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About megagoth1702

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  1. ~ ArmA 3 Sound Modding 101 ~

    What the... ? I am totally confused. Please share the addon.
  2. ~ ArmA 3 Sound Modding 101 ~

    Show us your config. Is your file a 44.1/16bit file? The numbers are sample numbers. That's 100% correct.
  3. Tac-Ops Mission Pack DLC Feedback

    Just googled for "arma 3 tac ops feedback" and came here. Amazing DLC package, really shows off arma's unique skills and motivates to make own missions. :) Well done BI, amazing.
  4. Community Wiki Upgrade

    Thanks for the update! Looking lean now! :) FR: +1 for any kind of WYSIWYG editor... :-/
  5. No, I want positive numbers to mean RIGHT and UP.
  6. Wrote a wiki page on this. Thanks Laxe for the -90 means UP tip. Seems like a bug honestly. https://community.bistudio.com/wiki/Arma_3_Sound:_SoundShapes
  7. ~ ArmA 3 Sound Modding 101 ~

    Can not 100% confirm, but it's being talked about and seen as very important. If it will be possible for A3 will depend on free programmer ressources, which as we know, are very scarce. We all will have to wait and see.
  8. ~ ArmA 3 Sound Modding 101 ~

    Time for a little update. 1. SoundShaders & SoundSets for vehicles We can now use soundShaders & soundSets for vehicles. This is awesome, mostly because every soundSet can have it's own attenuation & filter settings. First you configure soundShaders, frequency & volume parameters are capable of handling simple expressions and soundControllers. Then you configure soundSets, important note here: realtime simple expression updates only work for soundShaders, if the soundShader is the ONLY ONE in the soundSet. This is an engine limitation we have to live with. Having more than one soundShader in soundSet will break it. Keep in mind that one soundSet = one voice and there is a limited number of voices that can be played at the same time. So if you have too many soundSets for your vehicle, you run into the chance of audio missing/skipping when too many assets are in the scene. 2. Interior/Exterior vehicle sound soundSets It was possible to do this for vehicle sounds (engines etc. not weapons) by using camPos soundcontroller as a check whether cam is inside or outside. Now, to save performance, we have different soundSets for int/ext. Depending on camera position, only one set of soundSets is evaluated. SoundShaders & sets are configured as usual, but in the vehicle sound configuration we do something a bit differently. Check this image for an example. 3. playTrigger A new parameter for soundSets. Once value goes over 0, soundSet will be triggered. Example: playTrigger = thrust - 0.1. As soon as the player presses any movement button, thrust is applied. Because the expression starts at -0.1, it will go over 0 as soon as the button is pressed. This allows for quick accelleration sounds, "fake" high RPM Engine Bursts at the beginning of movement. Check the KUMA MBT on devBranch for an example. 4. machCone New soundController for jets. Will be 1 if camera is within machCone of a jet. Will be 0 if camera is OUTSIDE of machCone. Use this on all soundShaders of jets so that sound is silent when listener is in front of the machCone. Supersonic jets are silent from the front, because of this soundController. 5. cfgSoundShapes Check wiki, we can now properly assign directionality to soundSets, which is very good for vehicles.
  9. Audio Tweaking (dev branch)

    Oh, it's simple. I get to ask specific people specific questions and explain them to you guys here in this forum. Going to be more of it incoming soon, since I now will have more time for this. :) Will forward this.
  10. Audio Tweaking (dev branch)

    Planned. :)
  11. I was surprised by this! Wow. Well done! The only thing bothering me is the writing, in a few cases it's too clichee and heavy-headed. Writers will know what I mean, when something does not feel "natural". But again, only sometimes. I know it's very hard to make tough topics work in a video game, you need the perfect setting, the perfect script and perfect voice actors so it does not become cheesy. Other than that - RESPECT!!! Story & Script - very good! Voice actors - very good! Storytelling & pacing - very good! Missions - challenging and entertaining! The technical side of things - man, the "short" memories, I am surprised this even works in the A3 engine without serious performance issues while playing, respect! I was really impressed and pulled in by the story telling. The way you begin to play the game as "someone" and how you have to figure out things yourself, very well done. I would like a tiny bit more guidance in the mission where you have to block the road with cars though. But then again, I figured it out by myself (as did all of us) and it was nice in the end. Really, really great work. Besides the first point I have nothing to complain about in this DLC. It's a quality step up for sure! I'd pay extra for a longer campaign with this kind of quality story telling and level of variety. Thank you guys!
  12. Congratz Homie, absolute premium work, put a 1702 on there. ;) :D :D
  13. Feedback Thread

    I'm actually surprised how well this concept works. It's fun, quick, nice, works well. Good job so far! I see myself preferring big caliber weapons because they kill quicker. Don't see a reason to use rifleman for example. Clearly communicating what the airdrops do for each game mode would be nice. (Capture airdrop for an additonal respawn! as an INGAME hint for example. Hint system could be made optional in the game settings.) Map in spectator would be nice. Seeing other players as markers on the map would be nice. (Also in spectator.) One major thing is - "netcode". Death-trades happen too often, the damage dealing does not feel "responsive" at all. There also needs to be a GUI for kicking/banning players. I have encountered a guy today who was able to teleport himself and other players and ruin the game.
  14. Audio Tweaking (dev branch)

    Talked to the audio guys - it's the limit of max played voices. Since arma3 tanoa's soundscape is now very rich (each bush, tree, house etc. is producing sound) each sounds produces a voice. And since the voice limit of 128 (divided into smaller "groups" for weapons, vehicles, EnvSFX etc.) is pretty low and there is not yet a good "prioritize" function in place, this is what we have right now. This is why we come near a "new" sound source, an "old" one dies. This is a known issue and it's being worked on. No ETA, but maybe in one of the upcoming DLCs. Only time will tell. That's all we know right now.