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Everything posted by chammy
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Man, ! I can't believe the talent being put into this game by all the modders, keep up the kick ass work!!
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Well, of course you  'll find that, but there are a few ways around that...turn your volume up or adjust your speakers and sound settings.  Though I didnt raise the volumes up that much just yet, they still need to be raised, its still in its trial and error run hense, Beta , so they arent going to be finnished needless to say, I'm still working on aircraft and vehicles, and then some, correcting loop lengths and volumes accordingly. Its a tedious task specially when all sounds are from scratch and not from another game nor CD. <!--QuoteBegin--Give weapon sounds some balls. A real rifle makes your ears ring after firing for some time if you leave your hearing unprotected. Remmeber+you are used to hearing FDF's style, its not always like that. I can add bass and such, it just has to be added just so. Its all in style though, if you're happy with FDF go for it dude. Remmeber @ you are used to hearing FDF's style' date=' its not always like that. I can add bass and such, it just has to be added just so. Its all in style though, if you're happy with FDF go for it dude. [quote=Törni)</td></tr><tr><td id=QUOTE">Do not understand the fuss either. AK-sounds what the...  Sounds like an airsoft gun. The reloading sound of a grenade launcher is way too long compared to the animation sequence. There is no sound for grenade safety pin going off as you throw. One thing that is also missing (in ArmA sound mods generally too) is the MG reloading sound as you pull the belt to it's place. It is not just a box or magazine. There is a belt inside.[/quote] Remeber, if you are used to hearing movie AK's and most AK's in other games , its not like that in real life setting, remmeber, it depends on the enviourment, the surroundings, and time of day, (too detailed) . I am trying to produce something in between punchyness and loud. really , stand about a good 10 behind a shooter with an AK and you'll see what I mean, not to mention exhilarating. The reloads will be taken care of,those samples are ready to go and be implemented in. Durq is in that department and he has it handled quite well. The grenade launcher quirk is solved in the stand alone, though, there are few rifles that still use the AT reload for the M203 load in the stand alone, eventually will be corrected.
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Yeah, there should be a very quick flash that almost matches the size of the first splume of smoke. And maybe a bigger one for the AT impacts. btw, very scary video.
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Oh boy Mr. Well in that case, we might as well pull it off the shelf, we dont want anyones relastionship ruined. Ok Even, lets retire the project!!! . . . . Hahaha, J/K, well, its great to hear( well not exactly but you know ) Well hopefully this next version like said before is a bigger improvement in the sound deparrtment. Mean while the rest of the guys are working on getting and improving more details to the game. Thanks all for the awesome kudos and feedback, like I've said, People all have prefferential tastes and likings, we can't ( goes for all modders ) make everyone happy but to an extent, but we'll try. Some Mods are better in some aspects while others lack them but maybe more improved in other things that other mods lack, it works both ways. All mods no matter what quality are awesome in their own way. Well,back to work.....
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Hey DMarwick, You know what, the grenade effect would look awesome instead, with the AT explosions. It is a little big for the grenades.
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Yeah it mainly sounds like a giant party popper.
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Here's a quick example in your target line: "C:\Program Files\Bohemia Interactive\ArmA\arma.exe" -nosplash -mod=@islands -mod=@Mapfact -mod=@CSM -mod=@ArmAEffects Remmeber, there should be an equal sign right between "mod" and "@". Also, as brought out before, make sure there is a space between each title. I just cant get over the participaton on this, and all those who at least tried the mod. We're still working on the mod, these updates will be available soon, and will try not to rush things. Everything bruoght out in feedback WILL be fixed and tweaked out to near perfect. In the meantime if you find anymore nuiances just let us know.
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No it doesnt, i just got off of a server and it works fine, I got the same messege though.
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I have to say, that is just amazing! That s how the grenades should be, with juuuuusssst a little bit quicker flash and then just the slow smoke dispesrsion to almost stand still. That s like ..just right. I did find a bug though, although, this is Beta right? The MK19 and I think the AG30 or is it 60? anyways, the flash on it is wayyyyy too big, might have over looked that. Its like this big square flash that evenlopes the Stryker almost. Big thumbs up!
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Yes, it works the same way as the sound replacement mods. Although certain servers may block mods. Oh yeah, thats true. Which goes in part by using mod folder when playing alone in single play missions...at least until theres a dedicated server for this mod, it sounds promising.
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Hello all, All this feedback is great and helps so much in getting the next few Betas out. I'm striving to make this as real as possible, Even is striving to make sure I make the new sounds and feel as real as possible and Durq is hard at work ironing out kinks and adding new event callls for more sounds to cover the ones not working or that are mediocre. At this point I'd like to say that WE[/b][/u] are hard at work, not just me cause without the help of Even and Durq, this would only be a sound conversion as I don't have all the knowlegde of config editing and such and advertising, most due to my busy scheduale. I have noted all the likes and dislikes, tastes in all yall's feedback, most are trial sounds to see how they come out. I might post more sample videos to see what people think of them so I can chose, or, you guys can chose, I have said that there will also be possibly 3 versions: Hollywood style( more exaggerated but real ), one with less echo as there are some out there that would prefer that instead, and the one we are currently working on, natural echo and natural sounding. Like I said, all is 100% real sound samples, I may have blended some sounds with other already made sounds from a few games just to get the solidness to some I wasnt able to get a full sound out for. Every so often I will stumble across some new stuff/footage, new ideas and will update my samples, and then theres the suggestions shown to me by all of you guys thank you, I really appreciate that, keeps ideas open. Yes we will take out the annoying trash truck alarm on the tank, yes the vehicle sounds will be replaced, so will the air craft and radio beeps, though, in some of the veh. and aircraft, some sounds are just right the way they are. All these suggestions will be in the making and will be implementing them also as soon as Durq finds a way to put more of the sounds in the config declaration. Like I said, I want to model and replicate most sounds from my knowlegde of being around them when i used to work around a proving ground where I live. Being on the range at times and just remmbering the the effects. thanks again I will report back later.......
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Smoke Effects: Collapsing buildings
chammy replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
oh thats just beutifull! -
Well I just want to let yall know that this is Beta form, I didnt want to dissapoint anyone by not putting the same sound effects they heard in the video in the pack, though they will be there, I still have some adjustments to do, I need to know whether the bass is coming out at all in what you guys hear on your own computers since my speakers are different from everyone elses, plus, I didnt want to put too much bass to allot of the rifles, I will mind you, make another version, one with more exagerated sound effects for you "needing to hear the power of the weapons and sounds" fans, that is easy to do. AS for the AT impacts or, just the overall impacts sound having too much echo, there is a substantial ammount, but though, beings the surraoundings and enviroument that ArmA is in less might suit it better, BUT, then others want echo to it. I stated earlier on in my last thread in the addons beta discussions that I will make another sound mod that has less echo for those who want , that way there will be 3 versions, something for everyone.
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Thanks Matt, AS I said before , the sounds are all just the changing of the stock sounds, there is nothing that has been changed with the config file, that , I have to discuss with Predator or Evenlease or someone who can help me, they know more or less how to implement that. Yes, I understand all needs more volume, but the thing I notice with volume increase is the decrease in punch and bass punchiness, no matter how its done, for some reason bass gets squashed to a more unpunchy bass, not a sharp bass, I will figure that out soon hopefully. The GBU's sound is the same sound as the AT. FDF and Predators takes care of that with the config change. So great care was used in order to find one taht fit both. But either wont and since GBU isnt used much I chose to focus on the AT impact instead. I will remove the trash truck reverse warning beep In most weapons you will never hear a metallic ring after firing unless you have ear protection on and your head is on the breach/butt of the rifle. But this is noted heh
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Good good, im taking notes here, so yall from what I hear like that blaring sound? I will promise this though, It wont be like FDF's or any of the sounds coming from Counter Strike, though they are good in ways of personal prefferences. The closest I will get is to Ghost Recon's, i wanted to get as close to how the sounds would be far and near, but this is good feedback info. thank you all., keep it coming.
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Ahhh good goood, I sit with a pin and paper. Yes, the AK was just thrown in to see how it would suond in a fire fight and such. It is a bit brash. ALthough I want it to be distinct from the Dragonuv, though, in real life situation its not much different from an AK47, just longer barrel. Thanks Blanco
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It shouldnt take but a minute or less, depending on your system specs.
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Hey Blanco how are ya, long time no see. Yes, there is a certain way to pbo it into your ArmA addons folder and its not like teh old fashioned way as we did with OFP, you will actually have to unpbo the original weapons.pbo then extract the files from the dta_sound into > weapons folder > data > sound. THEN , with the cpbo tool thanks to Kegety, you will repack or "create pbo" while you are in the addons folder and click yes to re-write. Make sure you have backed up your original sound pbo and renamed it or stuck it into a rar. file, just in case you do not like my sound thing-a-ma-jig. Easy as pie.
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I am currently making an ArmA sound replacement mod for ArmA and I hadnt released one yet for OFP, well, a new one, cause I've been so busy with what I am working on now. However I do still play OFP, its like old schooling and more imersive than ArmA so far, I miss Nogova and Everon forest maps. I just want to make sure people are still playing OFP these days. I am dissapointed in ARmAs little flaws, no Bradley, poor editor,etc.
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Tis a beta, rough draft more like it, but since I will need more feedback in order to get it finnished, then I can pack it with a selfinstaller to install as with mod folders or full replacements, thanks with the trusted help from Evenlease, and others who have suggested different options and help as well, thank you. I want this to be primo as much as possible, so that is another reason it has taken so long, its like picking coffee beans for perfect coffee, picking awesome combat footage for awesome sound is hard to come by. I want to first, make a total replacement for all teh sounds then make a standalone with a mod folder so sounds do not clash with other mods if used.
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Well I finally got my ArmA to work and have changed the sounds in it cause , like everyones knowledge ArmA stock are shabby. I did check out some of the ones posted already like the FDF and some other one but some of the weapons were too too metalic like, too much reverb and too glassy. I did use some of the stock, I just switched them around cause they were stuck in the wrong place. You know, for BI wanting a very close to real combat sim, they sure didnt do a very good job in making the sound effects much more real. But i have to hand it to them some are very close, a small amount though. The 249's were almost close but all I did was use the same sound and touched it up a bit with some real echo in it and changed the reload. Still a little more work in progress cause ArmA has a ton of sound wavs and I have 3 kids to take care of and work almost forgot to post the url:
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Yet another ArmA sound modification
chammy replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Well even to some, it wont be a very good sound mod, we can't please everyone, yet if they are close I wont bother changing them to satisfy one or 2 people . But yeah, trying to clean up such sounds from footage that has so much noise and such is very hard and tedious to time consuming also, I guess I can resort to using vehicle sounds from another game. -
Yet another ArmA sound modification
chammy replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Well the only vehicle sound I've got is from the footage I could find, couldnt find very many, and most has some stupid narrator or annoying music in it. I could use vehicle sounds from some other game, like BF2, but then it wouldnt be "authentic enough, though i could, unless I have to resort to it. I do have one sound for the M1A1 but is too whistly or high pitched but i can use it though. The T72 is deisel, so is the shilka as this one in the video is . Though I couldnt find a motor sound for the Shilka elsewhere. for the M1A1: M1A1 ONe of the things too I was aiming for was at least some rumbling in the engines. BMP: BMP -
Yet another ArmA sound modification
chammy replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Here's an update on the vehicles, please do tell me how might they be thank yall. So far I might need to redo the BDRM and 5T truck. I left all other vehicles alone because they sound just right the way they are. ArmA Vehicles -
Yet another ArmA sound modification
chammy replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Yeah I am thinking of doing that, like I said, really, when I get to the projcet I only spend about an hour to 2 hours a day on it, and most the time those hours are spent trying to take out little sounds from the samples, playing the sounds in the game, trying to determine which ones fit better and sound better from far away, comparing to others sound files I have, making sure bass isnt too high or too low, making sure levels are correct and arent too low, all that tedious stuff