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laxemann

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Everything posted by laxemann

  1. Aaaand another video - especially for everyone who loves himself some heavy guns! :D NATO forces attack an airport with two Patrias. The airport is held by some AAF and CSAT forces - The AAF try to counter the attack with two Warriors while CSAT artillery engages a town which is located ~4km away. Note that you can hear the deep rumbling of the rounds impacting 4 or 5 km away at ~1:06. :)
  2. Yo folks! A small update: The F2000 and Stoner LMG aka MK200 Got some more stuff done, but my focus currently is on tweaking the volumes. I'll probably end up lowering all environment and character sounds to get a proper soundscape, but damn, it'll be worth it! :)
  3. laxemann

    Audio Tweaking (dev branch)

    I've got to agree with mega. I'm pretty sure that you guys try to make each weapon sound unique for gameplay reasons and because most people don't know it "better". But the design decisions are just weird if you ask me. You wrote that you did new recordings if I recall correctly? Assuming that you had a decent microphone setup, one can only assume that you did some heavy processing and editing. Sound design is a subjective thing, for sure, but the current sounds are very unbalanced and create a weird soundscape. The editing even appears to be a bit "random" to me. Like: "Hey, I alwayw wanted to try out this technique or VST x, I'll just use it on this gun".
  4. laxemann

    JSRS3: DragonFyre

    Nah, it isn't, but I'll look into the error :)
  5. What it does? LOSounds2 is a soundmod and therefore changes some of the game's sounds. (surprise!) Everyone once sat there, playing ArmA or trying to describe a specific weapon sound to a friend. We will give you the sounds that sound exactly like the ones you showed to your friends. The sounds were recorded by me and my friend JeremiahRose, formerly know as Odium. Check him out! Content Media? Known issues? • Some sounds might be too hyper realistic to handle • Some weapons may shout at you in German in a disturbing way • Weapons may seduce you Changelog Roadmap - More hyper realistic weapon sounds DOWNLOAD DOWNLOAD (0.5) Credits: JeremiahRose/Odium for making these hyper realistic sounds. Also, he's my favourite Rosi. LordJarhead for giving me some ammo classes. Saved some time! Everyone with a good sense of humor. ;)
  6. laxemann

    LOSounds2 Release Thread

    It sure would, but that still is utopic :D I'm actually thinking about buying new professionally recorded weapon sounds but that's 200$ for one pack. Audio's expensive, but digging around in YouTube videos pretty much takes ~93% of creating the whole mod at the moment. And nope, I still won't accept any donations or stuff like that. :)
  7. laxemann

    LOSounds2 Release Thread

    Nope, since we can only win 200k afaik and that's totally not worth it!
  8. laxemann

    LOSounds2 Release Thread

    I was moderating at the radio station when I got a mail from JeremiahRose just saying that the mod actual is one of the finalists. Didn't believe him at first, haha! While we obviously won't win (and I'm still sure this is a nice joke from BI :D) it sure got a good laugh out of me. My co-moderating guy's face was priceless :D
  9. Well, I'd go as far as saying that you can't really create "realistic" weapon sounds in a game - The surrounding simply determines too much how a "weapon"/it's reverb tail sounds. But generally speaking, I'm trying to create a soundmod that sounds as authentic and maybe even "realistic" as possible to me. This means that when firing your gun, you'll hear lots of mechanics and that the actual discharge bang is based on the muzzle length and caliber. (Meaning many weapons will sound similiar at distances) Btw, small download I've picked a random weapon with random.org and it turned out to be the Tavor. So, when clicking here you can download a "lite" version of the Tavor. Meaning: Do distance scripts or anything, just the sound replacement - For both, regular and silenced shooting. 'Hope you guys like how firing the gun feels like with this. :) Also: Foxhound and the others, please don't upload this since it's not even a tiny bit of the actual mod. Thanks!
  10. laxemann

    Audio Tweaking (dev branch)

    I arrogantly assume that you picked that up from my Enhanced Soundscape? Well, anyway, you won't find any other game where this is the case... an actual, algorithm-based simulation of stuff like that would be a performance overkill.
  11. Because you have to set priorities and maintain a quality management and standard. Also, adding things to the engine itself is a way bigger task than "just" scripting around with the stuff that BI offers. Additionally, every new employee generates costs.
  12. I'm almost finished and just PvP'in in the royal forest. Go get me there. ;)
  13. Another small, but fine milestone is reached: The sounds for all "standard issued rifled" for all factions are finished, meaning: Katiba MX Mk200 FN2000/MK 20 Tavor/Trg-20/21 Zafir I'm currently a bit laid-back when it comes to modding, though, since Dark Souls is consuming almost my entire spare time. God, what a game! But you'll hear from me, no worries! :D
  14. Image by BI LAxemann's rangetables Hey peeps, one of my favourite toys in ACE2 were the mortars or to be more precise, the mortar system. The vanilla ArmA3, however, comes with no rangetables and has an artillery computer enabled by default, which cripples the art of using artillery to a "click and kill"-kinda thingy. I therefore began to make (basic) rangetables for the A3 artillery. I fired two shots with the same elevation and measured the impact distance via script, the average distance was then taken. The distances were measured on the flat VR terrain, so keep in mind that all values won't be 100% accurate when you're above or below your target, but they're very helpful guidelines! Finished rangetables: MK6 (82mm) mortar More rangetables to come You can use artillery without the artillery computer? How?! First, put into your init.sqf. This is not required, but disables the default artillery computer. Ingame, you'll have to get the following information: • The distance to your target • The direction to the target • The height difference between you and your target Where can you get that intel? Well, from your team mates, for example ("manual mortaring" requires teamplay). Now get into your mortar and check out the following picture: (355 is your azimuth, btw) The rest is straight forward. Make your mortar face the direction to your target and check my rangetables for the distance to the target. You can switch between the distance modes (near, medium, far) by pressing F/Switch Fire Mode. You can alter the elevation by pressing page up/page down. We assume our target is ~1800m away, bearing 155, on flat terrain (unlikely :P). • We rotate our mortar so that the centered azimuth indicator says "155" • We check the rangetables and find out that 1794m require an elevation of 58.00 in "medium" solution mode. • We switch to "medium" (remember? By pressing F!) and use page up/page down to either raise or lower our Elevation (ELV) to 58.00 • We fire, then we wait... • We get a report from our forward obsever (good effect on target/ adjust left, bla) • We adjust our settings according to what our forward observer told us • Repeat... I hope that helps some of you and that this is the right corner for stuff like this. Greetings, LAxe
  15. That's actually a cool Idea, I'll think about it :) Tons of other projects currently, though :(
  16. Hey Ornstein, the newest version of L_ES detects if DragonFyre is running and deactivates the features that are included there aswell. :) Praise the sun.
  17. laxemann

    Audio Tweaking (dev branch)

    That's because I rushed that one and didn't find good values so far, check this, not optimal but all a matter of tweaking:
  18. Digging your rather "dry"-sounding style, har to explain, but it's very nice! :) :D
  19. laxemann

    Audio Tweaking (dev branch)

    You're using the wrong "mode" classes ;) class LowROF: Mode_FullAuto { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"rhsusf\addons\rhsusf_sounds\m134\m134_lo",2.1118864,1,2000, { 13704,35159 }}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; autoFire = 1; }; class HighROF: LowROF { sounds[] = {"StandardSound"}; class StandardSound { begin1[] = {"rhsusf\addons\rhsusf_sounds\m134\m134_hi",2.1118864,1,2000, { 13704,35159 }}; soundBegin[] = {"begin1",1}; weaponSoundEffect = "DefaultRifle"; }; soundContinuous = 1; autoFire = 1; }; (LowROF, HighROF)
  20. It's on the stable since the a-10 mutant was introduced, and it should work on any (vehicle) weapon, I used it for two weapons of RHS :)
  21. laxemann

    UK Life Modification

    1. Who is "we"? 2. Reference? 3. Website? 3. Your "mod" progress is so far but noone even knows how to make... uhm... "mission files"? 4. Did you do these seemingly huge amounts of vehicles yourself? (Modeling, configs, texturing...) If not, did you ask the authors for permission? I really don't like this whole "life"-scene, but even apart from that, this thread looks extremely shady and suspicious.
  22. Yup, using that for the GAU. And how we find it? Tweak, restart, repeat for 20 times :D :D
  23. laxemann

    JSRS3: DragonFyre

    I'm afraid not, since the mod checks for unit-specific stuff. Sorry!
  24. Bullets flying over your head also count, but only to ~70% or so. :)
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