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Fushko

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Posts posted by Fushko


  1. Will have to talk to audio guys about it. I would love nothing more than a consistent platform but right now there is a big volume boost for 1st person. So we will have to decide - quieter 1st person sounds -> superquiet 3rd person? Or quieter 3rd person sounds -> still loud 1st person... This boost has to go.

    Maybe if I feel like it I might work up a config that has reduced volume values for weapons. Or someone else could. :p

    I don't understand the need of the volume boost. Shouldn't your own gun be naturally louder when you are in first person, given that you are much closer to the sound source compared to 3rd person?


  2. But the crack isn't either looped or moving, right? It's played at a single point where the bullet passes the player. It's just like a gunshot, except it's missing the speed of sound and the source position is different for every player.

    I'm pretty sure they changed the sonic cracks to be a 3D sound instead of something that is played when a bullet flies past you. Not 100% sure though.


  3. I can confirm the missing speed of sound on the cracks. In both dev and stable branch. I think it's always been like that, and assume it's for performance reasons.

    Not really, it's just because they haven't figured out yet speed of sound for looped and moving sounds, according to megagoth's interview.


  4. I recently noticed a thing that confused me a little.

    The bullet crack sound would play earlier then the gun sound.

    Picture following situation

    o
    
    x--------------------[]
    

    i'm standing at o, and at x a vehicle is shooting at [], minimally in front of the vehicle. The bullet snap is basically instantaneuous with the visual effects, while the weapon sound comes at a delay (because of the distance). This doesn't make sense, because i'm not standing alot closer to bulletpath, then to the weapon itself. Distance from x to o was some 100-200m. Can somebody confirm this?

    The time at which sonic cracks played never felt right to me. This MIGHT be the cause.


  5. Those two things directly contradict eachother. More range means quiet things are quieter and loud things are louder. Sounds like you want less range if gun shots are too loud compared to other things.

    Yeah let's not forget this is a game, and if a game simulated real life weapon loudness we would need ear protection to play. What we have is already too loud for a game.

    What we really need is range in the individual sounds, not just between multiple sounds.

    If you haven't watched it already, this video will explain what I mean (1:26 for the interesting part):


  6. Well thats a lotta card fella :p

    Im running it on 760 4gig and have the PhysX offloaded to a 460 -could this actually be a problem because I thought all PhysX was run by Cpu -though that is only at 3.3ghz

    Arma 3 uses CPU PhysX only, offloading it to another GPU should do absolutely nothing


  7. Perhaps it's intentional? I mean, it prevents you from seeing things around you when you're dead. Not very immersive, though.

    I don't get your point. The ticket is not asking for you to have freelook when dying. It only requests that the camera should appropriately follow the head, and not sink into the ground, which results in seeing the inside of your neck everytime.

    And also, you are DEAD. I don't see how being able to see where your eyes are pointed is in any way bad. Without mentioning the fact that the camera is blurred for those few seconds.


  8. With all the controversy about the Hopecore "patch", I tried it out just to see what all the fuss was about. I'm not impressed with the changes in hopecore. To me, the fire effect in hopecore looks like a cartoon. Maybe it should have been called: "hope-N-change-core"?

    Frankly, OS did a much more professional job with the effects.

    If anyone is interested, I made a comparison video.

    Choose the 1080p HD version and give it time to cache before watching:

    -V

    Notes from my personal, non professional, visual comparison of fire & smoke between the various versions:

    ------------------------------------------------------------------------------------------------

    * The original BIS fire is like a tee-pee hut. Very triangular. Very consistent & uniform, which isn't good. You don't want to see too much consistency when several burning vehicles are close together.

    * The original BIS smoke is relatively thin, with about a 50/50 mix of grey and black smoke.

    ------------------------------------------------------------------------------------------------

    * Blastcore (non updated) - Fire is much smaller and less uniform, which is good!

    * Blastcore (non updated) - The initial explosion has brown & grey dirt and rock thrown around. Awesome!

    * Blastcore (non updated) - It might just be my imagination, but the brown & grey dirt and rock seem to sometimes be offset (by offset I mean, they pop-out at slightly different times).

    * Blastcore (non updated) - Smoke is much thicker than the original BIS smoke.

    * Blastcore (non updated) - Smoke is dark black. Very, very, very dark.

    * Blastcore (non updated) - Smoke has a lot of orange color embers rising. I like the embers. It's a cool effect. It would be nice if the embers had different shades of orange, but that might not be possible.

    ------------------------------------------------------------------------------------------------

    * Blastcore (updated June 14, 2015) - Smoke & orange embers appear to be the same to me.

    * Blastcore (updated June 14, 2015) - It seems like the brown and grey dirt & rock now pop-out together, rather than being offset in timing??

    * Blastcore (updated June 14, 2015) - To be honest, I can't tell much of a difference between original fire and explosions and this new updated one. Except that maybe some of the explosions are a little faster? And I think someone here said the smoke burns out faster now, to improve the FPS?? (FPS = Frames Per Second, for those who might not know)

    ------------------------------------------------------------------------------------------------

    * Blastcore (with added hopecore "patch") - Fire is very CLEARLY uniform and consistent now (Not a good thing).

    * Blastcore (with added hopecore "patch") - Fire is much much larger, less triagle shape and more oval shaped.

    * Blastcore (with added hopecore "patch") - The orange embers in the smoke appear to be 100% removed, or reduced to almost nothing. But in real life, I've seen lots of orange embers rising from various fires. I liked that effect. Totally removing the embers doesn't look good.

    * Blastcore (with added hopecore "patch") - Fire looks way overdone to me. Cartoonish.

    ------------------------------------------------------------------------------------------------

    So for the record, personally I like the updated Blastcore version the best.

    Nice video. I think I largely prefer the smoke from the non-updated version. To me, the ultra dark smoke in the updated version looks kinda weird.


  9. Does anyone else here thinks that the enviroment sounds are to quiet? I scarcely hear birds or crickets, and if I turn up the volume to finally hear them as loud as in real life - sitting here with windows open and the birds are noisy like hell - , the gunshots are way too loud, they make my ears bleed.

    In addition I think there should be more varity, trees creaking, goat and sheep noises etc..

    It's not that the enviroment is too quiet, it's actually the gunshots which are too loud.

    I'm in the same exact situation. It's driving me crazy and it's putting me off from playing. I have 0 experience and I'm seriously considering doing a mod that just reduces the ear-shattering loudness of all the weapon sounds.


  10. Amazing. It looks absolutely gorgeous. They even added water reflections, just woah.

    Do we have to buy that island to play on it? Bistudio never do something for free.

    Does anyone ever do anything for free? This "I demand shit for free" attitude is really stupid.

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