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taumargin

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Everything posted by taumargin

  1. taumargin

    ZAM Glasses

    Great mod love the combat goggles both stand alone and as part of AGM. Great work. :cool: Thanks
  2. taumargin

    Map Imrali Island

    Thanks this looks awesome. :cool:
  3. taumargin

    FUTARM: Altis/Stratis Inspired Digital Camo

    Best camo in the game imo. We use this for our humble Fire Team :cool:
  4. taumargin

    UTS-15 Tactical Shotgun

    Congrats on release, looks like some close quarters tonight then :cool: Thanks
  5. taumargin

    EricJ Release thread

    Great work mate. This just mod just gets better and better.
  6. taumargin

    Scope Mod A3

    It's quite easy to forget about really great mods as you take them for granted. Every mod set I have contains these high quality scopes. I hope your project is still ongoing. :beeeers: Thanks
  7. Great work and a belated congratulations on releasing this mod. I noticed that some of the vanilla footsteps sound effects were missing when running on the dirt roads/airstrip in Takistan. Continue your great work and thanks :cool:. Apologies if this is a re-post.
  8. taumargin

    Authentic Gameplay Modification

    Thanks for replying commy2. This mod is still the dogs bolloxs though amazing :cool:.
  9. taumargin

    Authentic Gameplay Modification

    Still enjoying this mod, the interaction with self/civilians is great and added a new dimension to Arma3 for me, thanks. But since the last update the fatigue system has ruined the movement side of gameplay for me. The Argentine forces commended the UK Marines for the amount of gear they shifted during the Falklands. The latest fatigue update is clearly realism at its worst. Running less than 100m and leaping 3 times is enough to negatively affect precision aiming and fatigue? I feel like a seasoned 50 a day Marlborough smoker now in Arma3. I've gone back to deleting AGM movement PBO and running Dynamic Movement (with it's flaws) and it feels much more natural. I genuinely hope you can find a good fatigue balance with future updates as I love this mod. Thanks cough cough :D just noticed Ramiels post I'd also like to know how the fatigue module works thanks
  10. taumargin

    Authentic Gameplay Modification

    Absolutely love this mod. Very happy that you included a simple working vault in the pack :cool: I was wondering is it possible at all to increase the horizontal distance of the leap for the vault animation whilst in a full sprint? Walk=step over - Combat pace=current vault - Sprint=Increased distance vault. I'm not talking about leaping 6 foot with a full Bergen :D The current vault seems to lose momentum whilst in full sprint. Just a thought but well done and thanks for releasing this mod It's another must have from me now.
  11. taumargin

    Afghanistan Map - No Name.

    Big fan of your maps sir. Really excited that your working on another :cool: thanks
  12. I like it, look forward to seeing how this develops :cool:
  13. The vaulting mod is Dynamic movement Gole/ Das Attorney. I tried this yesterday mapped to the same key as L_Climb. I found that both Climb (double tap) and Vault (tap v when running) worked well together but I could no longer do the traditional scissor kick step over. I could climb up on to Hesco's and drop down with Dynamic's descend feature quite nicely. But I would imagine they'd work best together when mapped separate? ps I actually find the first version of dynamic movement worked more freely. See thread http://forums.bistudio.com/showthread.php?173138-Dynamic-Movement-Descend-in-Style ps another very usefull mod LAxemann Thanks again
  14. taumargin

    EM_buildings - new buildings

    I hope this project never ends. Those building are magnificent, I'd love to see them appear on a map one day.
  15. I'd like to hear a universal sound mod that makes Arma a more believable environment. By this I mean reverbs/delays for weapons, voices and movement (indoors and out), room tone for buildings. The sounds of rota blades/jets reflecting off a hill or valley. Weather having an effect on the sound effects, footsteps in the mud, rain on clothing, helmet, weapon, vehicles interior/exterior. Stereo wind distortion sync to azimuth direction for when your facing directly into the wind. Building objects making sounds air conditioning, strip lighting, metal expansion, roller shutters in the wind. Animals making sounds (Zeus seagulls), dogs barking. Civilians reacting to shooting's 'don't shoot', hostages 'over here' etc ..I like the work of BIS, SOS, JSRS, L_ES amongst others and I feel this would gel all these great mods together and make Arma a more believable and engaging environment. not asking for much :p oh and ACE for Arma3 lol
  16. I see, well it will still add a more believable audio environment to Arma. Maybe it's a good thing because when your facing towards the hill it sounds a bit to isolated.
  17. haha keep up the good work though. It's an excellent concept and has the potential to transform the sound of Arma. I may just add you to my xmas card list :D
  18. The second mic sounds like a internal video camera with little or no wind shield and has totally different microphone characteristics to the first. :p
  19. This is exactly what Arma3 needed imo. :) Just chucking an idea out here. I wonder in future would it be possible for the Arma weapon system designers (we are blessed with them in Arma) to include a dry weapon discharging sound effect, by this I mean removed reverb :D? Therefore creating a more balanced audio picture in LE S enviroment and not having two reverbs... The weapon reverb then the LE S mod reverb. I'm thinking along the lines of what Robalo has done for attachments. By maybe moving a patch file into the addons folder to remove the integrated audio reverb? This is not a criticism but will the reverb/effects be generic or specific to the round/shell type? Thanks ps I'm a great believer in maintaining the dynamic range.
  20. :cool:Then I look forward with baited breath to this being used in Arma 3.
  21. If a tree falls and there's nobody there...;) Is Sound/audio Occlusion a mathematical script to determine how sound should be reduced in amplitude for an object/s in its path or is it a series of audio effects to simulate audio waves affected by an object/s in its path? Such as a Resonance, Low pass filter, bandwidth filter, delays, distortion.....? Or both? Is what I meant :D
  22. Thanks for replying zeep, Wouldn't the addition of a reverb/echo simulation increase the amount of processing? (not the audio trigger type aka JSRS/SOS) Like a typical VST/RTAS type audio plugin. I'm not clued up at all on the coding scripting side of things, but when I drop reverbs into projects it eats my processor big time. If i know anything about Arma everyone wants better performance :D This Audio Occlusion thing must be a good thing though? Any Ideas on how this works? Thanks
  23. taumargin

    RKSL Attachments Pack

    Congrats on the release. Really looking forward to trying these out. :cool: Thanks
  24. I'd love to see an improvement on the sound engine side. I'd like to see more localized sound effects too, like random air condition units and heat expansion when in a metal hanger for example. Roller shutters, Strip lighting...Room tone, filtering/ crossfading external ambience sfx on entree to a building, an alternate footsteps set for movingup/down hill, scraping your sleeve/webbing on a wall. But would it be at a performance cost?. I can only dream :D
  25. taumargin

    ZAM Glasses

    Great work LordHeart I'd highly recommend this mod. Brilliant :cool: thanks
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