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About laxemann

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    Master Gunnery Sergeant

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    Sound and music stuff, sports, modding like the fucking nerd I sometimes am

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  1. laxemann


    Dude. Nothing much more to say other than that is some masterfully, insane work you've done there. Chapeau!
  2. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey mate, make sure that you export the sounds as 44.1KHz, 16 bit files! 🙂
  3. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Forwarded to the team, they'll be delighted to hear this! 🙂 @ducphuli Nope, not really 😄
  4. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Ahhh I think I know what you mean now. There is no deeper meaning or reason for it. I did the first (actually the second) iteration of sounds for RHS more than five years ago. A bit later, I started doing new sounds with new configurations but were not able to make everything new, so both the old and the new sounds and their pbos stayed. 🙂 You can, of course, do everything in one file, no need to do it in two! 😄 As for bullet casings: That's unfortunately not really possible, as the sounds for bullet casings dropping use the "old" soundsystem, meaning all you can do is to link a sound to pre-defined surfaces. There unfortunately is no defitinion for "interior" bullets.
  5. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Funny enough, DayZ SA audio is pretty much A3 audio 🙂 @ducphuli I didn't quite get your question above, could you please specify?
  6. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Hey dude, that's great, nice to hear! Re 1: Do you mean "how" ArmA can now which class to overwrite? If yes, you have to swap the soundSet for the weapon class that you want to apply it on. Take a look at inheritances here: https://community.bistudio.com/wiki/Class_Inheritance Re 2: The engine hands so called SoundControllers over to the volume calculation. It's a formula. Meadows means the volume when shooting in "meadows" (open fields). There are also, for example, "houses","forest","trees","interior". An example could be: volume = "(1-forest)". This sound would always play except for when the shooter is inside the forest. Because the "forest" value would become 1, making our formula volume = "1-1" (= 0 ) 🙂
  7. Enhanced soundscape works on all mods, but there never are reflections when the weapons are suppressed. DynaSound only changes vanilla sounds.
  8. What you are hearing and referring to are the actual shot samples of the weapons, not any sort of reflection ES simulates. This is especially obvious because ES is disabled for silenced weapons.
  9. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    @ducphuli Hi dude, take a look at this page, it basically shows a full weapon sound setup: https://community.bistudio.com/wiki/Arma_3:_Sound:_ExampleWeaponConfig Gunter Severloh did a video on how to pack your folders into a "proper" mod:
  10. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Heya ducphuli, that depends on the license type of the sound library. Most libraries that are actually free (and not just ripped from somewhere) often times demand that the author/the library is credited somewhere in the work. So... Check what license the library uses and if you are allowed to use the library for your purpose If it says that the creator/library must be credited, ideally at least create a text file called credits within your pbo that mentions the author. If you wanna go all in and truly honor the generous author of the free library, also mention them wherever you upload the mod (e.g. steam) Hope that helped. 🙂
  11. laxemann

    LAMBS Improved Danger.fsm

    The behaviour you described is very unrealistic (even an mp5 with subsonic ammo will still be fairly audible at 50m). Also, I think the point that diwako was trying to make is that it's also not within the scope of the mod. As the name implies, it changes the AIs "Danger.fsm", meaning their combat behaviour. Bullet/shot detection is a different thing (within ArmA) and has nothing to do with what this mod is operating in.
  12. Well, generally speaking: "Just" loading mods on their own should mainly affect (initial) load up time. There are two main reasons why a mod may impact performance: - If it's vehicles and units, they might not be well optimized, meaning no proper LODs, showing the "full-detail-version" of a model even if you're far away. - If it's a gameplay tweak, like enhanced functionality, it might be caused by improper scripting. My personal approach would be: - First take away the mods that add "mechanics"/are heavilly scripted - **Then** take a look at units and vehicles.
  13. laxemann

    RR Immersive Maps by LAxemann

    I released an update tonight which should fix any high network traffic/desync issues. Before: As soon as someone opens a map or puts it on the ground, the marker information of the player was broadcasted to every other player. Now: The marker information is stored locally on the owning player, the map only broadcasts who it "belongs" to to everyone. Upon opening the map via the interaction menu, the owning player sends the marker information only to the client which "asked" to receive the data. The only downside to this way of handling things is that there might be a slight delay until you actually see the map markers (as transferring the data between clients can take a few ms).
  14. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Oh, yeah: The "old", non-soundShader way of setting up sounds doesn't support CustomSoundControllers!