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About heruon

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  1. heruon

    LOD Discussion

    Something I noticed just recently is that slow rotations cause noticable lod switching, while quick twitches produce way less switching, sometimes none at all. I just tried this in an altis forest: look to one direction, then another about 90 degrees to either side. Keeping switching between the two and notice the lod switching. Now instead make really quick twitches between the same two directions. Any difference? For me, the quick twitch doesn't produce any lod switching at all.. how come? Anyone else care trying?
  2. lol! .. I think he's referring to Operation Flashpoint. Can't but think back to OFP with ECP.. oh the nostalgia! I've been following the recent changes and I really like what I'm hearing! The state of the audio right now, I think is the best yet in the series and I'm really anxious to see where this is going. One thing that I would really like to see fixed is the sound of missiles being stuck to the launcher instead of following the projectile, this is one thing I think would add alot to the soundscape.
  3. Yeah, you're right about that. What you're suggesting seems like a good mechanic and I'd be very happy if BI could implement it like that
  4. So I thought: Nice! They've finally fixed this issue. But it seems seems a bit strange to me, a little the wrong way around. Now there's no effect on impact unless the projectile stops, and shouldn't an impact generally set the round off? Wouldn't it be better the other way around - the projectile is deleted (or fragmentation is created) after the explosion effect, which appears on impact..?
  5. ahahahaha! lol, I was so sure I clicked the last page! Guess I was a bit too tired :o on the bright side, case closed about the motion blur issue ;)
  6. What? Can't we do that already? Or have I missed something?
  7. heruon

    Feedback tracker administration

    I think this one can be marked as resolved. Probably accidentally fixed by the overhaul of weaponhandling :) http://feedback.arma3.com/view.php?id=6916
  8. What's this exactly? I noticed today that I can barely hear enemy fire at about 400m distance. As I recall it, it was more audible just recently? Could be that I've been playing with megagoths sound lately, but I don't think that's actually it.
  9. This is sounding great! And I really like the distance the sounds can be heard from... An arma dream finally coming true :) However, I feel like it could be a bit more.. aggressive, or.. alive. It's really hard to explain though. But I'm guessing that has more to do with them fancy tails not being in place yet. :) Don't get me wrong it sounds simply great! Loving the work you're doing
  10. This! This is what has been annoying me the most about the gun sounds. At a distance I expect to hear the discharge, a bang, but not any mechanical noise
  11. Aah, I see. Thanks for straightening that out. Going to try out your volume levels as soon as arma finishes updating.
  12. I'm getting these errors when trying to play the showcase mission "Armed assault": 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_addWaypoint.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_ambientFiring.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_echoSupportCalled.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_handleDamage.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_apcHit.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_chopperLanding.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_music.sqf not found 22:59:59 Warning Message: Script functions\Showcase_Armed_Assault\fn_saa_bobcatPush.sqf not found Mission is unplayable as the vehicles won't start moving at mission start.
  13. Thank you for this megagoth! This really adds a new dimension to arma! I really like how you've caught the punch of a gunshot in a really nice way. And the thing is, that with this I can actually play at a higher volume than before, and it still doesn't create discomfort. It's simply superb! A few questions though.. With the new sound system in place, how does this work with your mod? I mean the old system was based on having multiple samples for different distances, but the new system uses a distance based filter. If I got it right. So, does your mod automatically use the new system, and just one base sample is used? Or is that up to you to choose?.. New or old system. And, can you get access to this new fancy filter and edit it to your liking?
  14. I really like what you done with the soundengine BI! This more dynamic approach, I believe, is really the way to go and the positional bulletcracks really add to immersion and put me inside the game more. Thank you for this BI! And while many weapons have been changed to the better, I strongly feel they lack the proper punch of a firearm, especially at a bit of range. I think you should really listen to what megagoth has got to say about that :) Anyway, this all is a huge step in the right direction!
  15. Yeah, that last part got me really curious.. Is a more dynamic approach like that something you're actually considering? Atleast, it seems logical in an open world game like arma. Simply put, imo it would be awesome! But would it really be necessary to generate a new sound for each shot? Same general position and direction - same sound. Would probably save you alot of resources. Even if it's something you'll never get to do, it's still exciting that you're thinking of it :)