. So far IMHO the AH6, the LAV engine and quite possibly the AH64 rotor sound needs a changing but not sure. I know there is only an addon for the AH64 and AH6 but we can add the sound entry I believe. As for the bullet crack you are talking about, there will be variations, but I've been checking them to see which ones fit better, and which ones will sound more natural with the game sound engine rather than sounding like something mechanical. The ones in the vid are just tests, actually most the sounds were not cleaned up just yet but you can't really tell, but I do that just to get the feel when seen on a video clip and then I make the judgment call in what stays and needs to be spruced up and what shouldn't stay in. Thanks Cash and everyone else for your props and ideas :) as before (isn't it "ker-plunk" and not "per-clunk"? lol ;P ), I juggle school , kids , then play so its tough sometimes but ya'll been really patient in that, and it's great that there are other excellent sound modifications that fit our tastes out there to use as well for AmrA .
  9. Well I can include them, I am also working with project Reality and will be including the distant gun shot sounds that i have for PR into ArmA, but Protegimus is working on that part, until we'll see what turns out. Heh thanks everyone and I thank Protegimus for helping me with the config. Thanks to you too also Mark, I will be talking to you later as well. So far I am testing everything to make sure it sounds ok. Pro is cleaning up the config and sorting out unnecessary sounds and adding new entries and trying to do the whole distant sound effect I believe so it is or will be modular as far as I understand.
  10. chammy

    Why cant it sound like this?

    Well really, it doesn't take much (if you have access to a military proving ground) you can use an instrument mic, like one used for miking drums with a pop filter or muffle on the mic, and a condenser mic to record surroundings and a battery powered 4 track recorder. I am in the process right now for a sound mod that has the likes
  11. chammy

    VopSound 2.1

    So that means I better put my count to 4 since I have the Intel Quad Core
  12. chammy

    Broken Sound

    SO the sound problem is getting worse?
  13. chammy

    A District 9 mod?

    Now that you mention D9, I hope something like BAS's Congo or whatever that one mod for OFP is but I forgot the name, something of a South African conflict would be a great mod.
  14. chammy

    Best sound mod?

    Well, I'm working on one, as always, realistic like. I am hoping that Mark will return, I'm supposed to be working with him but I have been fabricating as time permits, I 've been helping out with Project Reality although, PR has run into a Patch update kink. But I've been doing pre fabs and stuff and testing them. I will have some examples out soon, of course, when time permits. Bink was supposed to assist me as well with the config but he's been away and Durg has been busy on other stuff so I guess I'm on my own till Mark comes back. Mark, hurry up and buy a new computer !;):D
  15. chammy

    VopSound 2.1

    same thing happening to me
  16. chammy

    VopSound 2.1

    Well, really, a lot of explosions in real life sound more of a thump or crump to a huge thump you feel in your chest. The way you hear on the videos is just how a mic picks up the sound vibrations. The only thing I have to say as far as cons is the brashness of the sounds, very very loud and metallic like. I love the sound mod, I play it most the time on servers. But sense for ArmA2 and most skirmishes or action take place around a lot of reflective surfaces , so far, I am making a sound mod too, but most likely for my own enjoyment since I have no way to create a stand alone so I have to change vanilla's. I've been looking at the config myself trying to figure how to isolate the sound so it won't use another explosion sound, like ArmA1 did, used the RPG hit sound for a GBU, lame. Say Anderson, I wanted to talk to you about something. I'll pm you eh.:)
  17. ---------- Post added at 12:37 AM ---------- Previous post was at 12:36 AM ---------- [/color] Awesomeness! thanks anderson
  18. chammy

    Arma 2 Sound Modding 101.

    I've been trying to find some clues or something as a tutorial to create a sound mod as well.
  19. chammy

    ArmA 2 Sound Design

    Not only that but inside the cockpit of an aircraft you can hear a seagull or bird when you pass them up LOL. ---------- Post added at 06:05 AM ---------- Previous post was at 06:02 AM ---------- Amen, I am familiar with Dynamic Sound library and BIS uses sounds from it. Although, I don't think the guy in charge with the sound took very good consideration on picking the proper sounds for it. Not sure if he'd done enough research. I don't want to sound negative or talk down on him but there are thousands of sound effects that would have fit better for all weapons and explosions. BTW, Mark's computer died , if no one knows already, so everyone hang tight for him to return with some great stuff. ---------- Post added at 06:10 AM ---------- Previous post was at 06:05 AM ---------- Yeah, actually a bit better than ArmA1. OFP, for the time it had come out, sounds were realistic enough, it certainly immersed me, difference is is that ArmA1 and 2 have hundreds more sound effects , that are probably not all are used, like ArmA1. But for ArmA1 and 2 to come out with just a tad bit of progress on the sounds, you would think that after waiting 6 to 7 years for a few OFP , or Arma rather, that the sound improvements would have been colossal.
  20. chammy

    VopSound 2.1

    Yeah, it's the patch, I have the same problem. I hear re installing the last patch would help but hell, I didn' t know there was a beta patch. I'd be afraid of using it though.
  21. chammy

    Little Birds in ArmA2

    Wooo whoo, private contractor security missions here we come!!
  22. How about "you have been banned" ? I get that even when i am not using VOP or my own edited sound effects.
  23. Lately I'm trying to make a sound mod for ArmA2, obviously, but I have no idea where to look at to understand ArmA2's config file for sounds. I wonder if its anywhere like ARmA1's config file. I just need to understand it is all and what is what and where and how and why.
  24. chammy

    Ambient Sound

    I would guess, break open a mission and see how it's done . I did the same thin in OFP, not sure how different it is in ArmA2 as I am also trying to find info on reading the config file myself. sorry
  25. chammy

    VopSound 2.1

    Can you post your IP for the server? I'd like to join also.
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