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Kydoimos

BI Developer
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Everything posted by Kydoimos

  1. I wouldn't normally post this here, but having a few issues getting a confirmation email for the new feedback tracker. Anyhow, here's a repro mission for the KBTell / audio issue. It's occurring on Dev, so sort of relevant here too!: https://www.dropbox.com/s/tyeg48acx55clhk/Repro_KBTell_Bug.altis.zip?dl=0
  2. Kydoimos

    Audio Tweaking (dev branch)

    Hope this helps, megagoth! The issue is outlined succinctly in this little mission. :D Dropbox link: https://www.dropbox.com/s/tyeg48acx55clhk/Repro_KBTell_Bug.altis.zip?dl=0 If there's any problems downloading the file, let me know.
  3. Also noticed that one cannot play KBTell radio messages (SIDE) through game logics anymore - I swear we used to able to? :P
  4. Kydoimos

    Audio Tweaking (dev branch)

    Anyone else having problems with KBTell SIDE conversations? They work, but not correctly. If you approach a unit speaking on the SIDE channel (first campaign example, Sergeant Adams, speaking to Broadway in Drawdown 2035) their mouths fail to move and the audio is sounding as though it's far away, rather than more direct. It used to be the case that, depending on the player's proximity, the audio would sound more like it does on DIRECT. Can anyone confirm? :)
  5. Kydoimos

    1.64 Feedback

    I believe SIDE radio KBTell conversations are acting strangely since 1.64 - depending on your proximity to the character speaking, the sound would be more like that heard in DIRECT conversation, but now it doesn't change, and .lip files aren't working either, there's no mouth movement when characters are talking over the radio. Seems to be happening in the official campaign too.
  6. Hi all, can anyone confirm an issue regarding KBTell? Seems to be happening on both dev and stable since 1.64: Side radio chatter, when the speaker is speaking on the radio channel, near the player, their mouths don't move and the sound is not direct (as it used to be when the player was in close proximity). I don't know if it's something my end or not - but just checked in the East Wind campaign. Sergeant Adams and Lacey don't move their mouths when you're on the helicopter, and later, when Adams contacts Broadway, again, his mouth doesn't move and it's full 'radio voice'. Direct and actual long-distance side radio conversations appear to be unaffected. Is it just me? :)
  7. Kydoimos

    What Makes a Good Arma Campaign?

    Although acquiring voice actors can certainly be expensive, there are ways to mitigate costs or even eschew them altogether. Amateur voice acting sites are great places to secure mid-range talent. Some newcomers to the profession will accept a smaller sum, both for experience and for their own portfolios. On the other hand, locating talented voice actors who will work for free can be more difficult. The best place to find those is probably on these forums. Of course, the danger is, if you're not prepared to part with money, pro bono voice actors may find they lack the incentive to provide material for your project. When I first began my Resist campaign, I cast a suitable voice actor to play the part of Corporal Coleridge without the prospect of any financial compensation. Sure enough, half way through the project, their microphone broke and they were unable to continue, leaving me in an awkward position. Therefore, I would highly recommend hiring voice actors; even if what you can offer is minimal. In addition, I would strongly advise against working with voice actors on an episodic basis. Rather, wait until you have everything else prepared and then commission the services of third-party talent. This is because recording material for individual missions will occasionally fluctuate in quality and involve subtle changes in consistency (voice actor's do not always remember the original nuances they have lent to a character on their first performance, unless they revisit their earlier recordings). On top of this, it negates the issue of realising you need more dialogue throughout the course of editing your mission and prevents voice actors leaving you high and dry. Indeed, for many professional voice actors, revisions to recorded content will involve further costs. The good news is, such revisions are often not needed, as this tends to be a requisite for the more talented end of the voice acting spectrum. Chances are, you'll be blown away by their first rendition. The quote you received ($875) however, is expensive - but not by industry standards. As I mentioned above, it might be an idea to trawl the internet for amateur voice acting sites and specify your budget (if any) in your audition posts. If you're prepared to listen to hours of audition reels, eventually, you will find some shining stars. I admit though, it is a tiresome and often frustrating task. Be sure to make those posts look as presentable as possible, free of spelling errors, to entice the calibre of actors you're looking for. And yes, I understand where you're coming from, in terms of recovering expenses. Donations are rare and not everyone will receive your work positively, no matter how hard you work at it. This is a super idea and one which will no doubt secure some splendid voice acting. If your local college has a notice board - pay them a visit! Similarly, local language schools can often help with localization issues. I totally understand your position :) I suppose it all comes down to the following question: 'do I enjoy creating community content enough to spend x amount of money on it?'. Much will depend on personal circumstances and how you view your relationship with the game. I feel the following quote from lexx sums it up perfectly: This is how I have rationalized my expenditure in the past. And I would agree, it really has to be something you do because you're passionate about doing it. I firmly believe that this, and this alone, will lend you the piece of mind to rise above the inevitable negativity that arrives from some subscribers - especially if you're a bit of a sensitive soul! As Velocity Overdrive points out, voice acting is not necessarily the 'be all and end all' of user made content. IndeedPete's MERCS is a stunning example of what can be achieved without it. Anyhow, text wall aside, I personally feel that voice acting is a great way to compliment a well-crafted campaign; though the question of whether or not you are prepared to part with (sometimes sizeable) amounts of money depends on the individual and their attitude towards modding in Arma 3. Mynock makes an excellent point in the posts quoted above. All I can say is, working with volunteer voice actors can be a risky business, whereas hiring them can get expensive - and treading the middle ground is a time-consuming and exhausting (albeit rewarding!) affair. So, back on topic, chaps :D What does a great campaing mean for you?
  8. Kydoimos

    ArmA 3 : RESIST

    Hi, Rydygier! Bless you! Yeah, that CTD was caused by the new simple objects BIS introduced - and I only discovered the cause just before the stable update with the fix! lol, ah well. I haven't had a chance to keep on top of recent changes on dev, so I expect I'll have a lot more fixes waiting too. I know you know the joys of updates ;P Working on some exciting things for end of year, but will certainly return to Resist for a major polish up. Also, need to give Pilgrimage another go - just love the openworld concept - plays to all Arma's strengths! Can't wait to see what you get up to next! :D
  9. Kydoimos

    Eden Objects

    I think once the normal map is applied, it'll negate the issue. Failing that, I'll overlay a subtle bit of grime. Thanks for the constructive feedback :)
  10. Kydoimos

    Eden Objects

    Today's work - an ambient prop for Altis - showing the Ghost Hotel in it's heyday:
  11. Kydoimos

    Eden Objects

    That's so weird you should say that! Already examining the concept - currently looking at futuristic video cameras for an AAN cameraman. Quite a complex model (it's a bit like a weapon really) - so, it'll take some time :D
  12. Kydoimos

    Eden Objects

    At the moment, it's just an object - but I could write a config for it, so it can be used as an inventory item? I'd just need to include an inventory icon for it, which wouldn't take two seconds. As it stands, mission makers can script an eventHandler, so you can collect it. I'll add it as an Eden composition :P
  13. Kydoimos

    Eden Objects

    Lol - ah, now I'm going to have to scale the model for a perfect fit! :D And I will!
  14. Kydoimos

    Eden Objects

    Another quick addition - figured it could be good for intel:
  15. You sure about that? :)
  16. Kydoimos

    Eden Objects

    And something for all those homeless Altian refugees to sleep on (haven't done the normal / specular maps yet!):
  17. Hi all, Started this thread for the sharing / request of insignia designs. For those who don't already know, this great function can be called as follows. Not entirely sure this is the right place for such posts (I reasoned it was related to mission editing) - but, if a moderator feels it ought to be moved - my apologies in advance! Anyhow, to start with, I've put together a badge for the UK special forces - the CTRG. You can download it here, along with the config data for your description.ext. I hope you guys enjoy! I also have badges for a CSAT group (similar to the BIS' Griffin motif), the FIA, and the Altis Police Department. If anyone would like them, just give me a shout and I'll add them!
  18. Kydoimos

    Arma 3 - APEX - NEWS and SPECULATIONS

    I want to print that out and frame it :D
  19. Kydoimos

    What Makes a Good Arma Campaign?

    ^^ I like this solution very much :) And just to keep the thread on track, let's just asset that this ties in with: and possibly:
  20. Kydoimos

    What Makes a Good Arma Campaign?

    One workaround would be to make use of the VR map - for virtual training - but as lexx says above - I think you can probably dispense with a training mission - unless there's a new mechanic. I used the 'hint' system in my campaign, which is quite a good third option for newer players. Thanks for your input into what makes a great Arma campaign! This thread is building a nice little community consensus!
  21. Kydoimos

    Arma 3 - APEX - NEWS and SPECULATIONS

    All the animations are accessible in the Arma 3 config viewer - there was no additional MOCAP created especially for the trailer :) Though as you say, some are older Arma 2 animations, which have been carried over to Arma 3.
  22. Hi all, Quick question; if I wanted to add an existing model as a proxy to a custom model, what happens to the hiddenSelections of the existing model? Basically, if I added, say for example, a helmet as a proxy to a custom headset, how could I then add a custom texture (via hiddenSelections) to the original helmet (now a proxy)? Is there a way of defining proxies in a config, where I could define the new texture? Obviously, the original p3d file will have the default textures applied. Or am I going about this all wrong? :) Thanks, as always, in advance guys!
  23. Ha ha - love it - we must go deeper!
  24. Looking good guys - huge kudos for all your hard work! :D
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