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Thread: Loudness of movement

  1. #11
    i dont mind how it is now except i dont like how when you are crouched and walk slowly while still crouched, he starts brething really hard after a bit like hes been running a marathon. why all the heavy breathing??

  2. #12
    Staff Sergeant
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    Quote Originally Posted by (King-Six @ July 26 2007,00:10)
    i dont mind how it is now except i dont like how when you are crouched and walk slowly while still crouched, he starts brething really hard after a bit like hes been running a marathon. ***why all the heavy breathing??
    I don't really understand all the heavy breathing, but I do understand your aimming getting ****ed after walking crouched for a little while, I mean you try crouching and walking forward for a while. Now think of all the extra combat gear your character carries in the game.

    Yeah, I'd be tired too.
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  3. #13
    Lance Corporal
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    Quote Originally Posted by (Mabes @ July 26 2007,05:16)
    I don't really understand all the heavy breathing, but I do understand your aimming getting ****ed after walking crouched for a little while, I mean you try crouching and walking forward for a while. Now think of all the extra combat gear your character carries in the game.

    Yeah, I'd be tired too.
    Good point. We take crouched movement for granted as something easy to do while in fact it's really tiresome.

  4. #14
    I vote for being able to hear people walk around relatively near. 100m? Not really. 25-30m? Right on!

  5. #15
    The AI see us too much in the first place why u want more for the AI to detect us lol.

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  6. #16
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    In fact, the AI can hear us over a greater distance than any other human player. This has been discussed somewhere else.

    I agree on the fact that movement should make more sound, especially when the AI can hear that sound and not us !

    Do you remember the times of DynamicRange sound mod for OFP ? It added a lot of sounds to all movements, like snaps in the forests etc... That was great for ambience !

    Malick

  7. #17
    Would be nice if you could hear cracks and such within maybe 25 ish meters maybe. Might be too much. But distances are covered fast in game so maybe not too bad.
    If you listen though and there's not much noise you can hear foot steps like 50m away already, but it's maybe a bit low when up close.

    If I may, on the account of sound effects, I kind of miss some wind sounds too. There's a bit of wind howling in the hills/mountains and it's ok but I seek something global, not a constant howl, just more like random snapping kind of thing would be nice I think.
    And of course we NEED bullet reverberations - some sound mods have them but they're too often cut off or can only be heard one way and such, it's no good. They would add soooo much to atmosphere of the game.
    I won't not promise to avoid refraining from harming you.

  8. #18
    Master Gunnery Sergeant ParaGraphic L's Avatar
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    I agree

    We also should be able to hear someone moving through bushes and offcourse when in a forrest you should hear branches and leaves snap/crack when stepped on. Gives US a lot more situational awareness which we really need in areas where our side is to obscured like in an forrest, only with big screens and high resolution you have not that hard of time spotting enemies in an forrest when they stand still or move slowely


  9. #19
    Quote Originally Posted by (Frederf @ July 26 2007,19:44)
    I vote for being able to hear people walk around relatively near. 100m? Not really. 25-30m? Right on!
    100 meters is consideret to be distance from which normal speaking voice can be heard (clearly) or careless/haste movement in nature. Ofcourse with noices from movement, size of unit is essential as well as many more factors. But fast/carelessly marching squad can be heard to long distances, but slowly and carefully advancing squad might not be noticeable from background noice.

    But demandments for AI might become too hard if ArmA would try to represent meaning of being silent and not being silent and prepresenting background noices as well. Such as bushes ad trees causing noices during wind.
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  10. #20
    Although some what exxagerated in GRAW-PC (1&2), this ***sort of sound system is fully 3D and fully in place. ***It adds an enormous amount of suspense and game play to the GRAWPC series and I miss it everyday in ArmA. ***

    Kudos to the original poster for recognizing this.

    Although I do not wish to see it so exxagerated as it is in GRAW (hearing grass crunching on the other side of a concrete wall etc), this would be great. ***If guys are running down a street at me, I should hear tehir boots clomping. ***At some distance. ***and if guys are walking on concerete, they should be realtively silent. ***but if they are brushing through a forrest, they should make noise. ***As should we.




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