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Variable

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Everything posted by Variable

  1. Good game all, was good to be part of this glorious battle! Who took the group pictures at at end? Please post them!
  2. Last week it ruined a mission for me as well and for two others who had the same problem. This really calls for a an urgent fix.
  3. Variable

    Audio Tweaking (dev branch)

    Added No sound for entering and exiting tanks, vehicles and aircrafts List above updated.
  4. Variable

    [MP CO15 Campaign] Wolfpack Vol. 1

    Given the long marching distances in some of the Wolfpack missions and the new fatigue system, I recommend the Load-out Weight indicator by big_wilk.
  5. Variable

    Audio Tweaking (dev branch)

    Thanks for the update doosh! Looking forward to hearing about your progress. I'll put Work in Progress indications for list items you confirm being worked on. [Also, doppler effect removed from the list as its apparently working fine] List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) Ammunition Sound for falling bombs and artillery shells Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft
  6. Variable

    Audio Tweaking (dev branch)

    Added missing sound of falling bombs and artillery shells and a new "Ammunition" title. The rest are bugs, not quite missing sounds per se... I don't think we want the list to turn to a general sound bug list. Regarding doppler - are you sure about that? I'm not entirely positive but I think it's absent when, for example, a vehicle is passing by. Maybe it's just not pronounced enough? List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) Ammunition Sound for falling bombs and artillery shells Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion Speed of sound simulation for vehicles and aircraft
  7. Variable

    Blastcore: Phoenix 2

    I second that.
  8. Variable

    Audio Tweaking (dev branch)

    Sigh... Unstriking the relevant entry. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Screams when getting hit No sound during parachuting (wind, parachute fabric) Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju List of missing effects (rolling list): Sound occulsion Doppler effect for moving vehicles and aircraft Speed of sound simulation for vehicles and aircraft
  9. Variable

    AI Configuration - feedback

    It was wrong to have skill and precision separated between factions in the first place. These must be controlled by the mission maker - and that's how it is now.
  10. Variable

    Audio Tweaking (dev branch)

    A lot of them are unclear/don't speak for themselves, I guess BIS can make more sense from kju's list than we do. Right! List of missing sounds (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Screams when getting hit No sound during parachuting (wind, parachute fabric) Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju List of missing effects (rolling list): Sound occulsion Doppler effect for moving vehicles and aircraft Speed of sound simulation for vehicles and aircraft
  11. Variable

    Audio Tweaking (dev branch)

    Oops, yeah, I forgot to remove that one. Thanks MadDogX. Just been told that there are no track sounds for tanks. You hear only their engine and not the sounds of the tracks friction with the ground. Seems like tanks are suffering badly from missing sounds. List of missing sounds (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Screams when getting hit Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html - thanks kju List of missing effects (rolling list): Sound occulsion Doppler effect for moving vehicles and aircraft Speed of sound simulation for vehicles and aircraft
  12. Every word. We are gathering all missing sounds and all missing effects into a list (as opposed to general sound bugs) on the Audio Tweaking (dev branch) thread. Added that one as well. It's funny how so many things are missing but we all play the game so much that we have lost our objectivity and sometimes doesn't even feel something specific is missing other than a general sense of discomfort. That's why I think making a list is important, people are constantly going "I didn't think of this and that".
  13. Variable

    Audio Tweaking (dev branch)

    Additions below in bold. Now that BIS has decided to invest effort in the sound department, I hope we could get a developer to update us what are their plans regarding the list of missing sounds and missing effects? List of missing sounds (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Screams when getting hit Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju List of missing effects (rolling list): Sound occulsion Doppler effect for moving vehicles and aircraft Speed of sound simulation for vehicles and aircraft
  14. Looks wonderful, I will try this. Supported!
  15. Sounds great, and I trust your creator judgment to strike the perfect balance between story and intense fighting! Looking forward for the new missions!
  16. Thanks Ollem, have you decided not to add a check to see if there's a player in the group? A lot of scenarios have you, as player, lead by an AI leader. In the thick of the firefight, it gets really strange when they start whispering instead of yelling.
  17. Variable

    Audio Tweaking (dev branch)

    Thanks Gustnav. How come this has only 7 votes...
  18. You just need to save again all missions in the campaign - that will fix it :)
  19. Variable

    Audio Tweaking (dev branch)

    Yes, it will be weird if this is the way they'll implement it. It should be accompanied by an animation or client side only. A good example for going into boresight view sound effect:
  20. Variable

    Middle East Conflict mod

    I'm going through this interesting thread and I just want to leave one comment regarding the pictures in the quoted post. IDF soldiers have two sets of clothing, "Alef" and "Bet". Note that the officer in the third picture is wearing an "Alef" uniform, which is used mainly for travelling outside military bases (for example while travelling home and back to service) and for special occasions. These uniforms are not used in combat or training. For training and combat the "Bet" uniforms are used. Think of them as "work" uniforms. See Wikipedia article. The two sets have different colour and fabric. Here's a picture of IDF soldiers wearing Bet uniforms: https://c1.staticflickr.com/1/27/53765792_f4f07c46cc_z.jpg Note that depending on the mod's fidelity, the changes might be unnoticeable.
  21. Variable

    Audio Tweaking (dev branch)

    The fact that we are missing an animation for the character when going into boresight view doesn't mean there shouldn't be a sound for it. quite the contrary: If there isn't animation for it, AT LEAST provide a sound. Oh damn, I got confused with the graphic setting... Thanks, corrected. Right! This has been bugging me forever... Added. List of missing sounds (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju List of missing effects Sound occulsion
  22. Variable

    Audio Tweaking (dev branch)

    I guess we need a list for missing sound effects, too. Added. Bigpickle, are there any other effects that are missing? List of missing sounds (rolling list): Infantry Rifleand pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has it! Sound of falling bodies Armour and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Braking sound Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) Multiple missing sounds in the engine: http://www.file-upload.net/download-..._1_26.txt.html -tanks kju List of missing effects Sound occulsion
  23. I'm playing the campaign now with CWR2 1.0 and I must say this is a great experience. The missions are ironed out, the cutscenes are accurate and I am having a lot of fun. Up until now I encountered two bugs - 1. in the first mission, if your leader dies, the mission won't progress after the fuel station counter attack (I also think the leader needs to be un-killable for story reasons as well). 2. The cut-scene after the Angelina escort mission is missing a "link to a static object". Need to re-save it in the editor. This bug freezes the game and I had to alt-f4. I am playing with game version 1.63. I will report if there are any other issues.
  24. Variable

    Audio Tweaking (dev branch)

    Yes. Switching between visual modes should at least make a low click sound, to at least simulate the feedback you receive in real life when clicking buttons. Any button, even if its sound is low.
  25. Variable

    [Coop3-6]Foxy-Owl-Inbound

    Sounds great. Installed on the CiA coop server. Will let you know how it went. Might take a while becasue we are rarely only 6 players.
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