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Thread: HiFi - Single Sound Modules (Weapons BETA released!!)

  1. #471
    Yes, as stated earlier this was released by mistake in a non final state. But it was good enough and for now people can disable whatever module that gives them problem.
    Its good that people report everything they see so I can fix it.

    OK - Fixes so far based on your feedback

    -HiFi_AKS74UN dry and reload sounds
    -HiFi_H_RIFLE correct requiredaddon[]
    -HiFi_M203 fixed so handgrenades doesnt inherit sounds
    -HiFi_MGP25 fixed so handgrenades doesnt inherit sounds
    -HiFi_PMSD fixed class inheritance
    -Moved HiFi_AH6.pbo into an "ACE_archive"

    About the other errors that been reported (like the missing bolt sounds for M24 and M40). Make sure you have the latest version and not the first beta.
    Last edited by andersson; Feb 8 2010 at 12:29. Reason: update
    \"Det är bara att placera den ena foten framför den andra och upprepa det tills man har kommit fram\"
    Ltn Vuorensola

  2. #472
    Quote Originally Posted by andersson View Post
    About the other errors that been reported (like the missing bolt sounds for M24 and M40). Make sure you have the latest version and not the first beta.
    With the previous version I didn't miss that sound, but in the one I downloaded yesterday from KH YAS, also I've encountered a grenade launcher reload sound after throwing a handgrenade, and bolt-action sound when reloading pistols.

    "Anyone who says a bullet sings past, hums past, flies, pings, or whines past, has never heard one − they go crack!" - David Niven

  3. #473
    Ok, well the version I have doesnt have those problems. So when its up yours will hopefully disappear

  4. #474
    Quote Originally Posted by andersson View Post
    Yes, as stated earlier this was released by mistake in a non final state.
    Thank god for that mistake because this is brilliant, HUGE improvement from first beta
    Casual ArmA Players it's all about teamwork and fun, join now!

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  5. #475
    andersson: There was a FFAR problem when i tested it. Firing for example 5 rockets semi fast made me hear the 1st all out and then automatically the second "swosh". After that nothing more. So instead of hearing a FFAR rocket engine fire off per shot rocket there is the first coming on as it should and after that another one playing out after the first is done, and then nothing. (rocket engines - not impacts that is).

    Dont know if this was some fluke when i was playing only, but worth checking into.


  6. #476
    Yes Alex72, I have experienced that. I think MarkXIII is better answering that one, if it is an engine limitation or something we can do.

    Btw. environment is updated too.
    Tweaked the sound of sea down to vanilla level. It was too loud.
    Made wind a factor for rain, trees and sea volume. The more wind the stronger sound.
    Also added special rain sounds for sea, forrest and houses.
    As it now depends on where you are and wind the rain will be much more dynamic.
    If you get closer to the sea you will notice that the rainsound changes slightly to a sound where rain hits the water. The same with forrest and houses. As the wind picks up you will hear "rain gusts". Subtle but nice imho.

    Im also fixing the last weapon configs for MarkXIII (throw, put and so on). Next up is also arty.

    But now some food, I'm having a superbowl monday...

  7. #477
    Quote Originally Posted by andersson View Post
    Btw. environment is updated too.
    Tweaked the sound of sea down to vanilla level. It was too loud.
    Could you guys please set the sound of the sea a little lower than vanilla, thats already too loud

  8. #478
    Liking it very much guys. Sounds are very nice all around, keep it up.

  9. #479
    Sergeant Major SNKMAN's Avatar
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    Thanks for fixing andersson.

  10. #480
    First Lieutenant Tonci87's Avatar
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    Jul 7 2009
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    Is now the fixed Version on the Frontpage?

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