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laxemann

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Everything posted by laxemann

  1. Thanks for your feedback, guys! We've also composed our own music - A new interpretation of the ArmA3 main theme/menu theme. The track will be heard in the main menu and we didn't spare any expense when it came to the huge orchestra that played it for us. The track can also be downloaded HERE LAxe
  2. Looks very nice and promising so far. Keep it up! :)
  3. :c Thanks dude. (Oh the disappointment)
  4. Really liking the new choppers - have to agree about our future-Chonook though, not a pretty lil' fella but there's ugly real life stuff, too. :) Got a question though, is it possible to exchange the Taru's module ingame? (Short on time right now but that one's bugging me :))
  5. Holy sh*t we actually made it into the promoted stuff without doing anything... now I actually have to up... ... I mean, dear supporters, thank you for your support and believing in us - just as much as we believe in ourselves. To clear some things up: • I said "we'll never reach the 100 votes anyway" so now I actually have to put that stuff up, dayum • The "voice" actor is JeremiahRose (former Odium, therefore LAxemann Odium Sounds), a rather well-known ArmA guy in Germany. He also is a long-known buddy, clan leader and douchebag of mine. Much love. • We pretty much didn't do sh*t with the mod for around 2 or 3 months and now, two weeks before the closing date, some stuff doesn't work anymore... which is weird, but you know, you get used to it. As a consequence, we had to remove some stuff. Here, however, is a list of the sounds that will make it into the "submission version": So, if you still believe in us and our quality, hyper realistic work, don't hesistate to check out our MANW Page. A first public release will take place around the closing date of the contest. :) Cheers, LAxe
  6. I get you, dude - thanks for the feedback! I've got new sounds already, 'just gonna edit them as desired. The current zafir sounds have too many "characteristic" spots which causes them to sound weird when played multiple times.
  7. And there we go, my favourite time of day... Update time! DOWNLOAD (0.30) Should run really smooth now. I'm also very happy with the fact that the MX's reverb isn't so aggressive anymore. Enjoy your new version! :)
  8. Big and good news! Ruthberg's been awesome and took a look at the whole code. Aside from other performance improvements that require less dummyobjects to be spawned, he pointed out that I accidentally swapped two variables. This caused many dummyobjects not to get deleted and therefore some sort of memory leak, you could say. I've briefly been playing around with the fixed and partially improved code this morning (as I'm writing) and must say: You almost don't notice ES anymore in terms of performance, everything runs super smooth on my system. I'll check some more things out and will then upload a new version with the improved code and maybe one or two new weapon-specifc soundsets. So you definitely have something to look forward to, haha! :) Big, big... no f*ck that, huge thanks to Ruthberg again! He's not only using the same filehost as me but also made this fancy advanced ballistics stuff. Check it out! LAxe
  9. laxemann

    JSRS: DragonFyre -- WIP Thread

    I was talking about the in-vehicle-hit sounds... which kinda don't work, if you ask me :P
  10. laxemann

    JSRS: DragonFyre -- WIP Thread

    The "new" sounds don't sound great and I have the feeling it's not really the same as we're doing. S, still: JSRS f*ckyeah
  11. laxemann

    JSRS: DragonFyre -- WIP Thread

    Implementing the feature itself wouldn't be a problem, the thing is that something like this only works if there's a respective medic system. Most shots in ArmA aren't fatal - and that's the point. You'd have people being shot, beginning to scream but just walk on like nothing happened or kneel down in order to give themselves a magic first aid kit. I'm all for "gruesome realism" in ArmA since it'd just add immersion, at least for me. But as I said, it'd just look ridiculous with the current medic system(s) we have. I own VBS3 and gotta say that dismemberment and limping really add a lot to the atmosphere. The old approach in SLX to let people crawl slowly and without weapons over the ground was well-working, too.
  12. laxemann

    JSRS: DragonFyre -- WIP Thread

    I'm pretty sure that in reality you wouldn't scream when being hit in a fatal way. (A medic friend of mine says that there's this rule: "If there are many people injured, check the ones that aren't screaming") I've also never heard anyone screaming in his last moments when browsing through liveleak. Gosh, that's a change in topic, huh?
  13. Aaaaaaallright guys, it seems as if the new array operations were included in the new stable update, meaning... Update time! Download v 0.20 Changelog: Important: I pretty much ask for "aesthetic" feedback after every release, but it's a different thing this time. ES uses a simple self-written script that deletes old sound sources if there's too much stuff going on. I somehow have the feeling, however, that some of the objects don't get deleted due to insanely fast array calculations. The thing is: it sometimes runs smooth as f*ck even when there's a lot of stuff going on, but I sometimes get the impression that performance drops heavier in the long-term than without ES. Long story short, you'd really, really help me and probably Jarhead if you could make some more in-depth performance testing and tell me your results. But now - enjoy the new version! :) LAxe
  14. laxemann

    JSRS: DragonFyre -- WIP Thread

    I'd say that you won't notice any difference, at least with regular hi-fi gear. And even then... well, highly speculated topic, but external soundcards only get really interesting when you're producing music or sounds yourself and need e.g. more outputs or specific features. Also, most sounds are from compressed YouTube videos at 128kb/s, so everything ends there :D
  15. laxemann

    JSRS: DragonFyre -- WIP Thread

    That's the plan so far... at least the most reasonable, I guess :)
  16. laxemann

    JSRS: DragonFyre -- WIP Thread

    Take a look at the video... that's what I tried to do at first but fun thing, caliber isn't caliber as we'd expect it... a rocket, for example, has the caliber 1. Guess what a regular rifle has? ...yes, 1.
  17. laxemann

    JSRS: DragonFyre -- WIP Thread

    Heya guys, a little sneak peek showing off a new feature. You know the drill - you're sitting in a tank, all good, no damage, and suddenly something feels weird... oh, you got hit, didn't even notice that, didya? We'll try to make getting hit, especially when being inside a tank, clearly audible. I'm currently trying to figure out which way is the best to determine the sound played. Also, I was thinking about adding a camshake (people that know my other mods might giggle now :D) when being hit by something bigger but ohwell, that's no sound business at - what do you mean? :)
  18. laxemann

    Firing from Vehicles feedback

    I'll donate all my children to you guys if you make this happen. I was actually hoping and for some reason even sure that this is gonna be a thing... *cries a bit*
  19. Allright, reporting back to duty with a new CPU and mainboard. o7
  20. Autsch indeed haha! Thanks for your offer dude and sorry for not informing you, 'been at work yesterday and a birthday right after that. I'll try to get back ASAP so that we can show them what German engineering is capable of, haha! :D Soon buddy~
  21. Yup, I checked with diag_fps and it was pretty much the same with 18 units shooting at eachother :)
  22. Bad news guys, something's wrong with my PC (probably the mainboard/CPU) so I'm on hold until I found out what it is exactly and fixed it. No clue how long this will take, but I guess I've lost no data.
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