View Full Version : Authentic sound & weapon Mod
ThePredator
Dec 16 2006, 16:40
Modern Warfare Authenticity Modification for Armed Assault
This mod is for all hardcore realism fans out there. No balancing, no fancy hollywood sound effects.
I still need some help, mainly a good sqf coder for further additions.
Previews:
Video: West (http://www.youtube.com/watch?v=crI4KFTDvh4)
Video: East (http://www.youtube.com/watch?v=AktMijEZzIQ)
Night Ops (http://www.youtube.com/watch?v=Kv_ZeAMIVPU)
BREAKING NEWS: 0.151 of my sound-only Mod released (v0.151_SO)
Get it here: Download (http://www.armaholic.com/page.php?id=677)
UPDATE March 16th, 2007:
Beta of my Config-Mod released !
ModWar v0.152_C_BETA (http://rapidshare.com/files/21380028/ModWar_v0152_C_BETA.rar.html)
Mirror (http://ofp.4players.de/sys/index.php?showfile=1&fid=261&p=downloads&area=1&categ=13)
Please send me feedback and criticism for improvements, the config mod has a lot of changes !
NOTE: There will be several issues with firing rate related sounds, because they are tweaked to fit the realistic values.
I know nothing about modding either, but I look forward to a preview.
funnyguy1
Dec 18 2006, 11:36
feel free to pm me If you want someone who isn't affraid of reinstalls, as the campaign isn't my interest http://forums.bistudio.com/oldsmileys/wink_o.gif
Sickboy
Dec 18 2006, 13:05
As many classes are not able to be overwritten anymore, I guess feersum(or who was it?) can tell you more bout that,I guess the only way to make a replacement pack is to copy the addon to a modfolder e.g. @<hidden>\Addons
and repbo it over there, or use a patcher program like I did.
You could aswell edit the config.bin (convert to config.cpp) and remap the sounds there to a new pbo with only your sounds in, but this is just "as bad" as the earlier described method as you either need to repack the config into the pbo in the original folder or in the modfolder http://forums.bistudio.com/oldsmileys/biggrin_o.gif
ThePredator
Dec 18 2006, 18:59
I need help with the modfolder system, since I do not know how the cfgpatches(?) thing work...
Sickboy
Dec 19 2006, 10:29
I need help with the modfolder system, since I do not know how the cfgpatches(?) thing work...
The cfgpatches stuff has nothing to do with the modfolder, that is what I tried explaining before.
Modfolders are used to split up the addons, have easy way of switching certain mods on/off, or used to overwrite original gamefiles, without really overwritting them http://forums.bistudio.com/oldsmileys/smile_o.gif
So...
Unpbo the current ArmA\Addons\weapons.pbo etc...
Move the folder to: ArmA\@<hidden>\Addons
Replace the weapon sounds you want
Repbo the weapons folder into weapons.pbo
Start game with: -mod=@<hidden> and voila... you have your replacement sounds for weapons in without editing or overwriting the original BIS files in the ArmA\Addons folder..
Now do the same with all the other addons you wanted to do..
Then, if Mikero already released such tool...not sure, use Mikero's pbo patcher tool to create a patch between the original arma files in arma\addons and your arma\@<hidden>\addons files and distribute that http://forums.bistudio.com/oldsmileys/smile_o.gif
You can also use xdelta or patchwise patcher as I do with my patches.
You can also write batch files and distrbute the sounds just as soundfiles to the users...
Then the batch files take over the above mentioned process:
It copies ArmA\addons\weapons.pbo to ArmA\@<hidden>\addons
Then unpbo's it
Copies in the replacement sound files
Repbo's it
Voila
(You know how to write .bat files? If not you might want to take a look at my patches that include .bat files, as it's a fair example I guess..)
I don't think there is any other way at the moment in how to replace sounds in the game, as Feersum (or who was it) already noted, that you can't just overwrite every class you want, so making a seperate addon with only the edited sounds, is not going to work, unless someone else knows a way to accomplish this.
When my own projects take less time I can invest some more time in helping you if the above doesn't workout somehow
ThePredator
Dec 19 2006, 12:23
The patchwise thing sounds nice, if I could get my hands on that tool (servers down).
Well, you guys just have to wait a litte longer....
ThePredator
Dec 19 2006, 21:08
Uploaded a sample video, the sounds are quite compressed due to this process, but you get an idea of how the sounds increase the combat atmosphere.
All sounds are either recorded or from an open source sound pack. Some sounds are from a sound mod I need to find again to give proper credits. All sounds are modified with professional editing software to cut out clipping or distortions.
Still, this is a beta state. Nothing final. If anyone has some suggestion, let me know. My goal is pure realism, no spectacular sounds.
Clicky (http://www.youtube.com/watch?v=nkLGreWYknw)
Sounds really good man. Definitely go for realism and not hollywoodish sounds.
BTW your youtube name is 338LapuaMagnum, are you .338LapuaMagnum from swat 4 that did the code 11 mod?
Max Power
Dec 20 2006, 06:11
I just thought I would interject that I would run a mod from a mod directory, but I would never patch over the original files for any reason. I like to keep my game install nice a pure. I don't know if I'm the only one, but food for thought.
FireflyPL
Dec 20 2006, 08:29
Any ETA for mod release? Sounds are pretty good, although I m not sure if Cobras' were firing in this clip, if so sound of Cobra cannon should be changed to more like low tone drumm (in VBS1 there was good sound for Cobra's cannon).
ubernoob
Dec 20 2006, 09:44
Sounds great!
Does the sound addon cover all the inf.weapon sounds...namely ak74 sounds like someone is banging drums or something, just terrible.
ThePredator
Dec 20 2006, 09:52
Sounds really good man. Definitely go for realism and not hollywoodish sounds.
BTW your youtube name is 338LapuaMagnum, are you .338LapuaMagnum from swat 4 that did the code 11 mod?
Yes, that was me.
All weapons are changed but the M249 and some vehicle weapons. In this video everything sounds different. The AK-74 has a nice sound to it IMO. I still have to change the volume for some.
For the VBS1 sounds, I doubt I am allowed to use some of those.
No ETA yet, I need a setup for the modfolder, patchwise, as sickboy mentioned, seems to be down.
Update: I have to mention that this is not just a sound-mod. I changed some values so it is more realistic. But I need to know much much more to really understand the config entries.
I still need the size for a standing human character and the correct conversion for scope magnifications.
Glad to see you in ArmA. I was always hoping to have iron sights in swat4, but I realize that was not easy.
If this really turns out good, maybe you should team up with the WGL guys and help out with the sounds in thier realism mod for ArmA, since you seem to be a realism fan. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
KiwisDoFly
Dec 20 2006, 22:25
[quote=rg7621,Dec. 20 2006,07:56]
Update: I have to mention that this is not just a sound-mod. I changed some values so it is more realistic. But I need to know much much more to really understand the config entries.
I still need the size for a standing human character and the correct conversion for scope magnifications.
I'm sorry, but this worries me. Would you be able to release the sound mod without the changes first? It would be awesome to have that sooner because the sounds really do sound fantastic.
FireflyPL
Dec 20 2006, 22:52
For the VBS1 sounds, I doubt I am allowed to use some of those.
I'm not asking for VBS1 sounds but just same style sounds. I can try to rip it from my videos I got on DVDs.
KaiserPanda
Dec 21 2006, 02:35
Wow, that sounds awesome. http://forums.bistudio.com/oldsmileys/smile_o.gif
ThePredator
Dec 21 2006, 08:32
I can release two different versions, plain sound-mod and the authentic weapons mod w/ sounds.
Should be quite easy.
If anybody got PatchWise on their HDD, pls PM me or send it via ICQ/AIM.
Their servers seem to be broken and I am no coder/scripter which makes it difficult for me to create batch files.
Is it this program (http://www.toocharger.com/telechargement/logiciels/patchwise_free/15859.htm) you are looking for?
Edit: It should work now...Lien n°1 - Serveur FTP de Toocharger.com or http (http://www.toocharger.com/telechargement/logiciels/patchwise_free/15859.htm), both are working for me.
ThePredator
Dec 21 2006, 16:54
Linky not working.
But I guess that is a previous version of the tool I seek.
The d/l link on their homepage is still not working.
But another question: Can someone create such a setup for me or the needed batchfiles? I am a n00b in coding. It's like ancient greek to me.
Any news?
I just can not wait http://forums.bistudio.com/oldsmileys/smile_o.gif
ThePredator
Dec 23 2006, 18:22
Well, I am working on the weapons data right now. Sounds are pretty much final for now.
I still need someone who can support me with some sort of setup routine or a working link to patchwise, as Sickboy mentioned.
This link is working for me (ftp://ftp1.toocharger.com/lodxPJc/patchwise_free_1_15859.exe) and this one too (http://ftp1.toocharger.com/lodxPJc/patchwise_free_1_15859.exe)
Edit: I found the 3.29(it said 3.25 but in reality, this is the 3.29): click! (http://www.download.com/3001-2216_4-10143281.html)
ThePredator
Dec 23 2006, 18:27
Yeah, I tried to get the latest 2.39 or something...but the official site has some error.
Well, I've got the program but no idea how to create the required setup...
I bet the easy way out (for me, that is) would be to release the beta and write some instruction to create the modfolder with the required files....
For now, I will stick to that method until someone can help me out.
UPDATE: Version 0.1 released, see first post for link.
First impression: It's just awesome http://forums.bistudio.com/oldsmileys/notworthy.gif
First problem: ags-30 sound is missing http://forums.bistudio.com/oldsmileys/huh.gif
ThePredator
Dec 24 2006, 10:24
Yupp, a typo. Fixed that.
Uploaded v0.11.
Another strange bug: M4A1 QDS domage is too weak, it's impossible to kill someone, i put 20 bullets in a civilian and he did not die! And it's impossible to aim with redhot (only m4a1 qds).
Anyone else got this bug or i'm the only person to have this problem?
And i have a last question:
-Will you change sounds you did not change in first release (m9sd, dshkm, etc...)?
Anyway, your mod is just fantastic (m24 is lovely http://forums.bistudio.com/oldsmileys/inlove.gif )
Also in the sniper rifle the bullet goes 2-3 "points" over the cross.
I hope u understand, to kill them u have to aim at their balls http://forums.bistudio.com/oldsmileys/biggrin_o.gif
very good soundpack , thanks alot.
Since you are editing the config , could you make the m4 fire rate automatic and not burst for next version ?
cobra@pulse
Dec 24 2006, 17:09
@<hidden>
Why make it automatic when the weapon isn't?
The weapon used by the standard Inf, not SF, is the M4.
The SF geeza's use the M4A1. The original M4 (no extra designtion on the end) used a S-1-3 trigger group. Thus its correct. Want a full auto M4, use the SF's ones...
@<hidden>
How close where you shooting? The rifles are meant for distance work and therefore zeroed much further out.
@<hidden>
So far from what I've seen and heard I love it. Great work. I would say the value on the M4A1 QDS is a bit low, took me 6 shots to the centre mass of a civi to take him down. Maybe up the damage value slightly.
Looking forward to the complete version
ThePredator
Dec 24 2006, 23:48
Thanks for the criticism.
Honestly, I abused you as beta testers. I changed the ballistic values but did not increase the damage.
Will raise the damage values until some realistic level is reached (for the next build).
I will, of course, change all sounds that feel unrealistic or simply put wrong.
Vehicles and such will follow later.
My main concern is the config, there are lots of entries I don't know the function of.
The old OFP commented config has not everything commented I'd like to know.
Stay tuned.
FireflyPL
Dec 25 2006, 07:33
Sounds are great, BUT. Would you be so kind and try to make two different configs, one just for sound replacement for people who would like to change only sounds not config settings and second one the way it is now with config settings changed. At this moment sounds are awsome, but I dont want to mess up with weapons config for ArmA. Thanx m8.
KiwisDoFly
Dec 25 2006, 07:51
Sounds are great, BUT. Would you be so kind and try to make two different configs, one just for sound replacement for people who would like to change only sounds not config settings and second one the way it is now with config settings changed. At this moment sounds are awsome, but I dont want to mess up with weapons config for ArmA. Thanx m8.
THIS.
I completely agree with Firefly. The sounds are bloody amazing, but I like the other weapon-related stuff as it is.
funnyguy1
Dec 25 2006, 08:32
Well, sice his aim is pure realism, he needs to change the configs also, e.g. reload times and stuff. So 2 configs woul be the best sollution. On the other hand, there's no problem with that when you use a modfolder, right?
@<hidden> Pred: If you need help, you can always ask someone in the offtopic, or use the wikipedia for gun related infos. Besides, there's many information in already exiting topics in ArmA generall board.
ThePredator
Dec 25 2006, 12:28
I will make two version.
Since this is still BETA I am testing around, fishing for feedback...
Nice to hear, you like it.
Potatomasher
Dec 25 2006, 18:31
These new gunfire sounds improve atmosphere greatly. Much better than the original sounds. Really looking forward any new material from you.
olemissrebel
Dec 25 2006, 18:34
They sound good. Stick to sound replacement, the values are decent as they are. The M240 sounds like crap, and the SVD hasn't been changed.
simulacra
Dec 26 2006, 14:00
I'm sure that the sounds are good, if only I could install this, I tried the other sound pack which was WAY easier to install.
The installation instructions really makes NO sense at all!
funnyguy1
Dec 26 2006, 14:08
You just depbo your weapons.pbo, overwrite the files with ones made by Pred, (only one config afaik) and place the rest where It should be. Then you pbo the folder, and either overwrite your old weapons.pbo, or make a modfolder, using the "-mod=" command. Pretty much the same thing like with old ofp... http://forums.bistudio.com/oldsmileys/wink_o.gif
stingfish74
Dec 26 2006, 14:59
i really liked the Arma "Snap" sound when hearing the M4SD fired from a distance. what file is that and how can i get it back in? seems to have vanished w/ this mod
Frederf
Dec 26 2006, 23:30
i really liked the Arma "Snap" sound when hearing the M4SD fired from a distance. what file is that and how can i get it back in? seems to have vanished w/ this mod
Lol, M4SD should never snap when flying past. Since the M4SD round is subsonic speed and the snap is a supersonic effect. Did this mod maker actually manage to snap supersonic rounds and remove snaps from subsonic rounds?
...Did this mod maker actually manage to snap supersonic rounds and remove snaps from subsonic rounds?
Engine adds the snap automatically as soon as the bullet "passes" the sound barrier. By configing the sd rounds properly, the snap is gone http://forums.bistudio.com/oldsmileys/smile_o.gif
ThePredator
Dec 27 2006, 10:32
Yes, intentional behaviour. Actually, found this out by trial and error since I still have no clue about half of the entries in config.cpp.
Would be great if some config-guru could give me some lessons on "how-to"s and such.
The commented config from OFP is useless, and not everything I'd like to know is commented anyway.
stingfish74
Dec 27 2006, 19:13
hey Predator,
where in the config did you change the speed for the m4sd? i admit, this config set up is much different that what i am used to in ofp.
i cant seem to find the intspeed for the m4sd. http://forums.bistudio.com/oldsmileys/sad_o.gif
I'm really happy with the sounds you made for ArmA.
Actually it's the first mod I'm using.
Hope you will continue your work and update even more sounds.
The atmosphere is much denser now.
harley03
Dec 28 2006, 10:42
Awesome sounds they work great! only question i have for anybody is, is your m4 with suppressor rediculously weak in the campaign and single missions its very hard to take someone down. my guess is something in the config was changed with ur mod. so my question is what was changed and is thier a way to change it back, otherwise this mod rocks especiially on the 5.1 's
Thanks
Rich http://forums.bistudio.com/oldsmileys/xmas_o.gif
ThePredator
Dec 28 2006, 11:08
Yes, I only reduced the v0, therefore is is way to cheap. I've got v0.12 ready, will upload this version. Still beta, so if you like to test, fire up the editor, place your player and some targets (soft only, need someone with expertise in armor values and rocket strength) and test all individual and vehicular weapon systems for all sides (or use some weapon crate with all weapons and place every vehicle as empty on the map).
Need input on how to modify the strength to be realistic. I can only take wild guesses, since I am just a firearms expert.
ThePredator
Dec 28 2006, 15:19
D'OH !
Forgot to mention v0.12 is up...
Sorry for the "double post".
Armaholic.com link:
Authentic sound & weapon Mod (http://www.armaholic.com/page.php?id=557)
farney308
Dec 28 2006, 17:54
hi I followed the tutorial one as if it places the archives in the folder but here you not leaving the sound the detonations, what it can be I made all certain why I use the version the realism package ?
harley03
Dec 28 2006, 18:13
Awesome downloading now, ill have plenty of time testing today since were getting another blizzard. Im Not a total expert with the armor values with this game ill just try and take live experience on it and see how she feels
Peace
Rich http://forums.bistudio.com/oldsmileys/smile_o.gif
These sounds are great. Nice job.
I don’t know if you’re interested, but I would be willing to help you with editing/polishing/fine tuning the sounds. Audio editing is an area in which I have knowledge in. If you would like, I could adjust volumes, fade out samples so you can’t hear the end sample coming to an end, try to edit noises out of the samples, boost or enhance sounds, ect........
I spent some time adjusting your M4 and AK47 sounds. Those are great samples, but they are missing that sharp attack you hear when actually firing the gun. Here is a small sample of the modification I did to your M4 and AK47 sounds..........
Download ArmA_Sounds.mp3 (http://putstuff.putfile.com/30913/2555899) - Description below.....
- First shot is your M4 SS A and the second shot is your M4SPR SS A.
- Then my modified sounds following the same order.
- Your AK47 single shot and then burst
- Then my modified single shot and burst.
These are not necessarily finished, but I think these changes enhance the sounds by adding that sharp attack from the weapon that is in front of you, while still keeping your original sound. Also, I am working with fading the samples out (smoothly), because you should not be able to hear the sample come to and end, but I am having trouble converting the WAV back to WSS so I can test it out in game.
Please refer to my post in this thread for a full description of my problem........
http://www.flashpoint1985.com/cgi-bin....t=55685 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=54;t=55685)
Let me know if you’re interested in any help in regards to what I described above. Either way, do you have any idea what my WAV-WSS conversion problem might be?
Thanks,
Wow. Very nice job rg7621. Your sounds are pretty good and i hope that Predator will use this modyfication in next version of his soundpack.
http://forums.bistudio.com/oldsmileys/xmas_o.gif
ThePredator
Dec 29 2006, 09:21
Your nickname sounds familiar.. You played SWAT 4?
Will lokk into your changes ASAP.
Nice, sounds great. I have use for such talent **
ubernoob
Dec 29 2006, 14:32
Excellent sounds...just a few notifications:
- AGS doesn´t sound realistic, my "field of speciality" in army was an AGS-shooter and mod-sound is a bit weak, it should be more loud and a little metallic.
- Also the explosions when shooting AGS, sound "flat"...like a loud "splash!" (mod sound that is)
FDF-mod had a nice sounds for AGS&AGS explosions.
Anyways, keep up the good work!
(JK/KAARTP´95 KrKk-miäs)
Col. Faulkner
Dec 29 2006, 17:59
Your sounds are a good improvement over the ones BIS gave
us and I'll be using them from now on. Thank you for taking
the time to produce this. There is a problem, however, with
your firing sounds for the M240 and the PK. Your sounds have
far too much "heavy bass" to them and don't at all capture
the typical "metallic" clangor of the real guns.
Lee_H._Oswald
Dec 29 2006, 18:02
...enhance the sounds by adding that sharp attack from the weapon that is in front of you...
That is the most important thing for a weapon sound!
So many games don't give you the feeling that you are firing a weapon. Ok, "feeling" in a game isn't that easy, but what you called "sharp attack" simulates that feeling very well.
The people must frighten themselves when they fire a weapon in ArmA with speakers at high volume!
Great job! Hope to see you and ThePredator working together.
MfG Lee http://forums.bistudio.com/oldsmileys/thumbs-up.gif
ThePredator
Dec 29 2006, 18:07
I am aware of some "not-so-good" sounds. M240 is just one example.
But with the editing rg7621 has done, they will sound pretty much like the real thing (the placeholder sounds will be changed ASAP).
Col. Faulkner
Dec 29 2006, 18:16
...enhance the sounds by adding that sharp attack from the weapon that is in front of you...
That is the most important thing for a weapon sound!
So many games don't give you the feeling that you are firing a weapon. Ok, "feeling" in a game isn't that easy, but what you called "sharp attack" simulates that feeling very well.
It also makes the simulated "recoil" better too. I found that
the flatulent sounds BIS used seemed to make the recoil
seem lethargic and unrealistic and unrelated to the "bang".
These sharper sounds I find help to impart the illusion that
your rifle is actually kicking in response to the "bang". I
especially like firing the Kalashnikov in game now with the
new sounds. I even find myself recklessly "spraying and
praying" now just to enjoy the firing sounds!
Unfortunately, I'm still not able to test my M4 and AK47 modification in game. I’ll get to work on more sounds when I can edit in SONAR and convert it back to WSS, but right now it's not looking good (an update in the thread link I posted above).
*EDIT* Problem solved. I'm in buisness.....
Yes, I only reduced the v0, therefore is is way to cheap. I've got v0.12 ready, will upload this version. Still beta, so if you like to test, fire up the editor, place your player and some targets (soft only, need someone with expertise in armor values and rocket strength) and test all individual and vehicular weapon systems for all sides (or use some weapon crate with all weapons and place every vehicle as empty on the map).
Need input on how to modify the strength to be realistic. I can only take wild guesses, since I am just a firearms expert.
Even in version 0.12 the silenced weapons are way too weak.
Sometimes even 10-15 shots are not enough to kill a single soldier.
Could you please make them more powerful.
And could you please release an sounds only mod. I mean without changing values in the config?
harley03
Dec 30 2006, 01:46
I second what Kroky Said suppressed weapons are still weak, but much better than your first tweak. And ya it be great to just have the sounds until we get all the wps configs figured out.
It would be nice if config will be only optional. Some guys needs only new sounds without new configuration.
Happy NEW YEAR http://forums.bistudio.com/oldsmileys/xmas_o.gif
Potatomasher
Dec 30 2006, 13:54
It would be nice if config will be only optional. Some guys needs only new sounds without new configuration.
Happy NEW YEAR http://forums.bistudio.com/oldsmileys/xmas_o.gif
Yes, it would be nice to have sounds now and the rest later if possible. http://forums.bistudio.com/oldsmileys/tounge2.gif
Great work Predator & rg7621 and happy new year to all. http://forums.bistudio.com/oldsmileys/smile_o.gif
Deadeye
Dec 30 2006, 17:10
The installation was rather confusing but I made it :P
Here is an Armedassault.info Mirror :
ftp://www.armedassault.info/armad/addons/ModWar_v012.rar
ThePredator
Dec 30 2006, 18:45
Yes, the installation is a bit confusing, but maybe this will be solved later.
For now, I am working on the configs. But half the values are unknown and not listed anywhere. More like guessing what is used for what.
Irritating is the reloadtime, which actually defines the rate of fire. First game with that approach.
Since the sounds will be re-done by rg, I have some time on my hand to split the sound mod and config mod.
Stay tuned.
Maybe rg will release his re-worked sound soon because it seems he managed to resolve his convertion problem.
Btw, i do not think installation is a real problem for the moment because it's only beta-test. But for the final version, an easier installation should be necessary.
ThePredator
Dec 30 2006, 20:14
Well, he is reworking my sounds (which are not final in some cases).
There are several things to do, some of the sounds have to be re-edited, because the echo is too loud now.
Speedy15
Dec 30 2006, 20:36
Predator, check your pm's.
ThePredator
Dec 31 2006, 00:21
Could anyone explain the way firing frequencies are handled?
I don't know exactly how they are calculated. Reloadtime (for each shot in (semi)automatic modes and in some cases the number of rounds each burst multiplied by a factor.
The bursts for small arms are handles with ffcount and the rate of fire with fffrequency
why oh-why do we have to use the worst way to give proper firing rates? (easiest would be to use shots/second not shots/fractal of a second?!http://forums.bistudio.com/oldsmileys/wink_o.gif
That way it is quite difficult to create realistic values...
Col. Faulkner
Dec 31 2006, 01:45
Could anyone explain the way firing frequencies are handled?
If it still uses the old OFP scheme then "reloadTime"
determines the cyclic rate of fire. To quickly convert
a "rounds per minute" value into the "reloadTime" value
you can use the following formula:
60/[rounds per minute] = [reloadTime value]
eg. For a weapon that has a cyclic rate of 800 rounds
per minute:
60/800 = 0.075
therefore;
reloadTime=0.07500
Well,i could give you some sounds i have made for ofp.Some are real thing's(including some real vehicle sounds,like m113,m60,5ton truck),some are just good sounding ones.If you like to try them,just post upload link.
ThePredator
Jan 2 2007, 19:28
Uploaded version 0.13.
Still with modified config. I was busy trying to play ArmA but the server crashed non-stop...so I was upset.
First bug:
MP5 (SD6 and A5) burst mode sound is too low or buggy, I don't know, same problem for 2A42 cannon for bmp-2 and ka-50 on high fire rate (only high), and same bug for m134, as you changed fire rate, i guess it's bugging between sound and fire rate.
M240 sound is good, maybe just misses what call rg7621 the sharp attack (I hope you understand).
Last question: Have you got news about rg7621's sounds?
This is my first feedback on this new version, but i am still testing.
ThePredator
Jan 2 2007, 20:59
Yes, there are some missing sounds, I still have to work on.
The M4 series already have the enhanced sounds. Same for AKs.
Will check the M134 though, my test was successful, maybe something went wrong there.
Foxhound
Jan 2 2007, 21:41
We have updated the mirror on Armaholic.com with version 0.13 now as well.
Download from this page (http://www.armaholic.com/page.php?id=557).
For the m134, sound does not correspond to the fire rate, but maybe my feeling is wrong.
ThePredator
Jan 2 2007, 22:29
Well, then I have to look into that soon.
The issue is the synchronization. Correct firing rate and the old sound does not fit...for now I don't have a better replacement, so I have to stick to the default files.
I have to create burst sounds for MP5 series and 2A42 cannon and rg has to enhance the sounds.
I am sorry for the issues, but I am all alone modifing the config... I am glad I have some help with the sounds.
Just the M16 single shot and burst (burst still needs some tweaking) are in this version (0.13) as well as the AK47 and 74. The M4 single shot is still the old and doesn’t have the “enhancement” and fadeout. I finished the sniper rifles and will work on the machine guns next. Even though I'm doing little "tweaks", it's time consuming.
BTW, that old clip I made was in stereo and sadly this game does not support stereo sounds at 44100, instead the sounds have to be mono at 22050 (the highs disappear and the surround effect is gone), so that is a HUGE difference right there, but I will make best with what I can. “I’m a saaad panda” – http://forums.bistudio.com/oldsmileys/sad_o.gif http://forums.bistudio.com/oldsmileys/rofl.gif
Yes, the installation is a bit confusing, but maybe this will be solved later.
For now, I am working on the configs. But half the values are unknown and not listed anywhere. More like guessing what is used for what.
Irritating is the reloadtime, which actually defines the rate of fire. First game with that approach.
Since the sounds will be re-done by rg, I have some time on my hand to split the sound mod and config mod.
Stay tuned.
very happy to read this.
hope to see your sound mod only soon.
It's work like this that makes the game worth buying...
Looking forward to hear the weapons like they're supposed to sound...
Thanks guys!
/Abbe
funnyguy1
Jan 3 2007, 16:20
Yeah, no need to hurry Pred and rg7621. We appreciate your work anyway http://forums.bistudio.com/oldsmileys/wink_o.gif
I'll dl the newest version asap!
regards
Hey Pred, I was wondering if in Armed Assualt, that we will actually be able to modify or change the sound effects in AA, I tried it in the demo and i got an error.
ThePredator
Jan 3 2007, 23:12
Well, as you can see in the preview video it is possible. Don't know why the demo causes errors.
Well it's a demo anyway.
If anyone wants to capture the sound of a round whizzing past your ears, watch this vid (about 55 seconds in)...doesn't get more real.
You could even include the swearing and nervous laughter!
http://www.youtube.com/watch?v=QhL6iPuAv10
ThePredator
Jan 4 2007, 11:30
Well my current bullet noise sound is quite similar. But it appears to me, this sniper round ain't supersonic anymore...
True, but it would be worth while for people to remember that not every round will 'crack' (as it reaches the speed of sound) directly overhead of your location i.e. within earshot. Many will crack some distance away (especially from longer range weapons such as sniper rifles) and simply 'whizz' past as this one did.
Special Ed
Jan 4 2007, 18:37
Thanks for the work on this, look forward to giving it a go once its nearer or at final stage. I personally very much dislaike the sounds in Arma (although I very much like Arma http://forums.bistudio.com/oldsmileys/tounge2.gif), it sounds like ur at an indoor firing range every time a unit within 75 m of u fires a weapon (aside from sounds of weapons being very dull)
Gl on this
True, but it would be worth while for people to remember that not every round will 'crack' (as it reaches the speed of sound) directly overhead of your location i.e. within earshot. Many will crack some distance away (especially from longer range weapons such as sniper rifles) and simply 'whizz' past as this one did.
I'm happy you pointed this out.
Right now it's a little bit kinda crackomania. It's ok when the supersonic crack is there but not ALWAYS and not always right on the spot the player is. Should be hearable from different distances.
From my point of view the bullet whizz adds much more to the dense atmosphere during battle. Very important are too the impact sounds when bullet hit the floor, iron, wood or else.
Did anybody play Rainbow Six Vegas? I think the sounds are world class. Makes a lot of atmosphere.
KaiserPanda
Jan 4 2007, 23:48
As I understand it, the "whiz" is the sound of a bullet tumbling end-over through the air. I hear the same thing at the range when one bounces off the ground. I love that sound. http://forums.bistudio.com/oldsmileys/tounge2.gif
So, I'm pretty sure only tumbling rounds make that sound. That happens after a certain distance, if it skips, or hits something. It'd be cool. http://forums.bistudio.com/oldsmileys/smile_o.gif
THe_Evil_One
Jan 5 2007, 03:23
Hey Predator, I've messed with the config from your mod a little more to get things a little more realistic. For instance, the M2 machinegun now can turn a full 360 degree arc. (That really had me ticked off in the editor) Also, I've edited the missiles, explosives, HE shells, etc. to have a more realistic blast radius and effect. PM me if you want it. BTW, I LOVE your sound mods! http://forums.bistudio.com/oldsmileys/notworthy.gif
LT.INSTG8R
Jan 5 2007, 08:22
I apologise for sounding a little thick, but am I to just repack the weapons .pbo with your config file in it?(Im just not sure what to do with the confin.bin.
Thanks
MisterXY
Jan 5 2007, 10:56
Absolutely fuckingtastic sound mod! I love it! http://forums.bistudio.com/oldsmileys/thumbs-up.gif
ThePredator
Jan 5 2007, 11:55
Thanks for all the comments.
I could use some help by someone who speaks fluent cpp'ish.
I don't have a clue what most of the values are, and they are not selfexplaning.
Send me over the changes only (not the whole config, since I have a commented cpp for personal use for my mod).
I will look into it and if it fits into my sense of realism (which is like hardcore at times) I will add those entries and give proper credits to the contributor.
THe_Evil_One
Jan 5 2007, 18:50
Hey Predator, do you have an email or something that I can send the edited config file to? Right now my changes are:
Shortened fuse of handgrenade to 3 sec instead of 5sec
M2 now swings a full 360 degree arc
All HE shells and rockets have much more fragmentation firepower(blast radius)
AT missiles blast radius increased to 1.5m from 0.2m (you're gonna die if one lands right beside you)
Coming soon:
Ammo loads, accuracy, and rate of fire of all weapons edited to REAL world standards and tolorances http://forums.bistudio.com/oldsmileys/yay.gif
nubbin77
Jan 5 2007, 19:16
The_Evil_One
Since The predator might use your config, consider making the following Change.
Change the aidispersion values - increase them (try roughly double and go from there). it makes the firefights a little better with the ai (they shoot more hit less). That way you aren't shot at 100 meters with 1 bullet. This is especially useful for the heavy machine guns and vehicle bound weapons. You should consider mutliplying those one's by 3. And it doesn't affect the players values or aiming (as modifiying dispersion values does).
Thanks for considering it. Its what I have done with his edited weapons config. I'm not 100% set on specific values yet, but what I said above is a definate improvement.
Sounds are very good Predator BTW. The only sounds I'm not real happy with are the M249 and the AK74. The AK74 is barely discernable from the M16 / m4/
KiwisDoFly
Jan 5 2007, 20:32
Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer.
I feel kinda stupid asking this question but how can i do this "5. Create a shortcut for ArmA with the command line parameter -nosplash (no intros) and -Mod=@<hidden> (to launch the game with my mod)" ? http://forums.bistudio.com/oldsmileys/confused_o.gif How can i edit shortcut ? http://forums.bistudio.com/oldsmileys/huh.gif
Dr_Chris
Jan 5 2007, 22:00
right click your ArmA shortcut and click 'properties', in the target line at the end after the "" add -nosplash -mod=@<hidden>
ThePredator
Jan 5 2007, 22:38
The AK-74 and M4 (or M16) sounds are distinct. You can hear the difference.
I won't change the AI accuracy for now, since they could be well trained. The accuracy over long distance is another issue, this could be modified by rate of fire on given distance (single shot).
BIS has to fix the game, not me.
Thank You Dr_Chris. http://forums.bistudio.com/oldsmileys/smile_o.gif
The sound Mod is great, good job Predator.
THe_Evil_One
Jan 5 2007, 23:35
Here's my modified config file, enjoy!
Config File (http://www.filefactory.com/file/a51899/)
ThePredator
Jan 5 2007, 23:46
Well, I don't really like a 3rd party config file.
I wrote before that I'd like to have the changes only, so I can include them into my config. Now I don't have a clue what you did and where.
Furthermore this is not an open source mod. If everyone just adds his stuff nobody will be able to play the game if the "equalMod" variable is set to "true" in later versions of Armed Assault.
I appreciate your help, but you would be more of an aid, if you could send me the changes.
You will find the contact information in my profile.
nubbin77
Jan 6 2007, 01:01
Quote[/b] ]Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer.
The enemy skill setting in the options menu is for a LOT of AI settings, not just dispersion. Modifying the actual config will allow you to adjust just one setting.
(just a clarification - no offense)
Quote[/b] ]The AK-74 and M4 (or M16) sounds are distinct. You can hear the difference.
I won't change the AI accuracy for now, since they could be well trained. The accuracy over long distance is another issue, this could be modified by rate of fire on given distance (single shot).
BIS has to fix the game, not me.
Yup your mod, do what you want. And yes I know the sounds are different. I have heard them both fired IRL, and I think their sounds are a little more distinct from each other, thats all. Not tearing it down, just adding constructive criticism. I appreciate your efforts (obviously since I'm using it).
KiwisDoFly
Jan 6 2007, 01:17
Quote[/b] ]Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer.
The enemy skill setting in the options menu is for a LOT of AI settings, not just dispersion. Modifying the actual config will allow you to adjust just one setting.
(just a clarification - no offense)
I'm not talking about the difficulty options screen, I'm talking about precisionEnemy and precisionFriendly values in your <profilename>.ArmAProfile file.
It looks like this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skillFriendly=0.850000;
skillEnemy=0.750000;
precisionFriendly=0.600000;
precisionEnemy=0.350000;[/QUOTE]
Atleast thats what I have it set to for me. Try it for yourself.
That way everyone can adjust it to taste and not have to complain to the mod maker to adjust the values.
Quote[/b] ]Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer.
The enemy skill setting in the options menu is for a LOT of AI settings, not just dispersion. Modifying the actual config will allow you to adjust just one setting.
(just a clarification - no offense)
I'm not talking about the difficulty options screen, I'm talking about precisionEnemy and precisionFriendly values in your <profilename>.ArmAProfile file.
It looks like this:
<table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skillFriendly=0.850000;
skillEnemy=0.750000;
precisionFriendly=0.600000;
precisionEnemy=0.350000;
Atleast thats what I have it set to for me. Try it for yourself.
That way everyone can adjust it to taste and not have to complain to the mod maker to adjust the values.[/QUOTE]
Thank you for pointing this out!
Really an easy way to adjust to everybodies liking!
*Gets off, to test some values *
nubbin77
Jan 6 2007, 01:58
Quote[/b] ]I'm not talking about the difficulty options screen, I'm talking about precisionEnemy and precisionFriendly values in your <profilename>.ArmAProfile file.
It looks like this:
Code Sample
skillFriendly=0.850000;
skillEnemy=0.750000;
precisionFriendly=0.600000;
precisionEnemy=0.350000;
Atleast thats what I have it set to for me. Try it for yourself.
That way everyone can adjust it to taste and not have to complain to the mod maker to adjust the values.
Thank you very much for pointing that out, I wasn't aware of this (or hadn't noticed.)
And for the record I wasn't complaining. I know how to edit a config, I was just throwing it out as a suggestion.
ThePredator
Jan 6 2007, 13:23
Sound-only mod released. Be aware this is untested and unsupported by me, since sounds are optimized for real rates of fire. Same for reload sound of M24 and Artillery.
stingfish74
Jan 6 2007, 13:34
RE - Weapons config.
does anyone know how to change the rate of fire for full auto machine guns?
im not referring to the single, burst, auto rate of fire. im talking about the rounds per minute when in full auto.
my goal, i would like to play around and slow down the rnds per min on the m240. i found a really nice sound for this weapon but when testing it, it sounds terrible at its current rate of fire.
anyone know where in the config to make this change?
ThePredator
Jan 6 2007, 13:37
it's the reloadtime. 60/ROF = value
stingfish74
Jan 6 2007, 14:04
thanks predator.
im heading in there now to play around. quick question tho. to slow down to fire rate, do i edit the 60 to something like 40?
Col. Faulkner
Jan 6 2007, 14:21
thanks predator.
im heading in there now to play around. quick question tho. to slow down to fire rate, do i edit the 60 to something like 40?
You'll have to find the current rate of fire (ROF) by evaluating
60/value = ROF
Then reduce that ROF and evaluate
60/newROF = newvalue
Use this newvalue in the config.
Really nice work! Changes the feel of the game totaly!
(some of the sounds have a little "cut off" reverb, hope you guys have noticed it. Reload sounds are missing regaring certain weapons. With this nice work done already maybe explosions and grenades would be possible to improve as well? As anyone who has heard them in RL would say, they don't sound "thump", the blow you're socks away with a fast "bang"... http://forums.bistudio.com/oldsmileys/wink_o.gif )
/Abbe
Isnt SVD zeroed a bit to far ? I dont know how it looks in RL but it looks a bit silly when i shot at enemy 300 m away and have to aim below him :/
ThePredator
Jan 8 2007, 13:10
SVD is zero'd for 300 m in the config.
Since I do not use that gun, I have no idea if the reticle is correct. When I test-fired the gun, I hit my target.
Will look into that.
@<hidden>
Are you still working on this sound mod?
I hope so! Because it became standard for me. Are you going to implement some new sounds?
ThePredator
Jan 12 2007, 13:15
Wohow...slowly pal...
Vacation is over, back to the pile of garbage S*G Sa*er weapons I do work on... (Tip: DO NOT buy any of those friggin guns EVER).
Of course I am working on the mod... But I still need HELP...I don't have a clue what most of the config params are used for...
I will add new sounds, but for now, every weapon has been changed. If everything is fine with the gun sounds/configs, I will start working on vehicles.
You all know, that the mod-folder thing will create large copies of the already present pbo's. This mod will be like 500 MB installed (and only 2% is new content)....
THAT SUCKS !
We need a solution to make addons or one folder with changes-only not a complete new pbo with all the garbage in there.
Did I say, 0.14 is ready (http://338.byethost12.com/arma/ModWar_v014.rar)?
Great!
Dowloaded 0.14 and will test it asap.
To the point about mod folders:
-Generally it's a very good solution to leave the game installation untouched and to work with mod folders only.
-But in the case you described, when only 2% of the data is new, it would be better to replace the weapons.pbo with the modified one and then to backup the original weapons.pbo somewhere else. For now this is the only efficient solution I can see.
-Further, please consider to release you mod as sound only package besides of the full mod! One main reason is: Solus from SLX is coming up with a hard rocking config mod which will alter the gameplay in ArmA quite basically. Me (and probably a lot of other ArmA players) would like to run the SLX mod along with your superb sound mod. So please consider to make your mod as generic as possible, so it would be compatible to other upcoming mods.
Or: Contact Solus and ask him if he would to cooperate with you, as he is a config wizard, but he's not working on sounds. So you would compensate each other. Which would be great!
The same thing already happend with thunderbird84 and Solus. FFUR2007 and SLX just rocks for OFP!
-Besides this I'm am working on ArmA configs for myself aswell. And maybe in future I will be able to help you to understand the code better. But for right now there are more genius people out there, like --- Solus !!
Now to the 0.14 version:
- I read the changelog. My question is: What does mean "added laser lock for hellfires"? Aren't the hellfires already lock on target? So what is different to the default way hellfires work?
ThePredator
Jan 12 2007, 17:11
There is a sound only mod (see first page).
I modified the config and will continue to mod the weapons to be realistic. However, there will be thousands of mods changing that aspect, so this mod will drown in the pool of config wizards. I hope some of them will cooperate with me....
Maybe there will be thousand of config mods....
But I think that the people who proved to be ingenious in config modding would be the same at ArmA:
which means:
- Solus from SLX
- thunderbird84 from FFUR
- WGL mod
- ECP guys (although it seems the spread apart and don't continue their work)
right now I would suggest to contact Solus, as IMHO he's the very best man our community have when it comes to config modding!
Just a question to clearify...
Is the sound mod only updated as well or is 0.14 config related only?
/Abbe
ThePredator
Jan 12 2007, 17:30
Just the 0.14.
SoundOnly mod will only be updated when I have new sounds.
I hope it is no problem, that I don't modify the sounds to fit the vanilla firing rates. It would be work without end to edit two mods the same time.
Edit:
I am trying to make the laser designator consume energy just because we already have the batteries.
But somehow the "ammo" is not consumed, no spund is played and now I have no clue what could fix that. Jackal told me the binos in OFP were not possible to mod. But it seems to work in ArmA to a certain degree.
Anyone who could help, do it please.
Still good job predator, keep it up, I did not found any issue for the moment, m2hb sounds very good, well still good job as usual and do not be sorry for issues, it's a beta.
But, I can not understand in 2007 why Bis uses mono sounds at 22050 instead of stereo at 44100, that's a huge different for the sounds quality which could be more than awesome...Hopefully, there is your mod.
funnyguy1
Jan 14 2007, 16:40
You didn't change the m249, did you? Shouldn't it be a bit louder?
The request about the sound samples should be posted on biki wishlist btw.
ThePredator
Jan 14 2007, 16:42
Sounds are still WIP.
I think weapons sounds should be heavier and have "a more metallic sound" (I hope you can understand), a good example is Red Orchestra, in this game, you feel the power of the guns through their sounds, red orchestra sounds are heavy, powerfull and rather realist and gives to the game a single atmosphere.
Anyway, your sounds are good, maybe just need improvement i said above, but as you said, sounds are still wip.
ThePredator
Jan 15 2007, 21:08
The issue is the sample rate. 22050 hz Mono won't allow such distinct effects. It will just sound poor.
I know for 22050, maybe new sample rate will be supported later even if i doubt, but arma sound system is really bad, for example, changing sounds setting in arma changes sounds setting in windows (nostalgia...).
And sorry not to be able to help you, i don't have any knowledge, i just can test and report feedback :/.
])rStrangelove
Jan 16 2007, 16:26
My sounds are working with 44Mhz 16bit mono, why 22Mhz ? http://forums.bistudio.com/oldsmileys/tounge2.gif
Really? If so, that's a good new, maybe rg7621 will be able to add his amazing enhanced sounds (the first that he presented).
)rStrangelove @<hidden> Jan. 16 2007,11:26)]My sounds are working with 44Mhz 16bit mono, why 22Mhz ? http://forums.bistudio.com/oldsmileys/tounge2.gif
Hmm... http://forums.bistudio.com/oldsmileys/crazy_o.gif
44Mhz will give the sounds a more treble/metallic sound, but no stereo is still a problem....
Check your PM box.
])rStrangelove
Jan 16 2007, 22:17
I didn't try stereo because ArmA generates the stereo fx by itself. I mean, you can't give a stereo sound a 3d position ingame, can ye ?
Mono is ok. As for the 44Mhz, i just converted my 44Mhz wavs with wsscod.exe and i hear no difference ingame quality-wise so i think it's still a 44Mhz WSS, isn't it ? Not sure though. http://forums.bistudio.com/oldsmileys/icon_rolleyes.gif
I'll upload my sounds and post it here tomorrow. Night, lads.
[edit]just to check i've converted one of my wssfiles back to wav and it's still 44Mhz 16bit mono, so there's the proof. http://forums.bistudio.com/oldsmileys/smile_o.gif
I just tested it and it does work, so I don't what the hell I was doing before. I do remember trying 44/16/stereo when I got this new audio program to convert files, which would distort ingame, but I must not have tried 44/16/mono since I assumed it wouldn't work, but 44/16/mono does work, so thats good news. I did a quick M4 test and it has a nice brighter sound now. Good news indeed. Thanks for bringing this to my attention, because it probably would have been overlooked. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Bunkers
Jan 17 2007, 09:56
Will this eventually be a patch like you stated in the first post? So that n00bs http://forums.bistudio.com/oldsmileys/wow_o.gif like me can just download and run the file? If so, I'll edit in a dancing banana in this post for ya!
ThePredator
Jan 17 2007, 21:24
Well, someone with coder talents should be able to create such setup....But I am not the one with those skills.
I'm very very glad to hear that stereo sounds work! Hope to see a 0.15 version with stereo soon!
Keep up this very good mod!
])rStrangelove
Jan 18 2007, 13:31
... I assumed it wouldn't work, but 44/16/mono does work, so thats good news.
@<hidden>: Mono does work, not sure about stereo
Yes, only mono works, so you won’t get the surround left/right sharp attack that I was originally hoping for, instead it will only be straight ahead, but you will notice a slight better/brighter sound now with 44Mhz.
Anyway, 44mhz support is a good new.
By the way, I think there are interresting news for you Predator, especially about config and ballistic, look at this link for more information (http://www.armed-assault-zone.com/news.php?readmore=238) , it is said that for european release they will improve armour values for tank and ballistic should be more realistic which are i think good news.
Edit: I just forgot one thing: I can't wait for 0.15 http://forums.bistudio.com/oldsmileys/tounge2.gif
ThePredator
Jan 20 2007, 15:33
We'll see...
I am currently swapping mod methods so the next build will be a seperate mod without any other steps necessary.
stingfish74
Jan 23 2007, 23:19
hey ThePredator, quick question.
I have a wave file, single shot AK that i LOVE. it converts to wss just fine but the i would like the sound to be louder.
how can i make the sound file for the weapon louder? is it in the config i.e. db # or is there some conversion tool i could use for the file?
stisoas
Jan 24 2007, 10:27
hey ThePredator, quick question.
I have a wave file, single shot AK that i LOVE. it converts to wss just fine but the i would like the sound to be louder.
how can i make the sound file for the weapon louder? is it in the config i.e. db # or is there some conversion tool i could use for the file?
db -4 per exemple ...
ThePredator
Jan 24 2007, 13:34
The dB value in ArmA config increases only hear distance for AI and others. I did not gain volume with that...
I've got a question about sounds, especially M4 and ak74 sounds:
Should M4 and ak74' echos be less loud than actually? because in arma we are outside while shooting, not in a room, and IRL, IMHO, there is no echo (or rarely) when shooting outside. I hope you understand my question.
Btw sounds are certainly beeing reworked (because of 44khz), so maybe, this issue is going to be solved.
I hope an answer will be brought to me.
ThePredator
Jan 25 2007, 19:00
If you shoot outside, echos do occur quite often. There are hills, mountains, depressions et cetera.
If you remove the sound, it just is a gun "pop" you hear, which is unrealistic too, because in the hillside, the blast would create an echo.
Therefore I used sounds featuring a little echo or created one manually.
BTW: Working on the mod turned out to be quite fun. I added a laser designator to the Cobra optics (still in need of some fixing) so the gunner can designate a target and actually guide the missile to the target or the JTAC on the ground can guide the missle to the slowly moving target...
This system will be used for the SACLOS guidance of the AT-5. Maybe there is a way to combine laser designation and rocket (first lasing the target, firing the rocket and still be able to guide).
If the next patch will fix the manual missle guidance, this might be useless. But the current "solution" uses a "real laser dot" as reference.
Max Power
Jan 26 2007, 00:08
I'm not going to mince words... well, okay, I am. Sue me.
I'm one of those demo people without the ability to explore this mod, despite my keen interest in it. I'm especially interested in the sounds and such. I would like to make a precocious request: Can somebody make another video of the up-to-date sound mod? It's the only way I can enjoy it at the present time, and the other video sounded quite good. It was highly entertaining!
ThePredator
Jan 26 2007, 13:53
I made a mission for the first preview. Will re-run the recorder with the new sounds, slight changes ind the mission but nothing serious.
Max Power
Jan 26 2007, 19:20
Sounds excellent, as it were.
Jack-UK
Jan 27 2007, 10:15
i'm looking forward to using this mod as soon as i get my 505 arma copy http://forums.bistudio.com/oldsmileys/smile_o.gif
Saw a video of your early version and it was cool, i'm awaiting your new vid =D
stingfish74
Jan 27 2007, 11:39
someone help me understand. is it the lower the db# the louder the sound is from a distance?
so example: db15 is louder then db30?
ThePredator
Jan 27 2007, 12:46
Quite the opposite. The higher the louder...well, not for me but the sound was heard on greater distances.
Thanks ThePredator for your answer and you are certainly right.
Btw, that's a good new you add a laser designator to the cobra, more realistic for sure, I hope there is no conflict with actual cobra targetting mode.
As usually, I've got a useless question (sorry about that^^):
When do you expect to release new 44khz sounds? I know that's a lot of work and you get a life, so that does not matter if you can not answer.
ThePredator
Jan 27 2007, 19:27
Hard to say when it will be done...
There are too many things in beta state now...
Need a coder ASAP to solve some issues...but none contacted me.
However, I try to release some preview beta so I can collect some thoughts on the new features...
Update: Here is the Preview (http://www.youtube.com/watch?v=JLOsBKiGNgo)
Update 2: Preview of some nice in-game feature...
Preview (http://www.youtube.com/watch?v=mI_nYvU9xW4)
ThePredator
Jan 31 2007, 23:12
Still no coder with some free time to help me out with sqf scripting?
I could need some help...
Max Power
Jan 31 2007, 23:17
Neg, but I thought I would express my gratitude for the new video. It sounds great!
ThePredator
Feb 3 2007, 08:05
Here you have a preview of the M1A1 in action with v0.15.
Original sounds but they sounds poor on startup because they are just pitched.
The turret sounds are missing seperate on/off/rotate sounds instead of one sound for everything.
Same for engines. start/idle/shutdown are needed for better environment.
Preview (http://www.youtube.com/watch?v=JzBLSxrh20M)
Al Simmons
Feb 4 2007, 00:35
nice to see this mod... what exactly are your problems?
funnyguy1
Feb 4 2007, 08:19
Would this be possible to add the guidance for TOWS somehow? Even if it was a laser, would be cool to be able to controll it during flight.
ThePredator
Feb 4 2007, 08:23
They should've been manually controlled in ArmA in the first place, but somehow it does not work (bug).
This system will be used for the AT-5, though. This rocket is a laser-beam rider.
@<hidden> Simmons:
I have some issues with the vehicle configs. For example: The M1A1 does not feature the remote machinegun but if I disable the inGunnerMayFire option, you have the same fake laser range finder as the shilka commander and BMP-2 commander. Where can I disable this behaviour?
What does "gunnerCanSee = 1+16+4+8;" do?
What are those numbers?
And what is the "irScanToEyeFactor" ?
Your new features sounds very very good. Keep it up!
M1a1 startup sound reminds me good old ofp sounds ^^.
Is that a cry we hear at 0:49?
ThePredator
Feb 8 2007, 12:38
Quote[/b] ]Is that a cry we hear at 0:49?
Indeed. The loader shouts "UP" if the new round is ready.
Here is a little video I made. Would be awesome to see this as authentic in ArmA as it is now in AAO.
Preview (http://www.youtube.com/watch?v=zeOzcEEqe7c)
Quote[/b] ]Is that a cry we hear at 0:49?
Indeed. The loader shouts "UP" if the new round is ready.
Here is a little video I made. Would be awesome to see this as authentic in ArmA as it is now in AAO.
Preview (http://www.youtube.com/watch?v=zeOzcEEqe7c)
Agreed, i love the way it works in Americas Army ( i think you were referring to that?) a lot of detail in it... I hope you can get this modded to be more realistic!
http://forums.bistudio.com/oldsmileys/notworthy.gif
dead meat
Feb 13 2007, 19:47
"What does "gunnerCanSee = 1+16+4+8;" do?"
after a quick google search, I found on this thread : http://www.ofpec.com/index.p....g_id%25 (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=9531.msg%25msg_id%25)
Basically, if you have these values :
#define CanSeeRadar 1
#define CanSeeEye 2
#define CanSeeOptics 4
#define CanSeeEar 8
#define CanSeeCompass 16
then gunnerCanSee = 1+16+4+8 means the gunner can see radar, compass, optics and ear
"And what is the "irScanToEyeFactor" ?"
Look here (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=51;t=35231;hl=irscantoeyefact)
Great mod by the way!
ThePredator
Feb 17 2007, 22:48
Thanks for the info.
If anyone could give me some hints on what I should change (besides the sound), I could look into that for the next release.
Remember that I can't model nor code, so the changes are more...subtle.
It's all about realism without compromise.
If I could I'd like to change the reticles for the optics of many vehicles to fit the proper real life systems.
Since I have no help other than those supporters, I can't do much. Sadly but true, I reached the limit of my possibilities with configs.
dead meat
Feb 18 2007, 00:02
There's ONE change I would like to see next if possible...
It's the supersonic "crack" you get when a bullet passes nearby, because the one BI has made doesn't sound authentic at all to me , compared to the one on these videos (http://dslyecxi.com/bf2_supersonic.html), which sounds much better. It's a great site by the way, and this page comes from a very interesting article (best of tactical gaming).
If there was any way of getting the same sound as the one in the BF2 videos I think your mod would be complete http://forums.bistudio.com/oldsmileys/smile_o.gif
ThePredator
Feb 18 2007, 08:42
Something like that?
Supersonic crack (http://www.youtube.com/watch?v=2AQNWnvhVOQ)
Update: Just noticed I have the unedited sound in-game. You can hear the rifle report and it's range echo.
And I found out I am using the wrong M24 sound...this is so dumb, I can't believe it happened to me.
Yeah, strange, I was able to see the video just minutes ago and now it does not work...
One little thing... ACOG magnification in ARMA is too big. It is the same as binoculars. I think it will be better to change acog scope.
ThePredator
Feb 18 2007, 11:21
Yeah, done that already. Rarely used that, so I did not notice it had that magnification.
simulacra
Feb 18 2007, 15:48
Something like that?
Sonic crack video (http://www.youtube.com/watch?v=PBEHOY4zUP8)
Update: Just noticed I have the unedited sound in-game. You can hear the rifle report and it's range echo.
Video unavailable... http://forums.bistudio.com/oldsmileys/smile_o.gif
funnyguy1
Feb 18 2007, 19:13
I hope they'll add the manual guidance for TOWs in 1.05...
If not - better laser than nothing imho. But we have to wait.
You can edit the AI btw and relase weapon&AI mod... http://forums.bistudio.com/oldsmileys/wink_o.gif
dead meat
Feb 18 2007, 22:15
Something like that?
Sonic crack video (http://www.youtube.com/watch?v=PBEHOY4zUP8)
Update: Just noticed I have the unedited sound in-game. You can hear the rifle report and it's range echo.
Video unavailable... http://forums.bistudio.com/oldsmileys/smile_o.gif
yep... hard to imagine what that sound was like http://forums.bistudio.com/oldsmileys/wink_o.gif
ThePredator
Feb 19 2007, 13:20
Now everything should work...I hope.
dead meat
Feb 19 2007, 17:35
Sound much better to me...
Still not as "impressive" as the one in those videos I posted but better than the original. Nice work!
ThePredator
Feb 19 2007, 17:42
I talked to the creator. I got the sound file on my HDD...he uses a cracker detonation as a supersonic crack noise. I tried using a whip crack for that matter...but now he gave me a range recorded supersonic crack created by an actual bullet.
dead meat
Feb 19 2007, 18:00
but now he gave me a range recorded supersonic crack created by an actual bullet.
Is that the one you used in that latest video?
he uses a cracker detonation as a supersonic crack noise.
Any chance of getting that sound? http://forums.bistudio.com/oldsmileys/smile_o.gif
ThePredator
Feb 19 2007, 18:03
Yapp, the very one..Actually, two: near and far, but you only hear the far-sound.
dead meat
Feb 19 2007, 23:39
Ok, still sounds better than the BIS default sound anyway http://forums.bistudio.com/oldsmileys/wink_o.gif
If you have been in contact with the person who has made the battlefield mod, I'm sure you have interesting stuff you can learn from him (or from dsylescxy)!! Keep up the good work!
Please refer to my previous post if you can upload or PM that file BTW!
P.S : when are you planning your next update?
Could someone PLEASE explain how to make this mod to work for me step by step? (and i mean like using PowerPoint or Word to do so)
There might be others with same problem
Lower yourselfs to NOOP position
I don`t liki original sounds :\ http://forums.bistudio.com/oldsmileys/help.gif http://forums.bistudio.com/oldsmileys/sad_o.gif
Thank you Thank you Thank you http://forums.bistudio.com/oldsmileys/notworthy.gif
ThePredator
Feb 20 2007, 13:03
Well, sofad, the BF guy, is a sound techician in the berlin theatre.
He does know alot about sound-editing but nothing about weapons. With me it is vice versa, so we help each other.
I'll ask him if I may upload the sound.
@<hidden>: I could explain the stuff, but I might be the wrong person, because my native language is german.
Wait for the 0.15 version, it will be as easy as stealing nukes from iran.
Could anyone please reupload the v0.14 beta? The upload server is not working.. just shows a color in the background and some brainless text at the bottom http://forums.bistudio.com/oldsmileys/huh.gif
Thanks a lot.
Well, i've finally got my 1.04 version, so i tried to unstall your pack like i did on my czech version and...unfortunatly, it does not work or maybe i'm just dumb, i tried all the solutions, i certainly forgot one.
No reason there is incompatibility between 1.04 and your mod.
Still working on...stay stunned.
Edit: i finally succeed in running your mod, i do not know what i did before, i'm just dumb...
Btw, about 0.15, do you expect to release it after 1.05 patch? Because i just noticed some "bugs" on 1.04, for exemple: m104 disappears from special us ammo box, same problem for ksvk, 1.04 also improves armour values for tanks, etc...
I guess you are still on a german version (1.02) and you certainly can not test.
Dr. Mojo, PhD
Feb 20 2007, 21:45
After installing the mod, I get a weird error (I only noticed it doing operation Clean Sweep coop) -- right as it starts up it mentions that it can't find AT5_launcher single something. One of the slashes in the path is reversed -- \ instead of / or vice versa. Not sure what it does, though I imagine it makes a quiet AT launcher. Any help? Love the work otherwise, it's the sounds ArmA should have come with. I'm using the sound-only one right now, by the way. I suppose I could change to the full pack and see if it fixes it (the reason I didn't get the full pack is because if it alters the way the guns fundamentally work, then that could be a serious problem in online play -- I already have enough as it is with most of the North American ArmA servers being the 1.02 code and me playing with the UK version!http://forums.bistudio.com/oldsmileys/wink_o.gif
This is the specific error, actually: No entry \bin/config.bin/CfgWeapons.AT5LauncherSingle
As Dr. Mojo, PhD, i got this error and it does not make quiet AT launcher, there is "just" no more AT-5 on bmp-2.
Well, that's just normal there are issues between 1.04 and this mod. So, let's wait for 1.05 patch and 0.15.
ThePredator
Feb 21 2007, 13:29
Yes, I am still on 1.02 german version.
Sorry for the issues, but 1.04 is fully unsupported and never meant to be used with my mod at this state.
Do not be sorry for issues, that's normal, i just could not stand vanilla sounds ^^, and the only issue is at-5, otherwise, your mod works well.
And i see you are still working hard on your mod and progressively adding fantastic stuff: keep it up!
Dr. Mojo, PhD
Feb 21 2007, 16:50
Don't be sorry, Predator! Man, for somebody who says they have no experience with modding PBO's, if your only glitch is something that you will be able to fix in the coming days with the next patch and the rest of it works beautifully, there's not anything you should ever have to be sorry for.
I just wanted you to be aware of what this error was. I've never modded OFP either, so I have no idea how to fix it or how to help you fix it.
ThePredator
Feb 21 2007, 16:58
For 1.05 patch, I will first create the sound only mod, because this is the easy way.
I have to extract and use the latest config and work through the files (again). But with the additions and changes made by BIS it is the only way to provide the highest quality you all deserve.
I was tearing my hair out the other night because I couldn't download your sound only mod - link seems to be working now albeit slowly.
The vanilla sounds for Armed Assault really do suck hairy monkey bottoms. When I originally played the demo I thought they were just placeholder sounds (i.e. temporary) - then when I got the full game I discovered this was not the case! Imagine how disappointed I was!
Thank you so much for your work on this and keep it coming -you sir are a genius! http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
Skimbo
ThePredator
Feb 21 2007, 17:11
I could need donations...you have a used girlfriend or sister at hand?
I also buy parts for custom fitting...**
Seriously, it is nice to have some fans. Fuels the effort to make the mod even better.
Gah!
I cant get the weapon pbo file to extract!
Installed CPBO to use right click functionality but it doesn't do anything. I can create .pbo files but can't extract - only option I get when right clicking a .pbo is select program to open with.
I select cpbo but nothing happens. Any ideas?
P.S. My wife is in the post - beware of a large cardboard box that talks... http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Skimbo
ThePredator
Feb 21 2007, 18:22
Well, if you use cpbo to pack/unpack pbo files (via context menue or click on the file to open) it should work.
At least that is what the cpbo.exe is supposed to do.
Aye
This is the annoying thing I can pack files to make .pbo's I just can't unpack them for some reason - no option in the right click menu. It only allows me to select 'open with...' then I choose cpbo and nothing happens.
Is there someway to get an extract option in my right click menu? It's the only way I can think it will work.
Don't worry about replying swiftly mate, you're a busy boy with your mod! I'll just have to make do with the crappy standard sounds for the time being... http://forums.bistudio.com/oldsmileys/sad_o.gif
"Dulce et decorum est pro patria mori"
Tis sweet and honourable to die for one's country
Skimbo http://forums.bistudio.com/oldsmileys/biggrin_o.gif
Jack-UK
Feb 21 2007, 18:38
I love the mod, looks (and sounds) really cool.
I have version 1.04 but i think i'll wait until you get the 1.05 patch and you manage to get through the configs etc
But seriously keep it up man its good work. http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Hello again Mr predator
Is there any chance you could upload the pbo version of your weapon sounds to your download link?
I know the file size will be bigger than a zipped one but it seems it will be the only way I can get my hands on your mod as my cpbo still refuses to give me an extract option in the right click menu.
If its a hassle don't worry mate!
Skimbo
ThePredator
Feb 22 2007, 14:02
You are talking about 240 MB..no way my webspace can handle that, not to mention my upload speed of just 512 kb/s.
Try using some other ArmA compatible extrator for pbo's. The procedure is the same.
dead meat
Feb 22 2007, 14:30
Hi again Predator
I have a new suggestion which should be (AFAIK) easy to implement in the next version of your mod : since you seem to be concentrating mostly on replacing sounds for ArmA, why not add the "Harrier sound mod" (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=55672;st=0) to yours? I'm sure it's creator, Zeinger, is open to discussion http://forums.bistudio.com/oldsmileys/smile_o.gif
It's more convenient IMO to centralise any sound replacements into one mod instead of several hundred http://forums.bistudio.com/oldsmileys/wink_o.gif
ThePredator
Feb 22 2007, 14:36
Actually, my main concern is the config not the sound.
Sounds are just...ear-candy and should enhance the feel for the weapons I modified.
Crikey!
Didn't realise it'd be somewhere in the region of 240mb!
Will try another pbo program. Thanks for the heads up.
Skimbo
Dr. Mojo, PhD
Feb 23 2007, 03:50
I know this may seem obvious prima facie, but remember to double-click and actually run cbpo.exe so that it'll be associated with the context menu (it'll give you the option to associate) before attempting to extract it.
I'm certainly not calling anybody stupid, but having worked tech support you know 99% of the mistakes people make are stupid mistakes. I could get my second install of ModWarSounds to work because the directory is @<hidden> -- sans s. Stupid mistake, but we make them.
Further evidence of stupid mistakes: I could NOT get my second install... =/
Aye
No I've tried several times now. I just downloaded winpbo (or whatever it was called) it unpacks them fine.
Now if I could just get predators mod to work using my incompetent skills... thats the REAL trick!
Skimbo
stingfish74
Feb 24 2007, 01:01
hey predator,
i have the modwar14 version, but how do i get the laser for the cobra?
i see you have the laserlock = 1 but i can seem to get it to work. any advise?
ThePredator
Feb 24 2007, 06:20
Laser designator for the cobra is in Version 0.15. Not released yet.
Hi,
I've also got some questions: -Have you got some news about 44khz sounds?
-If so, can we expect them to be included in 0.15?
Thanks in advance for your answers. (and i really can't wait ^^).
ThePredator
Feb 24 2007, 12:33
The latest previews are all in 44khz, but since I cannot record the sound with HW acceleration turned on, you don't get the full picture of what they really sound like.
Thanks, sorry for my mistake.
Another stuff i could suggest is to make tracers brighter, as did Opticalsnare into his mod (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=58359) and explained in this thread (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=64;t=58049;st=30) (ninth post). That's just a suggestion.
ThePredator
Feb 26 2007, 08:48
Will look into that.
First thing the patch is released, I will use the new config's in my sound only mod and later on change the configs.
Trying to document all the changes this time.
Let's wait for the patch, there will be huge improvements, especially realistic improvements as you can see here (http://community.bistudio.com/wiki/ArmA:_Version_History).
Btw, in your previous version, g36 still had vanilla sound, as I know you're german, can we expect new g36 sounds?
About tracers modification, i tested it quickly, and imho, that's more eyes-candy compared to vanilla tracers and more realistic in a certain way.
Now that the game (1.05) is starting to look and feel as it should your sound mod-only is a highly awaited feature! Hope you find the time and effort to continue the nice work from 1.02 and incoperate one of the last but really importante feature missing in this game - authetic sounds...
best whishes
Abbe
ThePredator
Mar 3 2007, 14:16
Only thing I need is the configs and I am ready to start.
First I will create the sounds-only mod (89 new sounds so far) and afterwards, I will modify the configs, to change ArmA into what it should be like...
KiwisDoFly
Mar 3 2007, 19:02
Will the sound-only mod be a stand-alone PBO or would we have to do the same thing as before?
I really wanted to install it on our server, you see. I am willing to use my server to beta test the MP performance of your mod http://forums.bistudio.com/oldsmileys/biggrin_o.gif
ThePredator
Mar 3 2007, 19:47
Next (upcoming) build will be standalone and easy to install.
Beta testing a sound-only mod won't be necessary, I guess, since the sounds are only client-side.
The config-mod, however, with it's features, could need some testing.
Boomer1985
Mar 3 2007, 21:20
Is it possible to change the sounds without changing the config? B/c i'm not able to join multiplayer servers where different configs aren't allowed when i'm using the sound only mod... or have i done sth wrong?
By the way I LOVE YOUR WORK BUDDY
Keep up the good work!
ThePredator
Mar 3 2007, 21:45
Well, the issue is, I have to change the config in any case.
Only the server admins can allow specific changes, if I remember correctly.
There is no way to create a sound mod without interfering with the "anti-cheat" prevention.
Boomer1985
Mar 3 2007, 22:34
Damn Pitty.... I really love this mod...
ThePredator
Mar 3 2007, 22:45
Some server admin might be helpful and allow such modification to be used. In cooperative missions it would not be an issue, since everybody fights for the same side.
In adverserial modes, however, the issue is fairness, if not everybody uses the mod.
The solution might be the same as with versions up to 1.04. If there is no equalmod check, the mod could be loaded but a message will be shown. Fake modfolders won't be detected, though.
Maybe some servers will run the config & sound mod, this will be the best way to play the game, because the possibilities are better.
ubernoob
Mar 5 2007, 07:59
Hey predator! when can we expect the release of your soundmod 1.05?
The original sounds truly S U C K !
keep up the good work!
Really looking forward to your next release matey as you said it will be easy to install http://forums.bistudio.com/oldsmileys/yay.gif
Can't wait! Wanted to get my hands on this baby for a loooong time...
Skimbo
Novusordo
Mar 5 2007, 11:25
i can't wait either. I wish knew how to understand all the values in the files so i could do it with my sounds. hopefully predator will use my superior sounds with his talent at config edits.
that would be something truly amazing.
-=anders=-
Mar 5 2007, 14:51
Does someone knows what the name for the M4 silenced shoot sound is called? Can't find it anywhere.. I have made a new sound for that.. The original simply fuckin sux
Does someone knows what the name for the M4 silenced shoot sound is called? Can't find it anywhere.. I have made a new sound for that.. The original simply fuckin sux
Search at the forum next time, will ya? http://forums.bistudio.com/oldsmileys/wink_o.gif
http://www.flashpoint1985.com/cgi-bin....t=58992 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=69;t=58992)
Anyway... the soundfile is named MP5_single5.wss as you can see in the link above.
i can't wait either. I wish knew how to understand all the values in the files so i could do it with my sounds. hopefully predator will use my superior sounds with his talent at config edits.
that would be something truly amazing.
Will both ThePredator's mod and yours merge into a single mod or am I badly supposing?
Let us all pray and hope that all quality sounds merge into one quality soundpack. After all that we ArmA players has had to put up with we kind of deserve it, right? http://forums.bistudio.com/oldsmileys/wink_o.gif
/Abbe
Novusordo
Mar 5 2007, 20:05
well i asked him to merge our mods and he said he prefers his own sounds which was pretty fucked up becuase mine are clearly both higher quality and more realistic.
he did add me to MSN though so maybe he has come to his senses.
Dr. Mojo, PhD
Mar 5 2007, 21:35
Yours are definitely not more realistic. There's some realism issues with Predators, but his are the far more realistic sounds. Before bashing his work, please take into account other's opinions and testimony.
As somebody who spent a good while firing C7A1s, I can tell you Predator's sound far more like gunshots than yours do. Plus yours sound like they were recorded in an echo chamber.
dead meat
Mar 5 2007, 21:50
Any chance on getting that supersonic crack sound from the BF2 mod yet? http://forums.bistudio.com/oldsmileys/smile_o.gif
Can't wait for the 1.05 version of your mod BTW!!
ThePredator
Mar 5 2007, 22:00
Not yet, forgot to ask him. Only talked to his g/f lately.
I hope I can start my work on the new version soon.
In the meantime, I modify my mission to show off the sounds and changes.
I am still in need of a sqf scripter. Anyone?
-=anders=-
Mar 5 2007, 22:11
Heres some sounds I've edited.. Just convert to WSS if you wanna try them.. http://forums.bistudio.com/oldsmileys/wink_o.gif
Weapon_sounds_download (http://web.telia.com/~u40436667/weapon_sounds.rar)
Novusordo
Mar 5 2007, 22:28
Yours are definitely not more realistic. There's some realism issues with Predators, but his are the far more realistic sounds. Before bashing his work, please take into account other's opinions and testimony.
As somebody who spent a good while firing C7A1s, I can tell you Predator's sound far more like gunshots than yours do. Plus yours sound like they were recorded in an echo chamber.
what the hell are you smoking Dr. Mojo, PhD ?
ThePredator
Mar 5 2007, 22:28
Here is the sonic crack made by sofad, Sound Artist for Project Reality (http://www.realitymod.com/).
Sonic Crack (http://rapidshare.com/files/19602708/bullet_crack_PR_BF2.wav.html)
Novusordo
Mar 5 2007, 22:29
Heres some sounds I've edited.. Just convert to WSS if you wanna try them.. http://forums.bistudio.com/oldsmileys/wink_o.gif
Weapon_sounds_download (http://web.telia.com/~u40436667/weapon_sounds.rar)
sweet jesus they are incredible! did you make them from recordings? seriously these are the nest sounds i've ever heard!!!!
do u mind if i use some for my soundpack?
-=anders=-
Mar 5 2007, 22:34
Heres some sounds I've edited.. Just convert to WSS if you wanna try them.. http://forums.bistudio.com/oldsmileys/wink_o.gif
Weapon_sounds_download (http://web.telia.com/~u40436667/weapon_sounds.rar)
sweet jesus they are incredible! did you make them from recordings? seriously these are the nest sounds i've ever heard!!!!
do u mind if i use some for my soundpack?
Thx, ofcourse you can.. I dont mind at all.. I'm mixin sound sources that I've had on my comp for a long time...
-=anders=-
Mar 5 2007, 22:49
Now I've adjust some of the sounds..
Weapon_sounds_2 (http://web.telia.com/~u40436667/weapon_sounds2.rar)
Dr. Mojo, PhD
Mar 5 2007, 22:54
Your weapons sound pretty good anders, but my only complaint would be the echo in them. Firing an M16 inside a building would not sound like the M16 firing sound you have now. It's better to keep the sounds "pure", without any sort of effects, and let the engine handle the post-process effects, otherwise things get strange.
Novusordo
Mar 5 2007, 23:01
Your weapons sound pretty good anders, but my only complaint would be the echo in them. Firing an M16 inside a building would not sound like the M16 firing sound you have now. It's better to keep the sounds "pure", without any sort of effects, and let the engine handle the post-process effects, otherwise things get strange.
agreed. i still used the silenced shoot and the m249, though. the rest arn't sharp enough for gunshots. after testing the m249 i am reverting back to mine - the echo is too much and the shot itself hasen't got enough sharpness to it. the silenced shots are definate keeps though. cheers.
-=anders=-
Mar 5 2007, 23:32
Your weapons sound pretty good anders, but my only complaint would be the echo in them. Firing an M16 inside a building would not sound like the M16 firing sound you have now. It's better to keep the sounds "pure", without any sort of effects, and let the engine handle the post-process effects, otherwise things get strange.
But its an "outside" game http://forums.bistudio.com/oldsmileys/smile_o.gif
Anyways, I've updated with the SPR and M24 sounds...
weapon_sounds_updated (http://web.telia.com/~u40436667/weapon_sounds2.rar)
Dr. Mojo, PhD
Mar 6 2007, 00:21
It is an outside game primarily, but there are times when you are inside or in a vehicle, which are going to produce different sounds. It's much more difficult to hear an echo in a truck's cab, for example, as the glass panes will muffle each successive echo. Different terrain, such as hilly, valley, tree, or plains will also have different acoustics to them, which makes having a certain kind of echo inappropriate. It's just a matter of trimming off the echo at the end and then fading for a nice transition.
And Novusordo, I'm not smoking anything. I've fired tons of guns in my life and to my ear, Predator's sounds are the best, except for some issues (which I've discussed with him).
PM me if you need sounds I spent _150_ on PCM sounds a while back for a CGI film I wana make forgot how many I have theirs guns bradleys and jets. fly past, fly towards and fly away sounds, reload sounds for pistols. many everyday sounds they sound very real and recorded at the highest quality. 20 Cds worth so cant offer a download of all of them will have to email one at a time.
Does anyone know if zipping wave sounds degrades the sound quality their 48Khz sounds some are around 20MB Need to upload them to predator.
ThePredator
Mar 6 2007, 12:41
Don't think so...
At least I hope the quality remains the same.
Anyway, for ArmA the sounds must be converted to wss format in 44khz. I will check if there is drop in quality in-game.
About to email you the APC sound files zipped its 17Mb I've made folders for various other sounds when you need them. Still alot more to find on the discs. Most of the sounds start with engine start up rev drive away , drive past stop so their longer than you need them. Jet sounds come towards fly past fly away.
various helicopter sounds
F-18
F16
F15
blackbird
P-51
Vaught Corsair
Truck sounds
Guns
Explosions
APC start up rev drve away.
Foot steps on various material
Weather
Motor Bikes various engine sizes
various car makes engine sounds.
IronTiger
Mar 6 2007, 13:34
I can only say ur sound replacement is awesome! http://forums.bistudio.com/oldsmileys/xmas_o.gif
But why u slow the assault rifles down m4/ak74? http://forums.bistudio.com/oldsmileys/banghead.gif
when i try to aim with the ak74 or m4 thats So as i became aiming with the M240/PK
beascue that problem I became killed so many times http://forums.bistudio.com/oldsmileys/crazy_o.gif
i hope u fix it in ur next great v0.15 http://forums.bistudio.com/oldsmileys/wink_o.gif
ThePredator
Mar 6 2007, 13:37
I did not slow anything down.
Seems you've just discovered the new ironsight (I guess)...or fade or something else...
IronTiger
Mar 6 2007, 14:26
O.K
Maybe i do something incorrect in the installation http://forums.bistudio.com/oldsmileys/mad_o.gif
Novusordo
Mar 6 2007, 18:35
Don't think so...
At least I hope the quality remains the same.
Anyway, for ArmA the sounds must be converted to wss format in 44khz. I will check if there is drop in quality in-game.
i always save them as PCM 48hz 16-bit mono. they work fine in game, or so it seems. any clarification?
Novusordo
Mar 6 2007, 18:43
About to email you the APC sound files zipped its 17Mb I've made folders for various other sounds when you need them. Still alot more to find on the discs. Most of the sounds start with engine start up rev drive away , drive past stop so their longer than you need them. Jet sounds come towards fly past fly away.
various helicopter sounds
F-18
F16
F15
blackbird
P-51
Vaught Corsair
Truck sounds
Guns
Explosions
APC start up rev drve away.
Foot steps on various material
Weather
Motor Bikes various engine sizes
various car makes engine sounds.
thanks i recieved them. incredible! i'm putting them to use right now.
hey pack them up and upload them. sign up here - http://www.4shared.com/
u get 1gb free to upload the sounds.
dead meat
Mar 6 2007, 19:40
Here is the sonic crack made by sofad, Sound Artist for Project Reality (http://www.realitymod.com/).
Sonic Crack (http://rapidshare.com/files/19602708/bullet_crack_PR_BF2.wav.html)
Thanks a lot mate http://forums.bistudio.com/oldsmileys/thumbs-up.gif
Eagerly awaiting your next version in .pbo format! (i've held off so its easier to stick in a modfolder as it can get my kicked from servers or so i hear..)
http://forums.bistudio.com/oldsmileys/notworthy.gif http://forums.bistudio.com/oldsmileys/notworthy.gif
Max Power
Mar 7 2007, 00:32
I'm embarrassed to say that I'm having trouble downloading your mod. It takes me to a page with a bunch of banners and stuff but it doesn't do anything. If I right click and save link as, the file it gives me is broken (way too small). I've tried in both IE and firefox. Can anyone give me any advise or confirm the downloads are working?
edit: I managed to find a mirror of the latest version in the middle of the thread. The original links are still broken for me, though, unfortunately.
ThePredator
Mar 7 2007, 08:51
Yes, took down the files, because they are not for 1.05.
I will start my work on the new version today...so stay tuned.
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