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laxemann

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Everything posted by laxemann

  1. laxemann

    Audio Tweaking (dev branch)

    Yes, pleeeease!
  2. laxemann

    JSRS: DragonFyre -- WIP Thread

    And we still don't have eventhandlers for ammo, too :j:
  3. Try to decrease the dispersion in the weapon's config for now, just a wild guess, though. :) It's very high if I remember right. Other weapons have something like 0.02 and this one has 0.2. Still, I might be wrong and suffer from a bad memory :D
  4. laxemann

    Audio Tweaking (dev branch)

    That's the point, the limiter still allows samples to clip (= get distorted).
  5. Sound is always a very subjective thing, but huge props for taking a look at the dynamic range. :) So here comes my (subjective) feedback: • The Katiba sounds really nice and well balanced on my monitors. Got a punch that does a small-arms weapon justice. Nice. • The MX sounds a bit dull, especially compared to the nicely balanced Katiba sounds. • The 50cal sounds sound even duller. I know it's hard to bring in some treble while trying to maintain a punchy low-end, but the sample itself sounds as if the weapon was fired ~50m or even more away. • Grenades: Nice sample, same "issue" like the 50cal for me; Sounds as if the grenade is impacting ~100m away. • Suppressors: Sounds alright, at least not so "over-the-top-hollywood-ish" • In general: I feel as if pretty much all samples except for the grenades could need a little boost around the upper lowend (90-200hz), I'm missing some frequencies there :D • In general²: I'm no fan of the current reverbs that are very short and static. Also, it appears as if the whole sound's using most of the stereo spectrum already so that there's no "reverb getting wider" effect. Making the actual discharge part mono would solve this. • Keep in mind that ArmA uses a limiter. I have a feeling that the limiter gives a different result than you'd like to have. I wanted to do a soundmod with a very high dynamic range back then, too, but I realized that it'dve been necessary to lower _every_ other single sample's volume in the game. As for the scripts; I'm working on a "soundmod suite" completely with distance scripts and stuff like that, but I didn't touch that thing in ages and it will need some more love. I'll keep you updated. :) Edit: Oh, and you should make more samples with varying reverbs, the sounds start to flange when firing in full auto :)
  6. laxemann

    Audio Tweaking (dev branch)

    ArmA uses a limitier in order to prevent clipping. Meaning pretty much no matter how loud you define a sound in the config, it will be limited. Only as you move away the samples will be able to "unfold" their actual "loudness". Technical stuff.
  7. laxemann

    X-Cam prototype map

    Oh sweet baby jesus babbedie-boo! That looks stunning!!
  8. Some (luckily small) parts of this community really scare and amaze me.
  9. laxemann

    JSRS: DragonFyre -- WIP Thread

    The weapons would need an extra JSRS config. So, basically, no, not without further work.
  10. Yo guys, I'm currently occupied with Dragonfyre (new feature(s) that have yet to be revealed :D) and RHS and even after that I'll focus on getting the urban and/or forest sounds done first. Buuuut the plane feature isn't dead in any way and I might even release a first version for a specific plane with the next ES version. Just gotta polish the scripts a bit :)
  11. laxemann

    Audio Tweaking (dev branch)

    Uhm, dude, that IS the jet firing the missiles you hear...
  12. laxemann

    JSRS: DragonFyre -- WIP Thread

    There already are shell casing noises outdoors and indoors, too - but most weapons in A3 fire caseless ammo. I'm currently looking into only being able to hear the casings when the weapon actually fires "cased" ammo and I think I found a solution already. :)
  13. laxemann

    JSRS: DragonFyre -- WIP Thread

    The urban script comes straight from my enhanced soundscape and since it's working there - Yes, it will work on pretty much any map ;)
  14. laxemann

    JSRS: DragonFyre -- WIP Thread

    Aaand a new feature finds it's way into DragonFyre, awwwwyissss. LordJarhead will let you know what it is soon enough :D
  15. I don't want you to do so but I'd be nice if you did so :)
  16. Hey Leet, I like the non-zoom feature. I'm at work at the moment and can't check it out myself, but got a question here: Does this affect all weapons - not just the VTN ones? That'd be great. If yes, yould it be possible to do a stand-alone addon that disables the zoom on every weapon? I'd understand if this is not favourable for you.
  17. This is THE shit, guys!
  18. Just played it again with a new GPU and oh boy... that map is more than gorgeous. No other A3 map feels like this one. Hands down, amazing!
  19. Oh wow, haha, thanks guys :) I've redone the urban sounds for cannons, MGs and standard rifles. Oh, and I made some improvements to the urban script. This is how shooting in an urban area sounds like now:
  20. You'll hear other player's reverb stuff just the way it's supposed to be. :)
  21. I'm very proud to present the LOSounds2! LOSounds2 is a soundmodification that aims to create a soundscape as realistic and authentic as possible. We asked experienced shooters what each weapon, vehicle and even gear part should sound like and recreated it with an enormous focus on detail. LOSounds2 - A Hyper Realism Soundmod For ArmA3 Content The following is a content list which shows what's already finished and working in-game: Media This is the first official trailer. Enjoy! Yup, some serious mouse cursor action right here Release We're currently working on a first, stable ALPHA version and intend to release it within the next weeks. Stay updated! Make ArmA Not War We're participating in the MANW contest! Got faith in us and the quality of our sounds? Support us by clicking this text! Greetings, Laxe
  22. Aye, I already did three versions of the basic soundset and this was the only one that didn't flange/overlap. Well get better fitting sounds as soon as I reworked the other ones :) @Rest; Glad you enjoy it! :)
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