fragmachine
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Everything posted by fragmachine
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Sorry, my bad then. But it indeed would be neat to have this ability - to see how development progressed for instance. Back on topic - positional audio in A3 should be at least on pair with one in A2: OA. Mods are mods, vanilla is vanilla but with CO playing with JSRS 1.5 I could really tell just by sound - which direction, caliber and estimate distance to the shooter. A3 is the different story though, even sound-modded. While on one side there are improvements, some drawbacks are appearing on the other.
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Blastcore: Phoenix 2
fragmachine replied to Opticalsnare's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mod is great! Explosions finally looks what they should look like. With lighting it looks awesome. If those yellow balls after explosion became smaller and if they could be source of light it would look be pure win. Basically what I mean is center emanating with white light with darker glow from yellow to orange. Blastcore R1 + Blastcore Tracers + JSRS + bCombat = proper gameplay! :D -
J.S.R.S. 2.2 Soundmod
fragmachine replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hadn't posted in here for ages. Congratulations on your release mate! Really good soundmod but I have couple objections. Explosion sounds, specifically artillery ones have too high treshold. When playing JSRS 2.0 I could hear arty rounds exploding from about 5 km distance as they were 700-1 km away. I would suggest cutting higher frequencies and making them more bassy instead. Indoor sounds are hearable outdoor - sounds great. Nice addition to that system would be outdoor sounds a little bit muffled indoors. Gives kind of environmental separation feeling. Last and just a gimmick. Did you considered impact sounds for grenades and smoke grenades? Like that - coca-cola can dropped on the tarmac for smoke grenade or whatever :) Would sound rather fancy. Overall great job with the mod and it's JSRS of best quality i've heard since your ArmA 2 project. Cheers :) -
[OPEN BETA] [SP] bCombat infantry AI Mod
fragmachine replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Happens to me, but im on the devbuild and have poor FPS. BTW. Great mod! Can't play without it. It is possible to use TPW mods with bCombat too? -
@Bigpickle Agree 100%. I remember BI promised to us that with STEAM we will be able to go back to any version of the game. Is this possible? Would like to go back to the beta version when there was occlusion. Too bad I didn't shoot any video of it. I think that dynamic occlusion would do really good not only for outdoor but also indoor sound experience in A3. As I remember trees, hills, buildings, terrain shape occluded sound differently resulting in much more interesing soundscape. I would think that occlusion would also work indoors. Too bad it's been excluded.
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Why such dissapointment? All in all - it's their ArmAverse. We should be grateful that enemy is not of alien origin. Right? RIGHT?! Who cares (in BI) that weaponry is? On serious note: Can't wait.
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Im just wondering - would it be possible to add blood mist for units affected by explosions? Didn't saw any but that would look good I think.
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Im logg in to troll-post a little. On more serious note is there any way we could help you Optical Snare with this mod? Is there a need for something that must be delivered by BIS in order for your mod to work properly? If you could spoil some details we could set up a ticket to vote up for this. On example of BigPickle's sound mod it worked for him, imo it is important for BIS to support modding community.
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Great that there are people like you willing to help LJ. As far as JSRS will go in terms of authentism it will depend on LJ but I think it would be nice to have different sounds of rain based on location. But while recording the sounds in the forest while typhoon hits - please be carefull :) Inspired me to buy a decent mic and maybe I could contribute with some mid-European sounds if needed, as I'm living out of town.
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Honestly, I would pay for it. Would agree for it but only - and only if they would hire you and make you chief in sound engineering team. Don't want to sound harsh for BIS audio devs but I wouldn't like them to possibly destroy your work in their updates (once we had nice - just tweaking needed - occlusion effects where hills/houses/trees occluded the sound. It was taken down and now vanilla audio sounds much more stripped down). Hope that you will find more time soon on JSRS!
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ARMA 3 Addon Request Thread
fragmachine replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Mod that would make all sounds obscurable by hills, trees, buildings - as we had on the beginning of the beta. It sounded promising, authentic and with polishing it could even sound realistic. -
What I've been thinking about is when it is windy in forest - leafy trees should give that rustly wind sound. I don't know why but that would be :cool:
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No women no cry. Sorry I couldn't resist.
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Man I love your mod. Last update is brilliant.New 3rd effects and urban/environment echoing gives it realistic kick in! It is still beta but IMO sounds way better than full A2 SM. Explosions are meaty as they should be. If you will keep it up this way it can become mod of the year :) I though have couple observations. At what distances new 3rd gunshots sounds are applied? IMO transition between both more slappy first person shot and new 3rd could be more noticeable. Since when I shot gun in third person it sounded a little bit distant. But I clearly like the idea of that filter. Next input is OPFOR mobile artillery - it's shooting sound in the field have too short falloff - infact sound is being cut after 3 seconds. And something you probably considered. While all those guns have great distance sounds and reverb/echo applied - what about to apply the same (but of course much more slightly) to the distant pops? It doesn't have to be completely hearable but rather more 'feelable' to the ears - and fillable to the soundscene it is set in - providing much wider sound scene, adding more depth and space to the soundscape. Sometimes, especially when there are a lot of the sound pops it stays in front of the soundscape rather than creating the soundscape. Excuse me for my sound engineering terminology but its been my hobby for quite a while :) EDIT: Checked again it seems that distant sounds have reverb! Just some of the higher calibers distant sounds doesn't have any reverb. Just giving feed to the thought. This mod is already amazing, I wasn't sure it would be possible to recreate such effects on A3. Keep up great work buddy!
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Finally CSLA is back! Good to see you back. It will rock on A3 engine.
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- csla
- csla studio
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Plans for a new/updated SOUND ENGINE in ARMA3??
fragmachine replied to zeep's topic in ARMA 3 - GENERAL
But really, what happened to the obscurable sounds? It sounded good, authentic but not enought CODish for some newcomer players that been whining about it on FT? -
I like that blood mist and chunks too - add much more atmosphere and feels like there is really a war. Blood mist could be occasional and size dependant on point of the hit but really... this is a sound mod - fantastic sound mod and not graphical expansion mod (that's why none should complain about this) - anyway glad to see these :p Only thing that seems to be unchanged are tanks cannon firing. But I believe these will be sorted out.
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Advanced Combat Sound Environment WiP Thread
fragmachine replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yeaah that echo is simply the best, hands down! Can't wait for the release! Just have some questions: do You plan on making outdoor sounds ie. shots and explosions to sound muffled when listener is inside the building and indoor muffled shot sounds to be heared say 100m outdoors? -
Congratulations on the release! This soundmod is superb. Great samples, reverbs and echoing. To nitpick I just find some of the explosion sounds (like grenades for example) too quiet, like they would explode underwater. Firstly when I started playing I found footsteps on dirt a little bit too loud. But other than that it is one of the best mods for A3 out, hands down!
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Exactly, sounds like BIS is just trying to feel/look better in their own eyes by using word-play and don't really care what community thinks about it. Would be much more fair if they could admit that announced idea being scrapped is idea being cut-off. In that matter idea had to be a feature - and it was announced to be in ArmA 3, none speaked of possibility of not being in-game of that or this certain feature. And any other circumstances that apparently affected the game design, features etc. cannot be a bargaining chip in pushing and shoving between developers and community. It is not mature. Mature is statement - yes, there were announced features to be put in game - halfly working prototypes etc - but were scrapped/cut off. Sorry.
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
fragmachine replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is great! I have one suggestion/idea: bird/flock of birds script - Ones that could be seen close and at distance and could hit the airplane. It would feel like complete scenery :)- 5767 replies
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- single player
- realism
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Arma 3: Community wishes & ideas- NO DISCUSSION
fragmachine replied to Maio's topic in ARMA 3 - GENERAL
+ movable parts on the tank like catepillars screen mantle (some t-72 and type tanks but technology could be used by modders) -
yea can't wait to see what Optical will bring in Blastcore with new physx particles. Trailer looks just too good and it can be only better :)
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JSRS-Studios Modeling WIP Thread, help needed
fragmachine replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Logging in to say just one word - AWE SOME :) I love your panzer :) -
There are problems that still exist even in BF4 with those sprites. Project Reality dev speaks about it himself: