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taumargin

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Everything posted by taumargin

  1. taumargin

    Audio Tweaking (dev branch)

    Hi it was specifically the tails of the shots fired in first person... and Main Branch. The selection of environments still work fine, but it sounds like both Left and right channels are positioned centrally, or considerably more narrower than before the update. thanks I'll have another look tonight. **what ever happened has corrected itself, dont ask me how?** happy days :D
  2. taumargin

    Audio Tweaking (dev branch)

    Are the Firearm 'tail' sound effects now playing back in mono(stereo emitter?)? Everything now seems very central since the last update.
  3. Congrats on your release LAx have a big man hug from the NE of England. ;)
  4. taumargin

    Audio Tweaking (dev branch)

    Yes this makes perfect sense :) it is the same with music production during the latter mixing/ mastering stages. Mega (or anyone else for that matter ;) ) will the new mid/ distance firearm sound effects also use the BIS 'tail' effects system, but processed through the stereo emitter. Or will the reflections/report be mixed into the audio-file (of the mid/distance effects) to save on processing etc? p.s. I'm really looking forward to seeing and hearing the new developments, this is very exciting.
  5. taumargin

    Audio Tweaking (dev branch)

    Great vid mega :) really understandable for dummies like myself :P . How will the stereo emitter handle phase issues converting a stereo audio image into an mono image and vice versa? ps great work audio dev team. ;) I love this game even more now.
  6. taumargin

    Enhanced Movement

    Brilliant just brilliant!
  7. Great job LAxemann love the variations in pitch and distance really adds to the immersion. Not to sibilant and I like the report/reflection of the cracks too, feels like the cracks exist within a natural space (if that makes sense). If I was being hyper critical I would try creating more variations of cracks as sometimes the repetition makes them sound artificial imo. But i'm really impressed with the results and will continue to look forward to hearing more ;)
  8. IMO the difference between L_ES and Impulse is that L_ES adds additional reverbs/reports (whole) to support the gunshot and @Impulse adds another frequency range 'layer' of a reverb over the gunshot, all be it higher frequencies. The two mods do entirely different things imo, by this I mean different approaches. An impluse response is usually higher frequencies outdoors (specific to location and proximity). But if memory serves me correctly there are lots (100's -1000's...) of processed impulse responses integrated when a sound is sent through a convolution reverb not just one. As used in this mod. But beggars cant be choosers (more CPU load no thanks), I like the effect of @Impulse though it does depend heavily on how loud the weapon sound is to start with and how the sound is mixed. :confused: Imo @Impulse is better at giving the sense of close space/near objects/early reflections, the weapon sounds like it's firing in open space. L_ES captures distance, something which convolution reverbs struggle a bit. If there's nothing for sound to reflect off then impulse responses can sound pretty desolate. I've recorded some myself in the past. The question is, is it now possible to marry them both @ImpulseES ;).
  9. Hey just had a quick fire fight in Kunduz with this :cool: I made a few observations. I wonder if it's possible at all to lessen/soften the initial transients of the reverb/impulse response or change the envelope with a transient designer? The problem I encountered was that the high frequency beginning of the reverb was more prominent (almost hihat like) than the weapon/closure sound effects. The second thing I noticed was that my frame rate dropped about 20fps :( when held on full auto. Then returns to normal one trigger is released. This was at it's worse in urban areas, I was using SOS Pure at the time and this doesn't happen normally? So maybe the two are conflicting I don't know? - The last thing when firing next to bushes the reverb effect diminishes often completely A great concept though I like the idea a lot and look forward to seeing this develop. :cool:
  10. taumargin

    Arma3 - AGGRESSORS

    Wet pallet +1 randomization :cool:
  11. taumargin

    [WIP] Map Kidal - Mali

    Looks awesome :cool:
  12. taumargin

    Kunduz, Afghanistan [10km] v1.20

    http://www.e3rafnafsak.com/wp-content/uploads/o-SIGMUND-FREUD-facebook.jpg (257 kB) :p
  13. Sweet biscuits that's good news
  14. taumargin

    DG British Armed Forces

    Cor blimey i'm running out of Sunday! :cool: thanks for update
  15. RobJ, any thoughts on asking Cleggy about the possible inclusion of the British Ridgback PPV, even make a mobile group/s based around it? I've heard some good things about his mod, yet to test it though. ps Thanks for putting in the graft on this mod.
  16. taumargin

    EricJ Release thread

    Very nice mate :cool:
  17. taumargin

    Kunduz, Afghanistan [10km] v1.20

    As above brilliant map! The only problem I have with this map is the AI seem to consider the corners of compounds as buildings and occupy them or at least it seems that way. But keep up the great work I'm enjoying this map and looking forward to trying the update. Thanks
  18. taumargin

    Scope Mod A3

    nice :cool:
  19. taumargin

    Speed Of Sound Pure

    Loving the latest update BP those LMG's sound epic at distance. I'm also liking what you've done to the F2000 (I rarely use the vanilla firearms but sometime's run with NATO/AI..etc). I recently had a firefight in a valley in Tunba and I had to sit back and just watch it unfold. Sniper fire, tracers, tanks exploding, sonic cracks.....some of the debris/impact's is starting to sound a bit dated and LoFi compared to your more recent work imo? ps I haven't noticed any significant drop in FPS? I will test some more when I get time :)
  20. taumargin

    Speed Of Sound Pure

    Thanks for the update BP.:cool:will give this some stress testing tonight when I blast the living crap out of some poor extremists.
  21. taumargin

    RH Acc pack

    :dancehead: This deserves a Banana and a Dancehead. Cheers RH you've just made my weekend.
  22. Hi found a bug. If it's being addressed I apologize sincerely and thank you at the same time :D. Since the last update the MTP uniform shows up in the Virtual arsenal but does not apply when selected. They do however appear on spawned AI. I've even tried lifting one from a dead body without any luck :p ps Great work on the uniforms I prefer the greener hue on the MTP's
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