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About megagoth1702

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    Master Sergeant

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  1. Audio Tweaking (dev branch)

    Oh, it's simple. I get to ask specific people specific questions and explain them to you guys here in this forum. Going to be more of it incoming soon, since I now will have more time for this. :) Will forward this.
  2. I was surprised by this! Wow. Well done! The only thing bothering me is the writing, in a few cases it's too clichee and heavy-headed. Writers will know what I mean, when something does not feel "natural". But again, only sometimes. I know it's very hard to make tough topics work in a video game, you need the perfect setting, the perfect script and perfect voice actors so it does not become cheesy. Other than that - RESPECT!!! Story & Script - very good! Voice actors - very good! Storytelling & pacing - very good! Missions - challenging and entertaining! The technical side of things - man, the "short" memories, I am surprised this even works in the A3 engine without serious performance issues while playing, respect! I was really impressed and pulled in by the story telling. The way you begin to play the game as "someone" and how you have to figure out things yourself, very well done. I would like a tiny bit more guidance in the mission where you have to block the road with cars though. But then again, I figured it out by myself (as did all of us) and it was nice in the end. Really, really great work. Besides the first point I have nothing to complain about in this DLC. It's a quality step up for sure! I'd pay extra for a longer campaign with this kind of quality story telling and level of variety. Thank you guys!
  3. Congratz Homie, absolute premium work, put a 1702 on there. ;) :D :D
  4. Feedback Thread

    I'm actually surprised how well this concept works. It's fun, quick, nice, works well. Good job so far! I see myself preferring big caliber weapons because they kill quicker. Don't see a reason to use rifleman for example. Clearly communicating what the airdrops do for each game mode would be nice. (Capture airdrop for an additonal respawn! as an INGAME hint for example. Hint system could be made optional in the game settings.) Map in spectator would be nice. Seeing other players as markers on the map would be nice. (Also in spectator.) One major thing is - "netcode". Death-trades happen too often, the damage dealing does not feel "responsive" at all. There also needs to be a GUI for kicking/banning players. I have encountered a guy today who was able to teleport himself and other players and ruin the game.
  5. Audio Tweaking (dev branch)

    Talked to the audio guys - it's the limit of max played voices. Since arma3 tanoa's soundscape is now very rich (each bush, tree, house etc. is producing sound) each sounds produces a voice. And since the voice limit of 128 (divided into smaller "groups" for weapons, vehicles, EnvSFX etc.) is pretty low and there is not yet a good "prioritize" function in place, this is what we have right now. This is why we come near a "new" sound source, an "old" one dies. This is a known issue and it's being worked on. No ETA, but maybe in one of the upcoming DLCs. Only time will tell. That's all we know right now.
  6. Audio Tweaking (dev branch)

    That would help isolating which of the many sound sources playing at the same time is at fault there. :) Hmm, is it this bug?
  7. Audio Tweaking (dev branch)

    You mean the noise at 0:34-0:35? I am not sure what to listen for.
  8. ~ ArmA 3 Sound Modding 101 ~

    Welcome. I am very busy but I'll start off and hopefully others will help. 1. Learn about configs and inheritance. Ask around on the forum or arma3 discord for that. This is important knowledge and not super easy to come by, but if you try hard enough you'll get it. Try to get someone who understand configs to explain it to you. :) Basically, no matter how many PBOs the game loads, inside these PBOs are configs. And they define certain things, like weapon X will use soundSet Y. Whatever ist the LAST addon in your load-order will be used by the game. So let's say your mod-load-order is: @SuperSound;@UberAudio SuperSound.pbo says: weapon X uses SoundSet Y which uses SoundShaders ABC with Sound1.wss, Sound2.wss, Sound3.wss and UberAudio.pbo says: weapon X uses SoundSet Z which uses different SoundShaders DEF with Sound4.wss, Sound5.wss, Sound6.wss SoundSet Z will be used, because it's last in the load order. This is how the game knows what to use. Have you looked at this? 2. Yes, you can use a modded config but I'd say it's more important to understand how configs work in general.
  9. ~ ArmA 3 Sound Modding 101 ~

    If you buy a library you can use the sounds wherever you please. Especially in mods. For details read the licence agreement of your libraries.
  10. Audio Tweaking (dev branch)

    Perfect, thank you! Reported & forwarded.
  11. Audio Tweaking (dev branch)

    Guys, Dusa has added info into the ArmA 3 Sound Documentation. It's pretty good! I'll try and add comments and additional info where necessary. :) https://community.bistudio.com/wiki/Arma_3_Sound Thanks! Can you please produce a little example mission? Things about "broken" voice playback have been reported, but I barely have any repro missions to push to the DEVs. Just one so far about say vs say3d. :)
  12. Audio Tweaking (dev branch)

    Thanks! Of course, take your time. :)
  13. Audio Tweaking (dev branch)

    Please, create a simple mission (just you and some units doing something really easy to set up, like a simple firefight), zip the file and upload it to your dropbox / google drive and share the link here so we can download and see the issue for ourselves & forward it to the developers ASAP. Radio protocol is something that must work but I am not able to reproduce this. And I am not willing to download "any mission" from the workshop. If you want to report stuff, please report it properly. I really appreciate the effort and I don't believe you are recording non existing bugs but the time spent arguing here could have been spent creating a repro mission. Unless you're writing from work/school, like I am right now, hehe. :) Looking forward to your mission! Thanks!