Wrong question mate. ^^
Maybe you should try "How much work remains until you can release it"
Wrong question mate. ^^
Maybe you should try "How much work remains until you can release it"
It might be done already, but you have to know: I like to try many new things and test them, change them again and again. I have a to do list still, and when I look at it.... it might be 60 - 75% done. And I'm working on it, every day. No ETA yet. But soon...
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The distance script is running with 555 sounds in total right now. 7/+1 different distances have been made so far: Fisrt (for Fistperson only, so no distance), direct tail, near, mid, far, far2, far3, and echo (was basicly made for direct echo after the shot but "tail" took its place, so I made as most far away sounds). Now again, its up to me find the best values to make them fit. At the moment the tail sounds coming in at 70 meters. There is no pop, just a tail to make them more audible for the next distance sound. Then ext one steps in at 220m, 440m, 660m, 880m, 1100m and 1300m. The last one starts at 1300m and goes up to 2000m by normal handheld weapons and 3500m meters for vehicle weapons or giant sniper rifles^^
Just a side note.
Thanks
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Fantastic
Just wow. That has to be a giant amount of work....
I was playing a custom mission the other day that a friend made, where you watch the AI fight it out in Vyshnoye from the castle on the hill. The distance cracks and gunfire sounded so epic. I can't really imagine playing ArmA 2 without this mod now.
Core i7 920 @ 3.995 GHz, HT off
12 GB OCZ DDR3-1600
GTX 680
2x Intel X25-M 80 GB SSD
Windows 7 Pro x64
ArmA2/OA Settings:
1920x1080 w/ View Distance at ~3600
Video Memory at Default
MSAA Very High, AToC=0, SMAA Ultra
Post Processing at Very Low
All other settings at Very High
Ehhhh, what?
"The distance script is running with 555 sounds in total right now. 7/+1 different distances have been made so far: Fisrt (for Fistperson only, so no distance), direct tail, near, mid, far, far2, far3, and echo (was basicly made for direct echo after the shot but "tail" took its place, so I made as most far away sounds). Now again, its up to me find the best values to make them fit. At the moment the tail sounds coming in at 70 meters. There is no pop, just a tail to make them more audible for the next distance sound. Then ext one steps in at 220m, 440m, 660m, 880m, 1100m and 1300m. The last one starts at 1300m and goes up to 2000m by normal handheld weapons and 3500m meters for vehicle weapons or giant sniper rifles^^"
There is no way doing that without the script sadlyThe JSRS non-scripted version will have no features like those. No FPS Sound, no Distance sounds, no gear sounds depending on gear selection. Just a basic soundmod without any need of CBA.
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Dear LordJarhead... Because of you ... I shat my pants, you owe me two scoopps of laundry detergent and a few cups of dignity.....
I thoroughly enjoy this mod. THANK YOU FOR YOUR TIME AND EFFORT !!!
I have a question about Loading order.. if you can advise me i would appreciate it...
Am I suppose to, Remove, @ACE_SM.. from the launch list???
I never had... then one day i tried it and WOW ...
I thought that JSRS was overwriting and taking precident.. but after removing @ACE_SM, I could obviously see that @ACE_SM was still taking priority over @JSRS in many ways... They did seem to work in tandum but, yea it was kinda clear that @ACE_SM was still the major player in the sound...
So?? Is it advised to remove @ACE_SM from the launch list when running @JSRS, with ACE???
Again THANKS FOR THE AWESOME MOD... and i cant wait till 1.5...
PS you ever want to release a alfa/beta? Im On it!!