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laxemann

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Everything posted by laxemann

  1. Any chance to get credits for the weapon sounds? You never replied :/ Still loving the birds! :)
  2. As I wrote a few posts before, don't play on Dev if you want to use soundmods at the moment. Also, last video before the update:
  3. All helis are done. Awwyis. I also did a trailer after coming home from a house party. I shouldn't release it, but I will.
  4. Using the mod doesn't make any sense as long as BI don't fix the animation bug. (You keep on walking when lowering your weapon while walking) :/
  5. To anyone who has issues with not hearing any distance sounds at all; From all people I've asked, 100% of them were on Dev branch. Switch to stable, dev branch currently has some unsolved issues due to the imminent changes in the sound engine. Also:
  6. You will still hear the regular explosions, no worries, enjoy your online play :) Just tested it, flare sounds work fine for me. Try it with CBA and DynaSound only.
  7. Remember when I said I might never do vehicle sounds? Well, I kinda got into helicopters :D Edit: Yup, I'll take care of the vanilla rotor-"swish"
  8. Huh, this is weird... Suppress creates new "layers" of PPeffects, we've been using Suppress for ages now and never had that issue... could you please make a video? o:
  9. LAxemann proudly presents... DynaSound (DS) a new soundmod for ArmA 3 + public soundmod framework What's the story and idea behind it? Hey folks, some time ago I've written that I'm working on a soundmod script framework. The intention was to make it easy to use even though it should include stuff such as distance scripts, inroom sounds and more. I'm currently doing the weapon sounds for RHS, writing new scripts for DragonFyre and wanted to help out megagoth with his soundmod, too. All this lead to the decision of actually doing the script framework and I got so motivated that I started my own soundmod, too. I'll try to push DynaSound as far as possible and when everything works, the framework will be released for everybody - aswell as the soundmod itself. DynaSound itself is meant to be played with my Enhanced Soundscape. And here we go! Intention Most important fact straight ahead: I'm doing the soundmod for two purposes: 1. The fun 2. The fun of letting you enjoy it if you like it There currently are some soundmods in development, which is phantastic! I'm a huge dynamic range enthusiast and really can't stand the compressed soundscape of today's games but I'm also aware of the fact that I'd have to make every single sound in ArmA more quiet in order to achieve my desired effect. My goal is it therefore to achieve a soundscape that has a distinct dynamic range but compromises with the downsides of having to compress here and there. Features Straight to the point, some features (so far): • Different sounds for different distances • Distant explosion sounds (Same issue as with DFyre... ammoEventhandler, y'know) • Inroom sounds • An easy-to use script framework • New weapon sounds, of course • Rocket Flyby-noises • More to come Plans The mod won't touch vehicle or ambient sounds - at least for now. I'll mainly focus on weapons and new features related to them. Progress Weapons: Everything except for some DLC weapons. Misc: • Bullet Cracks • Indoor sounds • Explosions • Rocket scripts & sounds (FlyBys, flying sound, incoming sound when close etc.) • Script framework, partially modular Media WARNING: In order to get the best sound experience, adjust your volume to a level that makes sound "natural", and then push the volume up just a bit more. More Videos: Well, tell me what you think so far! :) LAxe
  10. I didn't change any vehicle sounds.
  11. Alright, regarding not being able to hear shots when being inside vehicles: You CAN hear them, but they are veeeeeeeey quiet. Unfortunately seems to be connected to a bug (?) with the say3d command. Feedbacktracker entry
  12. I'm looking at it as I'm typing this :D
  13. Aight, I checked on the interior sounds. They work, but might be a bit quiet and aren't audible over a great distance. Check this: Use a pistol, e.g. the p07, and go in third person. Then shoot inside a building, should be very noticable :)
  14. That's the only possible explanation :)
  15. Hmm, that's weird. I noticed that on some specific maps, scripted sounds are generally incredible quiet, but thought this has been fixed. Did you test it on Stratis/Altis or a mod map?
  16. True that, dude, well thought! DynaSound definitely has an impact on FPS - as everything that's scripted. However, there pretty much is none in regular firefights and testers didnt complain on larger coop rounds either. I've been told it's the most performant scripted soundmod right now. As for compatibility: Two mods that change the same thing will never be compatible, but once again, since DynaSound only focuses on weapons and explosions, you could use DynaSound together with another sound mod if you delete the other mod's weapon pbos
  17. The RAR archive is 150MB, the extracted mod is somewhat around 900 or 850 MB :)
  18. I've been working on RHS ever since, so the sounds you hear were created by me. :) Also, nice, you created so much traffic my dropbox is currently shut down haha, Foxhound already uploaded it to Armaholic, though - thanks, dude!
  19. Glad you like it, guys! :) 1. You can totally use ES along with DynaSound, I actually intendet them to be used together, but ES simply eats too much performance to "force" it on everyone. :) 2. AFAIK and from what testers told me, DynaSound is 100% 100% clientside :P
  20. This looks so amazing... will there be the infamous Kreisel in Königstein? ;P
  21. My last post before the release: I've been able to cover the Navid aswell, so all weapons except for the three remaining DLC DMRs are covered. Also, I made a short theme for the mod which will be included in the download. Approximately T-5
  22. How the heck should that work if both mods change the same things, haha? :P However, since DynaSound only covers weapon sounds, you could delete all weapon-related pbos from another sound mod so that only the vehicle sounds remain.
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