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Everything posted by chammy
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Hey Pred, I didnt get any PM, and I cleared out my mail box cause it was full. Whats up? As for music, I changed it up and added some Lamb of God, Meshuggah, Bleeding Through, stuff like that. The background, may be a bit too much, but I guess we can.
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Yeah, I finally got a chance to check his out , out of curiosity, its pretty good, as far as over used sound effects and Hollywood style, but still very good and loud. Though, alot of his are of Ghost Recon and of the old OFP Mods, *cough* ehem *clears throat*...I still play OFP so its not that old heh. but yes BPA is worth checking out I think.
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Wow, I didnt know the end result of my sound mod! Well, ours, Even, Durg and ArmaVidz. Well after looking at this I hope not to dissapoint in the upcoming Beta or Final release. I've been so bogged down in every day real life that sometimes I have no time except at night to concentrate, and even then once the day is over I just want to do some gaming and less thinking.
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Will the next patch from BI get rid of the annoying head bobble? The soldier looks like those weeble heads that you put on car dashes that bob around when the car moves. The same effect is the same as when a soldier is running but not sprinting. It just looks really un natural and weird. When I run my head doesnt bob up and down. Not only that the soldiers head is too much angled to the front, like the hunchback. though this might be a trival aspect though probably something that will get over looked.
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OFP reborn!! Its like, I mod with ArmA, I play full missions in OFP/FFUR. *S* to the FFUR crew!
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Change name to what? Where'd you get that name from?
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Yes we have, and its done too. The propellar sounds fine, probably needed to be turned down a bit.
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Wow, thats weird, Ive never had that messege before and I play on alot of the servers. However, the separate mod aside from the stand alone I will release, just replaces all sounds so none of them are left un modified and you dont end up hearing a stock sound that was used with an addon, resulting in a weird dry sound. The stand alone has all the rest of the special goodies.
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Urr, no. Bullets flying by your head don't make a 'fff' sound... they go 'SNAP'! depends on if the bullet is super-sonic or not. Tis true, cause most the time when you hear the bullet whizzing overhead is because it began to or is tumbling. Even when passing close by very rarely they wont make the supersonic pop but will make a quick snap, not a loud one.
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That seems to be common lately , even with other sound mods. I am currently looking into it now as it may be something that lies in the wav itself because soem are 44100 and some are 22010 so it could be the problem. BUT, if you have your EAX activated or forced audio software there could be the problem, Some of the audio software you have may not work correctly with ArmA itself. I havent the problem yet. You may want to try and disable enhanced audio. Now the error messeges, I'm not sure but if you send the system spec, you dont have to go to detail, but, maybe someplace alongthe upload or download the file may have gotten corruppted. Durg is working on that. In the next release I will also provide a download mirror as well. Just to let all know we are still working on the next release and promise it to be better than the first, as the first was a test run. I am working on newr sounds to implement in events you never heard sound for and again thanks to Durg for that as well. This process is slow I apologize as my scheduale really hinders my ability to focus for hours on the project but slowly but surely it is getting done. In the meantime, I heard there were 2 more sound mods? And FDF released another version of theirs? That may be something to try out for you guys untill this is done, who knows you may like it better than mine but in any case, just to let yall know I havent forgotten any requests and feedback, I am working on it still heh. Till then I will report back later. thanks all
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This is what makes OFP still, so enjoyable to play even now with ArmA out, I'm still an avid player of OFP.
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I agree also, as they both maybe, can help each other in graphic bugs, maybe one can share some advice and create these explosion efffects to all events, and for the love of God, fix the huge explosions, they look like party streamers. Well, I have faith that in time they will be fixed. Over all, good job to both MadMatts and Marwick, I use both mods I hope the RPG/AT rocket impacts, and all shell impacts are fixed as well, I will wet my pants if that happens. btw, has that big square flash been fixed yet? MK19 fire omits?
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I've gotta try this! is there a video link?
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ahh ok then thx. btw chammy, how long does it take to make 1 sound for a weapon (not insulting or trying to rush) seems like its very hard work and could take like a week or something just to get the right sound and edit it to be better. Well, considering my busy schedual, and now as of yesturday, I strained my back working, now I'm out of commision for a bit. The sound sample making is a bit techinical. I have to find good and at least best quality video to take this from. Then, from what I remmeber from firing weapons, and being around certain ones on the range during proving sessions I match them up to what I make. It takes a little bit of work cause I have to listen and mix, listen and mix, and sometimes what the end result isnt what I want , I just toss it. And alot of times I have to get other sounds to mix them together to get a more full sound. But remmeber, I only get about 2 or sometimes 3 hours to work on this, or even just 1 hour a day. Yes, the AK does sound loud but could sound like a cannon when you are in a wooded area or an enclosed shooting range. If you listen to one outside and it is day time, no hills or very little no trees and other reflective syrfaces, its sounds like a big crack.
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Yup, I sure can, The thing about that heli start up...its too loud but its a nice feature though I tells ya.
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Any update yet? Like the big square flash of the MK19 ? I'm eager and waiting.....
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Whcih debreis is that? The vehicles?
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Thanks Scrub for the root and support and from all of you in the community for your patience. I want to apologize to some who have offered help with the mod and I hadnt gotten back to you in time or just that I had alot of emails and we've had it covered, yet you input is important in suggestions and stuff. I notced everyone's style or technique in sound editing and creation is much different than mine, not that I'm better or not that everyone else is enferior and such, its just I like things a certain way thats all, I'm pretty picky sometimes. I'm not sure as for the added addons to the list and broken M203 is, i havnet experienced that problem yet, though, I know its being looked at though. The light and heavy machine guns that I had stuck a video out for people to give me feedback on, I had taken note ones that people prefered but after reading all the feedback and listening to the fire fights , I chose to make some different ones to add to the power and loudness so that everything fits and sounds right.
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Thanks Even, Yes, current progress will and can be viewed in an upcoming clip by ArmaVidz soon, the status of the mod is a bit slowed this week due to family issues on my end which require attention right now, nothing serious, I just had another court session that I had to take care of, the typical life bogger, soaks tons of energy from you. but anyways, right now I've been testing new sounds to see how they fit in with the game and volumes, Durq has been cooking up configs for the next beta and Even and ArmVidz been chillin with the graphics and vidz. more beer!!
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Hi Stratocastor man, The problem is simple, "-mod=@CSM, there should be a space between the " and the - . That has to be it.
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I have noticed also in ArmaVidz awesome video ( not kissing ass now heheh ) that I heard the stock sounds for the supersonic bullet cracks. If the total sound replacement was not installed then those cracks are a result of the sounds not being replaced. I guess at some point the game will play the stock ones if you have them still, if you have downloaded and installed the full replacement then you would be hearing mine. Durq is on that department right now and should be fixed already. thanks sas and everyone else again for the props
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Well thats the thing, I think I remmeber hearing theirs, they are pretty good at that they are loud BUT, like I've said before, it isnt what you'd hear at all on the battlefield or at a shooting range, and most, they wont fit with the sounds in the mod. But then if I used someone elses then our mod wouldnt be authentic or "realistic", though, its a good idea , but then like I said, sounds would be mismatchd.
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Yup, I'm replacing them as I speak, er type. Some a very difficult to find, and when I do find them, there's just too muchbacground noise, like people talking, the wind, and such. But I will, if someone can send me a link of a Littlebird would be great, and possibley a dirt bike , the ones in the ArmA game sound like mopeds. I'd take the ones from Nova Logics JointOps, but that would be plagerism. At the moment also, I am replacing every other sound that is in ArmA's sound files, ones that need replacing that other wise probably wont be replaced in the standalone, in other words, ArmA has lots of sound samples that are hidden that you wouldnt normally hear at times, but when you do they stand out like a sore thumb if they are triggered and not changed. If you want all the sounds not to be mismatched when playing other mods this would be the thing to do.
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Exactly, there are so many sounds in different situations but theres only going to be so many that "will fit with the game's atmosphere and feel". You see, if I put alot of more exagerated sounds ( as Torni, and several others want, almost Hollywood like ) then when you are in a firefight it will sound weird. I do not want to bash on FDF's sound mod, but as an example, and is my opinion only, when in a fire fight , it all almost sounds like alot of tin cans, drums ,and metal things being banged all over the place. I want to aim at keeping the concusive feel of fire power and gun powder. There fore I am looking at diffferent ways to capture it, the AK's and other rifles in the Beta, again, are "Beta" , test samples, they are trial and havent been etched in stone just yet. I think what I will do is just make another video with examples of the many sounds I have of the AK and rifles so that all can chose, I hadnt done it yet, cause of my busy schedual. Cheers
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Hey guys ,me again. The first vid you showed (RK-62), they sound like a snare drum hit that has been tuned down too low. The 2nd, you have to remmeber, the fellow there is under a yawning, possibly metal but will give off alot of reverb. The 3rd video...I'm sorry but I have no idea what your sound settings are on but the AK's in the game are no way close to an airsoft. Like I've said, I really do not think you've been around an actual shooting range where there are Ak's being fired, sometimes AK's will sound like an M16 or FAL. But, there is a difference. Now the 4th vid, I have footage of that and have AK samples made from that exact video. Tis about on the dot, but mind you, this being heard from a recording done from a DV recorder, mic diffferece and such. Its almost close to hearing it when you are there, but since there were reflective surfaces in that video you will here the weapon with more sound, very good video example. Finally the 5th, again, the firer is under an over hang, more reverb, dusk time, more echo reflective surfaces, (unlike ArmA). Right now I have sooo many types and sounds, its very hard to chose from, and since ArmA is aimed at the the hardcore realist and that ArmA is "supposed" to be the best sim, why not have accurate simulated weapon sounds as well. We can't make everyone happy, but we'll try.