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laxemann

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Everything posted by laxemann

  1. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    That's what I'm doing in Iron Front in the (unreleased) version. :D Working alright, thing is that every seat in a vehicle has got a different "distance" to the weapon, a balance between having interior sounds for everyone and not having interior sounds when standing outside has to be found :b
  2. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Unfortunately not, the new tech only applies to vehicles and their sounds, not weapons/characters. :/
  3. My GPU started screaming and ran off. Looks great!
  4. The mod is old and poorly written. While I still like the idea, there is a bug in ArmA that forces you to keep walking after lowering your weapon even though you don't touch any movement keys. This renders the idea pretty much unusable, because every time the mod makes you lower your weapon when too exhausted, you keep walking. Sooo until this is fixed somewhen (unlikely), there won't be a new version. As for ACE-compatibility: I see ne reason why it shouldn't go along.
  5. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    Our prayers have been heard. @reyhard informed me that we got a new feature in Dev Branch: Custom Sound Controllers! Not much time at hand right now, but I'll try to give a quick overview. Just tested around a bit, things might change or simply not be correct. Overview: Each vehicle gets 5 Custom Sound Controllers that can be dynamically changed via scripts. The controllers are called CustomSoundController1, CustomSoundController2... etc. Uppercase and lowercase is important: It's gotta be CustomSoundContoller, each of the three words starting with a capital letter. The controllers are given into calculation each frame and are !!LOCAL!! Three new script commands: getCustomSoundController - returns currently set value to the controller getCustomSoundController [Vehicle, NameOfSoundControllerAsString] getCustomSoundController [(vehicle player), "CustomSoundController1"] setCustomSoundController - sets value to controller setCustomSoundController [Vehicle, NameOfSoundControllerAsString, Value] setCustomSoundController [(vehicle player), "CustomSoundController1", 0.5] getCustomSoundControllerCount - returns number of available custom controllers (Always 5 at the moment) Will definitely use this to get full-feature Stuka siren sounds in Iron Front. :D Other possible applications I can think of are damaged engine sounds, using the controllers to trigger soundSets etc. Linking people that might be interested: @tpM @bigpickle @LordJarhead @megagoth1702 (Update First post? :) ) @audiocustoms
  6. Hey dude, you're in the wrong section, this is what you're looking for: click. Anyway, the quickest solution I can think of is to put this in your initPlayerLocal.sqf:
  7. LAxemann's "Mount" What it does? Simple thing, it adds animations when attaching (mounting) or detaching (dismounting) rifle items such as scopes and silencers in order to make gameplay a little bit more realistic. Also, it prevents people from swapping around stuff in no time. What can you show us? W... known issues • The feature only works for rifles/primary weapons since there are no animations for pistols Where can we download it? CLICK TO DOWNLOAD FROM DROPBOX (V 2.00) or LAxemann's "Mount" v2.0.0 Credits: Janus for the previous help with stuff and stuff Tajin and the other guys from my Thread in the editing section Changelog: Requirements: CBA_A3
  8. This thread can be closed - "MOUNT" was never really finished/bug-free and I neither have the time nor motivation to redo it. mharis001 took the concept and did a new mod, check it out! https://steamcommunity.com/sharedfiles/filedetails/?id=1378046829
  9. I feel you dude, but then there still is the copyright thing and the fact that it was a super low-quality mono sound without any treble and distorted af :D
  10. *breathes in* Not foremost, but first: We have no clue where the recording you're speaking of came from. Yes, many games used it (e.g. Company of Heroes) most likely without a license as well, but I like to play it safe on the license side. :D Also: I've been searching around for other sources on that specific "screaming sound" and came to the conclusion that it's simply not representative. You know how nowadays you sometimes hear the same out-of-the-box explosion or gun sounds in documentaries and movies? I'm very sure it's the same with this sound. Throughout modern videos and, more important, old news clips etc., that sound was used for pretty much any rocket/missile launcher thinkable. BM-13, Nebelwerfer, you name it. Example: And In both cases you can clearly hear that the audio was embedded afterwards and doesn't even match what's happening on the screen. Based on that and (kinda) knowing how a rocket works/sounds, I decided to do something more "authentic" from my personal perspective, even though people that only know it from YouTube videos and games might be upset :D (I still edited a bit of a "screaming" in though ;) ) Edit: Before someone writes "but LAxe, it's been called "Stalin's Organ" for a reason".... yes, because of the way it looks, not the sound :D
  11. Patch will push an update in a bit. Here's the changelog already: Enjoy :) Oh and @Maj Ray , I really can't replicate the issue... got any other mods running that fiddle around with animations and/or keybindings?
  12. Hey guys, there was a small update that should fix an issue where the animation kept playing when entering vehicles. On my ToDo-List: - The Prone issue - The Leaning issue (?? :D) - Context-sensitive selection of weapon raising/lowering as an option (Idea of Bad Benson - if you innitially aim down, your weapon will be lowered, if you aim up, your weapon will be raised) - No animation inside/in front of bushes Anything I forgot?
  13. I didn't look into this threat due to the lame / empty title, but holy cow - a highly relevant topic. Let's divide this into a feedback on the emotional and factual level. On an emotional level, it becomes apparent that many talented content creators made bad experiences with putting their work and knowledge out there. This is a general issue of creating stuff for free: There will always be some idiots that try to benefit in a rather... unethical way from it. Unortunately, this often times leads to some kind of patriarchial patronizing/discrediting of those who try to do it anyway. I noticed that on mysef aswell. On a factual level: 500 bucks is a lot of money, sure, but I see no problem in asking for it. Also, noone said that the 500 bucks have to be paid by a single person. If 10 people contributed, they'd all get (probably) high-quality knowledge that they can benefit from in the long run. That doesn't sound like a bad deal for me when looking at how much coaching sessions or other tutorials cost.
  14. Hey dude, I couldn't reproduce it - did you make sure it happens if you only load cba and the mod?
  15. LAxemann presents L_ExShake Camera shaking for distant explosions What's ExShake about? ExShake adds camshake to distant explosions depending on what just blew up. That's it. Really. Features: • Camshake for distant explosions • Camshake is based on what just exploded (The shaking for effects is very subtile while a bomb can be "felt" over ~1km) • The shockwave needs time to reach you Feel free to suggest tweaks about the intensity! Known Issues • I use the same projectile tracking method that I did for JSRS DragonFyre and it therefore only works for projectiles that have been "fired" by a unit or vehicle. Spawned projectiles won't cause a camera shake. Lord Jarhead and I would be very happy if you could vote for THIS TICKET. Thanks! Where can we download that stuff? Here (Dropbox, V 0.60) or L_ExShake v0.6 Changelog 0.6 - Effect tweaking • Generally, the intensity is a bit toned down and distant explosions shouldn't cause long shakes but short "bumps" 0.5 - Initial Release Credits • BIS for ArmA3. Just one hell of a game! :D • Opticalsnare for inspiring me to do this with his latest blastcore update video. Just one hell of a mod!
  16. UPDATE Fixed: A caching issue that would cause lagging after a while (joko)
  17. Just for your giggles: Someone reuploaded Suppress onto the Workshop, Joko filed a DMCA... and the guy actually filed a DMCA counter-notice and wants to bring this to court. I called this guy in order to solve this without any tam-tam and aggression... and after a bit of back-and-forth he told me he won't say anything and has to speak to his lawyer. I'm losing faith in humanity.
  18. Holy crap, I think I just peed my pants a bit when the thread popped up with your name next to it. Looks great!
  19. laxemann

    Audio Tweaking (dev branch)

    Well, it looks like this because this is a macro-output, and a thought-through one as well. Noone prevents you/us from creating our own formulas that work.
  20. laxemann

    ~ ArmA 3 Sound Modding 101 ~

    The only way I can think of is increasing the actual startup time in the config - if this is even possible. Would be weird if the plane flew around already with the startup sound still playing, anyway :D
  21. laxemann

    Prei Khmaoch Luong

    Hey dude, my time on and for ArmA was and still is pretty much zero at the moment but I _had_ to check the new version out. HOLY SHIT. The 20 mins I spent on there made me forget I'm looking at ArmA, especially in the military areas - never seen such complex, natural and styled-through compositions. Thank you for all your work! :)
  22. Heya everybody, a little heads-up: My daily time-schedule unfortunately only leaves little room for spare-time-activities at the moment and the little I got I invest in friends, family and getting the RHS helicopter sounds up-to-date. Meaning: I haven't been able to look into any issues, mods and most messages in the last few months (and willed to do so because there's no use to opening up a topic I can't work on, anyway). Joko's been away as well. I hope to look into everything that was left down the road during holidays season in December. :)
  23. laxemann

    Audio Tweaking (dev branch)

    Please specify your problem a bit more. I've never had any issues with the panner type. Also, why should it work with non-spatial sounds? The spatial parameter defines if the sound will follow an object's location. Making it non-spatial will obviously do nothing but playing the sound directly 1:1. I'd also like to point out that your rant without any kind of background knowledge is very disrespectful. The team has been very small for a very, very long time and did everything in order to at least get to the point where we are now.
  24. Hey dude, you might be looking for allMissionObjects. Be very careful when using it, though - It can be extremely demanding / unperformant.
  25. Hey dude, what issues do you have with your shaders/filters? Also, I did a sound framework for the iron front propeller planes when I did them (automated and unified config process), would you guys like to have a look at it?
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