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laxemann

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Everything posted by laxemann

  1. Wow, looks stunning and like an infantry TvT paradise!
  2. Hey guys, a small update: Since BI are currently tweaking the sound handling in ArmA, I've decided to focus on gathering sounds rather than continuing implementing stuff, so there won't be much to hear in the next time, but it should go really fast as soon as I know what's being changed and how this affects the mod :)
  3. Spacenavy, did you read my message? :)
  4. I wanted to write no, but I just saw the we recently got a command that could help me with this. I'll look into it! :) But regarding your actual question: Not yet, no :P
  5. Hey dude, I unfortunately can't change anything about the way the AI drives, so if it feels like doing weird stuff, it'll do it! :D By the way, I tested it with some guys today; Can anybody confirm that the script will spawn almost no civilians anymore after you shot one or two? Probably even without shooting anyone? We couln't reproduce it afterwards but the debugger said it's spawning cars like crazy, but there were none. Hm?!
  6. No valuable feedback yet, I know, but I'd agree there :D
  7. Yup :P Only works in semi-auto, though
  8. Hey dude, feedback from a sound guy :) • The system seems to work well, I dig that you can hear the delayed response from far away buildings (FPS don't seem to like it that much, though :D) • There are two complete breakers for me: The first thing are the sounds themselves. They simply sound like white noise (bsshhhh)... • ... and the second thing is that all sounds seem to be _way_ too loud (config-wise). The ArmA limiter instantly kicks in which leaves a horrible flat and compressed soundscape as soon as you shoot only once. But you seem to be aware of that! Really looking forward to see where this is going to, dude, keep improving it!
  9. The thing is that ES (partially included in DFyre) does the same, so you'll end up having two sounds for the same thing, resulting in overlapping and hard limiting because it reaches the max volume very fast. So you have to chose one :(
  10. Did you take the default settings? If yes, keep in mind that the script will spawn 78 civilians and cars driving around. For a mission that already is script and ai heavy, I wouldnt set it to more than 10 or 15... especially on a low spec server :)
  11. Ouff, that wouldn't be easy, I guess- That'd be another script then :D That actually shouldn't be a thing, I'll look into it! :D
  12. Dragonfyre has the same feature included, I built it in xP :D
  13. Ah, so the same thing I did in Enhanced Soundscape? (The sounds were reworked by now) I like your sounds, btw :)
  14. Uuuh, keeping the expectations high - I'm hyped :D
  15. Hmm, not really since doing so is possible with the exisiting modules fairly easilly :o Also... UPDATE Download (v1.1) Changelog: I'd also like to point out a feature that comes along with blacklisting: The script checks every 15 seconds if all players are within blacklisted marker areas. If this is the case, the overall script will slow down and make it's checks every 7 seconds instead of every second, which increases performance. This will be helpful if you have large blacklist areas since it prevents the script from trying to find positions all the time. :) And here's a little showcase:
  16. laxemann

    Audio Tweaking (dev branch)

    I see - very nice, most likely the most efficient way to get the desired results. Will we be able to create our own EQ and filter curves by any chance?
  17. That's because the distance a sound can be heard is defined in the config/description ext. Changing the volume will do just that - Change the volume, but not the audible distance. ;) You also said that other players experience the sound way too loud, right? Try to check if the sound is played really only once. In my early days I did a mission where I set a trigger to trigger a sound via say3d after a few minutes. The trigger got activated by all spawning players at the same time, so we ended up having the sample played 45 times... at the same time, making it unbelievably loud.
  18. I unfortunately can't change the AI's driving behaviour. :/ The AI simply gets a waypoint on a road ~4km away, drives to it on it's own, gets another one (they usually despawn before reaching the first waypoint, though)... and so on. As for the blacklisting: Good point, I'll look into it. And thanks for the kind words! Oh, regarding performance: The script itself performed really well, having 80 civilians driving around at the same time might drop your frames though for obvious reasons :D Keep that in mind if you want to use it in a mission that already is AI/performance heavy. :) Sooo, my next to-dos: • Blacklisting • "Player oriented" mode. In this mode the waypoints should always be placed near players so that you'll run into traffic more often. I did the initial version for a mission which requires to have the streets full of cars, this looks more natural but it might happen that you won't see any cars for a while in MP. This is caused by the fact that the amount of cars gets splitted by the amount of players.
  19. laxemann

    Audio Tweaking (dev branch)

    The latest SITREP suggested that there will be more processing of the game's sounds, especially when it comes to distances. Therefore, a direct question to the devs: Can you already tell what steps you'll take to achieve this? Will you "only" use a dynamic EQ/filter or is there more to it?
  20. laxemann

    Weapon Resting & Deployment Feedback

    Just another thought, I guess that we'll be able to get a button for deploying bipods, right? Many guys are eager to see a more "static" approach to weapon resting, so why not "hardrest" it with the deployment button when no bipod is attached? You'd have the benefit of an even steadier aim and (as far as I read this) your body following your aim/staying within concealment.
  21. laxemann

    JSRS3: DragonFyre

    It seems to be an enhanced soundscape issue, I'll try to look into that. Bakerman apparently took over the scripting for DFyre, but not ES and the ES functions, so I'm responsible for that, I guess :)
  22. Hey guys, since wepaon handling currently is a top notch priority, what do you think about this? Something that's been bothering me from the very beginning.
  23. laxemann

    Weapon Resting & Deployment Feedback

    I really like the implementation. And even as someone who doesn't like HUD elements and stuff, I'd say that having a small, clear (visual?) indicator if the weapon is rested or not is necessary, though.
  24. Hey folks, I won't continue working on the mod until we get a solution for this. Not being able to delete single items from containers prevents me from fixing a huge bug which allows players to spawn infinite amounts of attachments. :/ To make it a bit more clear: The script checks and detects if the player attached something, then checks what was attached and then again checks the state of the slot that got changed. Example: You put your silencer, which is attached to your gun, into your inventory. The mod detects that, deletes the silencer you just put into your inventory and attaches it again onto your rifle. so far so good. BUT the player can also drop the attachment onto the ground. The problem now is that the "ground" is a container and you can't delete single items from it, meaning the attachment will remain on the ground - But the mod will also reattacht the item. *sigh* Please, BI :( :P
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