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Reezo

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Everything posted by Reezo

  1. I do have the @ACEX_SM loaded before HiFi, indeed. (e.g. @ACEX_SM;@HiFi). --- Here is a video showing off the A-10 with the latest beta3: from the outside: 55QviOWqNPY and from the inside: lkff8TIpJBo Sorry for the awful flying and aiming skills, this one was the longest flight I had so far since I got ArmA 2..enough said :)
  2. I just uploaded a quick video for some of the most common BLUFOR weapons: http://www.youtube.com/watch?v=gBvzBajUqCQ We're currently testing some more sounds at SR5 and hopefully post more soon. Great mod, amazing work! The A-10 feels like a destructive demon in the air now. Hearing one of its attack runs is like a sugar rush, only for ears :)
  3. The only problem I've noticed - and I am asking this to other players, to compare my experience with yours - is that while the sounds have "immersion", they tend to sound the same regardless of distance. My gameplay is sort of becoming affected by this as I tend to rely on acoustics a lot.. whether an enemy is at 50m or 150m their weapon sounds always seem kinda near..immersive but near. It took me a while to notice because the sound themselves are not "raw" and feel rich of ambience..problem is it's really messing my perception of the battle and this can lead to a lot of problems. Has anyone experienced this chance in situational awareness (in a bad way) from this mod? Be aware this is a tricky one to test, it took me a while to even start suspecting. My personal opinion is that the sounds would need a little more "fading" with distance..otherwise everything kinda gets "close to my face". Great work anyway,
  4. Thanks guys! I was just telling a friend of mine "I suppose it's soon going to...WHOopS wait a sec!" :)
  5. Reezo

    Dedicated Server basic.cfg

    Thanks for the great findings! Getting here and reading the whole thread is a real treat! Respects for the time and efforts you guys put in this. Much appreciated. -A
  6. AM, that was exactly what I meant. Actually my entire post was trying to lure you out to prove my theory with something as effective as your post :)
  7. Definitely true, it's got its own voice and the rate of fire is particular as well..it's got its own groove :)
  8. @GuiltySpark: I noticed that video a couple days ago and - without real life experience of that weapon - I thought it was excellent. It reminds me of Full Metal Jacket or any other movie where the Machinegunner is the nasty motherf*****. :)
  9. Reezo

    WarFX Particles

    @OpticalSnare: that last video of the shell casings and muzzle flashes is impressive. I am not in the position to say whether or not it resembles reality but it looks AMAZING. Just the thing I was thinking about a couple days ago. You got some talent (you don't need me telling you that but anyway, there it goes :))
  10. Reezo

    VopSound 2.1

    I've just uploaded a small video of me firing some of the most common BLUFOR weapons at our firing range, with VopSound 2.1 This way you can just have a very quick and specific overview. Hope you guys like it. Thanks for another great mod! Knay_4uUL0I
  11. What Chammy is saying is absolutely right. There is never going to be an "absolute" point of view, microphones have their own perspective and using that perspective is mandatory since we're not generating the sound naturally (i.e. firing a real M60 every time you shoot in-game :)) but replicating a captured event. Take this from some kind of professional sound engineer as daily job ;) I am going to release an updated video showing off the updated sounds as soon as the update is released ;) Thanks team! Alberto out :)
  12. You're welcome! In situations like these - no matter what you do - you always think you're not giving back enough compared to what Chammy's and Protegimus' (and all the others) have done. At least it's something! ;) -A
  13. Here is a little treat for the Medium Machineguns lovers: M240, Mk-48, M60, the three beauties. 1GBdxmg0fQw
  14. Here's a sneek peek of some of the sounds in CSM2. I recorded a quick firing range test for some of the most important BLUFOR weapons: M4, M203, M16, M249, M9, M136, SMAW, DMR. You can watch the videos on my YT channel: http://www.youtube.com/user/sr5tactical An example, the M16 tests: MK-lDb-NmCQ
  15. It's working great! I am going to post some quick firing range tests soon..
  16. I was just about to post that we extensively tested most of BLUFOR weapons and encountered NO problem at all. We were not able to replicate the error so I guess it was just a temporary weird gizmo. Thanks Protegimus for officially clarifying this even more! I don't care if I repeat myself: congrats for the amazing work.
  17. I've just tested it and I don't hear the problems we experienced yesterday. I must say, however, that the problem was with sounds being "generated" in the near surroundings, not from the weapon being fired by the player himself. So I think I would either need the AI or better (to simulate what happened) another player with: @CBA;@ACE;@ACEX@ACEX_PLA;@ACEX_SM;@CSM2 to do some firing range tests while staying very close/close/far from him. Plus: yes, the "multiple magazines=multiple sounds" is a little weird. All in all amazing work! My favorite sound mod so far along with HIFI. Keep it up!
  18. Thanks! I will give it another try..weird that both me and another friend were having the same issue. He reported that sounds "close to him" were gone..while he could hear those from afar correctly. Thanks for the report, again, Alberto.
  19. After updating to the latest ACE version: ACE - v222 ACEX - v175 ACEX_SM - v18 ACEX_PLA - v10 CBA - v52 me and another guy in my team noticed that some of the sounds went "missing"..namely (for example) the M4, the SMAW firing sound etc. I suspect this might have something to do with the ACEX_SM update? Can anyone verify this please, it makes CSM2 unusable with ACE at the moment. I will try my best to provide further info and record a video, too. Thanks again for the great work Chammy, -A
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