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Smurf

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Posts posted by Smurf


  1. Among soundmods, ACSE is what "Apocalypse Now" is among movies.

    Something like this? :D

    One more wonderful thing about the way a helicopter sounds is that it has a different articulation as it passes by. You’ll hear five or six different things going on when you get into different spatial relationships to it — sometimes you’ll hear just the rotor, then you’ll hear just the turbine, then you’ll hear just the tail rotor, then you’ll hear some clanking piece of machinery, then you’ll hear low thuds. The helicopter provides you with the sound equivalent of shining a white light through a prism — you get the hidden colors of the rainbow.

    http://designingsound.org/2009/10/walter-murch-special-apocalypse-now/

    Good reading.


  2. In Arma you have the weapon on shoulder all the time*, head "up" when not aiming and the same thing when aiming, the only thing that moves is the camera (or point or view) as the weapon doesn't comes up nor the head goes down. See first page. Arma is "unrealistic".

    * = imagine a world where you could tell the soldier "skill" by the way they move and hold their weapon; Civilians in hipfiring, guerrilas with a rudimentary hold, proper soldiers as we have now and SF... well been a while since I watched "tacticool" videos, thumb over barrel maybe? :p


  3. that's a good point. often audiovisual feedback is used to make up for lack of tactile input by a game/movie or whatever. Nod's example is like that. when you click a button in real life you feel the mechanical snap or whatever you want to call it inside your finger. that is replicated by an audio click to give you that feel of a real button almost like a reference to that feeling in you finger.

    same goes for stuff like being close to an explosion. the vibration is mimicked by the camera (i think arma does that already). same goes for standing close to a big gun (pretty sure about this one being in the game). so i don't see why it shouldn't be applied to the very weapon you hold in your hands. unless you want to go the dangerous route of simulation fever. let's not start that shit. there is no end to it :D

    also keep in mind that "cam shake" does not always mean a vibrating motion. by setting the frequency and other settings right you can make it just a single jerk.

    That's why I think Red Orchestra 2 is one of the most immersive shooters out there; Some think the post-processing effects may be overdone, but in the heat of the battle with people firing around you (mainly MGs), grenades exploding and arty falling, shit gets tense and you lose your bearings sometimes. Add the awesome sounds, gore and auto chatter and you got a nice big picture.

    Meanwhile Arma seems dead on most situations. I would appreciate if Devs starting experimenting with this kind of things, add as an option.

    ____________

    On a side note, Dev notes! Just saw this screen of PCars and well, could be useful on DevBranch to keep us informed without giving away too much or making promisses?

    http://cloud-4.steampowered.com/ugc/3280058230365474905/06D70C3F5F4B05990BF50C70C06D307AF726B57F/ (210 kB)


  4. logo_blue.png

    Full details:

    Official Site: http://gene-rally.com/

    Kickstarter: https://www.kickstarter.com/projects/curiouschickengames/generally-2-top-down-arcade-racing-game

    For the endless hours playing GR1 with buds, I HAVE to share.

    What is this? A top-down racing game for up to 6 players featuring a great number of tracks, cars + mods; A physics system better than some full racing games, damage, tyre and fuel consumption.

    What is new to GR2? All that with better graphics (including night\day cycles), better physics and online multiplayer for up to 12 people.

    I could go on but at 9mb, it is easier for you to try for yourself:

    Generally 2 pre-Alpha Demo: http://gene-rally.com/download/

    You can race your ghost or other 5 people on local multiplayer, one track and 7 different type of cars. Note: It's early work (10-15%) and unoptimized.

    photo-main.jpg?1397862348

    In the same link you can download GR1, a great "party game" or to kill time on the office with friends. I doubt you can have more fun with less than 2mb!

    198624282_19bd4922ca.jpgsmgamebig.gifdaveblog_auggameround3.jpg


  5. Thanks for replying zeep,

    Wouldn't the addition of a reverb/echo simulation increase the amount of processing? (not the audio trigger type aka JSRS/SOS) Like a typical VST/RTAS type audio plugin. I'm not clued up at all on the coding scripting side of things, but when I drop reverbs into projects it eats my processor big time. If i know anything about Arma everyone wants better performance :D

    This Audio Occlusion thing must be a good thing though? Any Ideas on how this works?

    Thanks

    Doing it at engine level would make it more "light".

    Audio Occlusion? Go play Arma 1. I'm sure it worked there; Not so sure on A2.

    And despite the huge improvements made on some audio areas I still agree with my "early on this thread" me:

    Default sounds should be, at least, at soundmods standards.

    It is something that have a HUGE impact on immersion and gameplay, among all technical things in A3, sure it is the most lacking one.

    A3 it's not up to industry's or the game itself standards. Battles sound boring and lifeless. What's the point of having such a big map and nothing happening over there (if you know what I mean...)?


  6. Yes, alongside some improvements to other aspects (sway, fatigue), this is related to weapon handling updates in progress for Bootcamp's feature set.

    We'd expect to share a more detailed overview of what's changed (improved/fixed) and why in the run up the the dev-branch release.

    Best,

    RiE

    Excellent!

    Now I just need a brand new PC to fully enjoy this beast (which isn't even ready yet!)

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