Jump to content

laxemann

Member
  • Content Count

    1091
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by laxemann

  1. I accidentally rendered the wrong sounds, these were meant to be used for a distant explosion with a different effect chain - The other grenades sound nothing like that as you can hear. And thanks! :) Wheeew, really? I either missed that or was tired as fuck. Feel free to inbox me if you've got some spare time left and want to do so - thanks! :eek: Edit: Some random firefight, you can even hear the new and WIP RPG sounds, too! Also, the MX is a bit more prominent in this one.
  2. Short answer: No. Long answer: You'd have to port them over, you know, config and modding stuff.
  3. laxemann

    [WIP] Tilos: Greek Island

    Very nice, the little alleys look great! Keep it up :)
  4. I honestly don't like the company-like way you promote yourselves. It reminds of all that legal bullcrap that's going on at the moment and would make me feel as if there's a downside to using your "service". Also, the design of the website is not very appealing to me - Looks cluttered without even having so much stuff in it yet - and that weird fireball-element that constantly shows up is really annoying. Just my two cents, good luck anyway!
  5. laxemann

    Blastcore: Phoenix 2

    Just tested it, getting the same particle error with the smoke. Still, amazing job, mate!
  6. laxemann

    Blastcore: Phoenix 2

    Did you start it along with CBA? It's an requirement.
  7. Thanks dude, yup, will fix this very soon! DragonFyre and ES will be fully compatible. In fact, JSRS3 party consists of ES :D // Also: Some of you remember that I wrote about an easy-to-use soundmod framework ages ago? Keep your eyes open the next days :)
  8. LAxemann presents L_Twitch "Twitching" when someone fires nearby What's Twitch about? "Twitch" let's you (surprise!) "twitch" (slight camShake) when someone fires nearby. It's based on the same idea as ExShake: Making very simple, small mods that try to increase the player's immersion. Features: • Twitching when someone/something fires nearby • The intensity is based on the fired weapon's caliber aswell as the distance to the shooter • Larger calibers (some HMGs, autocannons, 120mm cannons etc.) will cause a _slight_ blur when standing very close to the shooting weapon system • An userconfig to disable the addOn (useful in communities with fixed modsets where not everyone wants to play with the mod) Known Issues None known so far Where can we download that stuff? Here (Dropbox, V 0.90) Changelog 0.9 - Initial release Credits • My buddy [W] JeremiahRose for coming up with this idea that I should've come up with ages ago, haha! • BIS for ArmA3 • People like Foxhound that dedicate tons of their spare time to keep the information flow running!
  9. Already done, I'll make an "immersion bundle" or so out of twitch, exshake, the recoil etc. as soon as I've got some spare time :)
  10. laxemann

    Audio Tweaking (dev branch)

    Can't reproduce this issue.
  11. The debugging stuff is off, of course! :) Your armFatigue is represented by a subtile trembling depending on how exhausted your arms are - no display. :)
  12. Haha, I guess v 1.0 will be reached as soon as every gun got it's own soundset... so there might not be a noticable "Ohmygosh everything's new"-event but rather a "Ok, we got everything right now"-feeling. After finishing the weapon stuff, jet/helicopter engine sounds in the environment will be the next big thing, I guess. I also concidered doing stuff for the explosions, but honestly didn't came up with a performant and well-sounding solution. Maybe later.
  13. *giggles* Megagoth will say more on that :D
  14. laxemann

    found something real cool pressing C key

    Well, it's part of the basic controls... could've written "hey, you can walk with W"... but well, I'm glad you enjoy this feature! ;)
  15. laxemann

    Combat mode dependent walking animation

    Completely with you there. The current "calm" animations are a real pain in the ass. Also, the character tends tp keep on walking for a bit when lowering/raising the weapon which is annoying as hell... this NEEDS to be fixed!
  16. laxemann

    RHS Escalation (AFRF and USAF)

    We got RedPhoenix for stuff like that, don't worry. :)
  17. Digging them. Definitely digging them, you hear that you're aware of technical stuff aswell. :D The receiver snap might be a tad too loud (could just be the A3 limiter pushing the actual firing aside, though). Keep it up!
  18. UPDATE DOWNLOAD (0.44) Changelog The performance improvement has a huge impact, though; Thanks to Fett_LI I now use nearObjects and not nearestObjects... which is faster. Since this is evaluated everytime someone shoots, shit got real! Also, there should be no noticable delay between the actual shot and the reverb sounds when shooting in an urban/forest environment anymore. :)
  19. laxemann

    RHS Escalation (AFRF and USAF)

    Oh, cmon, reloads and sounds, noone needs these.... ohfuckno!!! We're taking the weapon and sounds thing very seriously, so here's some candy. :) The animations were made by toadie, sounds are from myself. I'll most likely do live recordings for the AR-15, so the sounds might get replaced. :) Aaaand to to finish you off, here's some PKP shooting...
  20. There'll be an update as soon as DFyre comes out that checks if DFyre is enabled and disables the features then :)
  21. laxemann

    JSRS: DragonFyre -- WIP Thread

    Get your lazy ass on Skype, mofo! :D
  22. Heya dude, that's weird! I just created a completely new privatekey. You can find the freshly signed version with the new key below the same link. :) (Not Armaholic (atm)). Or by simply clicking here Let me know if the problem persists even after using the new stuff! :)
  23. Awesome! Thanks dude, it's fixed in this very... NEW VERSION 0.77 Download Changelog: Edit: Whoops, accidentally left the debug stuff on. If you get the debugging windows, just download it again from the same link. :)
×