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Showing results for tags 'enhanced'.
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
laxemann posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
LAxemann and Jokoho482 proudly present... Enhanced Soundscape What is Enhanced Soundscape? Enhanced Soundscape is a sound enhancement modification for ArmA3. It adds additional, weapon-sound related features to the game. Those are hill/mountain reverb and reflections, forest reflections as well as reflections from houses in urban areas. The basic principle is: Firing a weapon creates a loud noise, noise is waves that swing through the air/make the air swing and those waves get reflected off objects and terrain. The volume levels were done with my soundmod "DynaSound 2" in mind, but ES works with every mod including the vanilla sounds since nothing "core" is changed. Real-time calculated Hill/mountain reverb: The feature simulates the reflection of the gunshot-noise when there are hills around you. The further the mountain/hill, the more diffuse the reflection will be. Close terrain will reflect a clear "popp", while mountains in the distance will send back a diffuse, "crumbly" echo. The feature is calculated in real-time and real-environment, meaning you will actually be able to see the mountain the shot got reflected from. Forest reverb: So many trees and plants around you create some kind of "half-enclosed space". You will hear a thick layer all around you when firing inside a forest! Urban reverb: The many hard surfaces of houses in urban areas give a very direct and harsh reflection when firing a gun. The mod simulates this by playing slapback sounds from the actual walls when firing next to houses in urban areas. The result is a "thickened" feeling when firing your gun. Media Here is an explanation video of the mountain reverb (using old and outdated sounds!) Known issues None at the moment. Dependencies Requires CBA A3 Download Steam Workshop ArmAholic Changelog Credits • Bohemia Interactive for this piece of software that stole my soul. • Jokoho482 for rewriting and improving pretty much every script of Enhanced Soundscape while teaching me tons and tons of stuff. So much love! He made this possible. • Everybody who kept motivating me over the last two and a half years! :) • Everybody who enjoys what we do. :) • I totally copy/pasted this from the DynaSound thread. If you enjoy our content, feel free to leave us a cup of coffee via a PayPal donation. Would make our day! It's my paypal donation account, but every donation will be shared with Jokoho.- 72 replies
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[EU] AhoyWorld Enhanced - Public Modded Tacsim
AhoyWorld Outreach posted a topic in ARMA 3 - SQUADS AND FANPAGES
Welcome to AhoyWorld! Who are we? AhoyWorld Enhanced, or AWE, is one of several Arma servers of the AhoyWorld community, creators of Invade & Annex. As a public server, we offer a modded, custom dynamic co-op mission running 24/7 inviting everyone to drop by and say hello! Additionally, there are frequent events and game nights open for all to attend, created by staff and volunteering community mission makers. What do we do? AWE aims to bring fun to an organised manner of tactical gameplay. Our roster is open for everyone to pick any available role and be put under the wings of competent leaders -- or take up the role of command themselves! You’ll be playing alongside like-minded members of an open community that strives to bring realism and cohesion forward into each mission. Daily dynamic gameplay on a dedicated server with TeamSpeak integration No rank structure; everything is public Cohesive platoon-based action with an established CoC Whether spec-ops, para-drops or combined arms assaults, we do it all Focus on teamplay and coordination Welcoming atmosphere Newcomer-friendly! For a preview of how we operate, check out our media distribution centre! AWE Media Distribution We also host accompanying events such as dedicated training sessions for those interested in advancing their skills, or a more milsim-style server running a weekly ALiVE campaign. Which mods are there? Chiefly, we use RHS, 3CB & MGP for our equipment, ACE for our realism and TFAR for our comms structure. There are a number of other gameplay-enhancing mods for you to explore, including a selection of terrains for daily play as well as scheduled events. Our modset aims to contain as little bloat as possible, but it’s still full of content! What should you bring to the table? A positive attitude and open mind for a variety of playstyles Enjoyment of organised, semi-realistic gameplay Ability to listen to a chain of command A microphone and presentable English That’s all we ask of you! Interested? Head on over to http://www.ahoyworld.net if you want to find out more and join us. We have a Steam group as well as several social platforms, and an active Twitch stream! TS: ts.ahoyworld.net Any questions are welcome in here, as PM or directly on our forums. We hope to see you soon! Cheers AhoyWorld Outreach -
I just saw the top banner that says "-%80 discount on all arma 2 titles". I already have A2:CO but the non steam version, I want to have the steam version so I have all the Arma games on steam (already have A:CWA and A3 there), and the A2 dlcs I dont yet have. I have some funds on my steam account so I went into the A2 Complete Collection steam page but the discount is not available there, only on the bistore. Does someone knows if the discount will be available at steam or will be only on the bistore?
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Bohemia Interactive’s exploration game Take On Mars today received its third major update. The ‘Tech-Enhanced’ update implements a technology tree, global objectives, improved vehicle landing, two new crater locations, a ‘Probe’ vehicle, and the Soviet-era ‘Mars 3’ lander holding Mars’ first rover, the ‘Prop-M’. Building further upon the early access release of Take On Mars, the new ‘Technology Tree’ system lets players research various technologies, which eventually gives them access to new instruments and vehicles. The implementation of ‘Global Objectives’ means that accomplishments at various locations in the game now contribute to the same objectives, combing the locations into one whole. The added ‘Probe’ vehicle is a simple, single camera, single instrument slot chassis, and is the most basic technology available from the beginning of the Space Program. Last but not least, the two extra crater locations, Lyot and Ptolemaeus, provide the perfect opportunity to explore new terrain with the Soviet-era ‘Mars 3’ lander (also equipped with Mars’ first rover, Prop-M), which is the first vehicle to achieve a soft landing in Mars’ Ptolemaeus Crater in 1971. Rover operators who already signed up for the Take On Mars’ Early Access program have access to the new content right after downloading the automatic update via Steam. Those who would like to do some further analysis can examine the complete changelog on http://mars.takeonthegame.com/. Here are a few screenshots: Mars 3 + PROP-M, the first vehicle to successfully land on Mars. The Global Objectives screen, showing the objectives of your agency and how many missions are left in each to complete them, complete with a progress bar. The all-new 'Probe' vehicle, which is the most basic vehicle in the game. The Technology Tree screen, showing the various fields of research, items within them, and a list of instruments, vehicles etc to the left for easy highlighting of required technologies. 19th November 2013: - Added mouse-over hint to Global Objectives detailing instruments that need to be researched - Probe thrusters adjusted 18th November 2013: - Mars 3 sequence now has the correct date 0000361 - Added indication to map if no missions are present - Added filtering of required and optional instruments in the Rover Lab - Added display to Rover Lab of instruments with no valid slots in red - Fixed occasional incorrect display of Global Objective where it was missing the 'complete' text - Added missions to Kaiser Crater - Added missions to Victoria Crater - Added missions to Gale Crater - Modified missions at Lyot Crater 17th November 2013: - Added displaying of waypoints even in the landing hud 15th November 2013: - Adjusted the power output of RT generators and Solar Arrays to correspond with real values - Added new shortcut key to the Global Objectives screen (default 'O') - Added new shortcut key to the Tech Tree screen (default 'T') - Changed Tutorials shortcut key from 'T' to 'F1' - Changed Return to Mission Control shortcut key from 'F1' to 'Backspace' - Fixed Global Objectives progress bars not being 100% accurate - Fixed issue where vehicles sent from the map via 'New..' did not have correct icons - Fixed crash when selecting 'New vehicle' in the Rover Lab 0000357 - Fixed and improved financial part of vehicle statistics 0000358 - Improved filtering of items for skeletons and vehicles in the Rover Lab - Improved filtering and display of science targets in the map's Mission Details 13th November 2013: - Added physically simulated cable between Mars 3 and PROP-M - Added controllable Cycloramic cameras to Mars 3 - Added FLY TO WAYPOINT radial menu action to Landers when they have a mission assigned that is out of reach - Added New -vehicle skeleton name- items to mission selection in the map to allow custom tailored vehicles to missions - Finalized Probe landing sequence - Campaign starting budget adjusted - Tech tree features updated 12th November 2013: - Added Cycloramic cameras to Mars 3 - Added new HUD to Mars 3 - Added objectives to Mars 3 sequence - Added missions to Gale Crater - Added mission to Asteroid belt - Tech tree research times and prices adjusted 11th November 2013: - Removed duplicate science target IDs - Modified several missions at Deimos - Added mission to Deimos - Modified mission at Asteroid belt - Fixed few bugs in campaign - Tech tree main features made into final revision 8th November 2013: - Added missions to Gale Crater - Added missions to Lyot Crater - Added missions to Deimos 7th November 2013: - Optimized particle saving and recreating from scenarios - Added missions to Gale Crater - Added missions to Kaiser Crater - Added missions to Victoria Crater - Adjusted missions at Lyot Crater - Added two more Global objectives - Adjusted missions at Deimos and Asteroid belt 6th November 2013: - Added highlighting of required technologies by instrument or vehicle to Tech Tree window - Improved Tech Tree window screen resolution sizing - Changed appearance of Mission Control HUD - Fixed and adjusted Global objectives list - Modified Gale Crater terrain for missions - Deleted old missions from all locations - Added campaign file to Lyot Crater - Added missions to Gale Crater - Added missions to KaiserCrater - Added missions to Lyot Crater - Added missions to Victoria Crater 5th November 2013: - Added Global Objectives functionality - Added assigning Global Objectives to missions - Added layer textures to Lyot Crater - Added stones to Lyot Crater 4th November 2013: - Removed obsolete part quality - Added layer textures to Lyot Crater - Added stones to Lyot Crater 1st November 2013: - Added defining of location size for the map window to .loc files - Added location map for Lyot Crater - Added location map for Ptolemaeus Crater - Added layer textures to Lyot Crater - Added stones to Lyot Crater - Added Mars 3 sequence as the beginning to the Space Program 31st October 2013: - Added 2 new music tracks - Improved Large Rover Sky Crane descent - Added layer textures to Lyot Crater 25th October 2013: - Added layer textures to Lyot Crater 24th October 2013: - Added layer textures to Lyot Crater - Added WIP Tech Tree window 23rd October 2013: - Added layer textures to Lyot Crater 22nd October 2013: - Added controllable Mars 3 Lander with deployable PROP-M Rover - Added switching between 3rd person camera targets (default 'V') 18th October 2013: - Added layer textures to Lyot Crater 17th October 2013: - Added controllable PROP-M rover - Added layer textures to Lyot Crater 16th October 2013: - Improved landing of Landers, they should no longer hover above their target location 0000085 - Improved visibility using nightvision during a sandstorm - Fixed minor issue with the Zero-G Probe thrusting against your input - Added layer textures to Lyot Crater 15th October 2013: - Fixed issue with static connection parts being spawned with an incorrect orientation - Fixed Asteroid belt missions after asteroid model upgrade - Added layer textures to Lyot crater - Reduced wind strengths in all locations 14th October 2013: - Added layer textures to Lyot crater - Overhauled airbag landing system for the Small and Medium Rovers 11th October 2013: - Adjusted collision spheres for instruments - Solar Panels now generate according to incident light angle of the sun 0000307 - Removed dynamic rocks from locations to improve performance - Added new dunes to Lyot Crater 10th October 2013: - Adjusted floating rocks on Gale Crater - Adjusted floating rocks on Kaiser Crater - Adjusted floating rocks and dunes on Victoria Crater - Added collision spheres for instruments - Optimized vehicles to allow them to go to 'sleep' when not moving, improving performance - Added new dunes to Lyot Crater 8th October 2013: - Adjusted floating rocks on Gale Crater - Adjusted floating rocks on Kaiser Crater - Solar panels now stowed on descent and are now stowable (can be controlled) - Fixed major issue with spawning joints, disallowing turnable parts attached to other rotated parts - Added new dunes to Lyot Crater 7th October 2013: - Added Lyot Crater location - Added more bounce to airbag landing systems 0000181 - Added support for multiple 'base' parts - Added vehicle-oriented 3rd person camera - Improved smoothness of 3rd person cameras - Rover wheels now 'stowed' while landing to avoid them flopping and getting damaged 4th October 2013: - Added vehicle statistics to the map (Sols, launch date, cost/profit, distance travelled, etc) 0000217 - Added more rocks to Deimos - Adjusted floating rocks on Victoria Crater