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rebelvg

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About rebelvg

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    rebelvg
  1. KLPQ Dynasound Patches

    Update. RHS support. Okay, so RHS support was added, but it was kinda hacky, RHS doesn't use vanilla shaders anywhere, so it was hard to differentiate between what new shaders should correspond with vanilla ones, but it works. If you find any issues, PM me or post some info here. GREF and SAF do not need their own pbos, changes made in rhs base pbos are enough to cover them too. https://github.com/rebelvg/klpq_ds2/releases/download/1.0.1/klpq_ds2.zip
  2. KLPQ Dynasound Patches What is this? It's a pack of different patches for Dynasound 2. I really like dynasound and I know it's WIP, but I just wanted to switch all explosion sounds to dynasound ones, even if they didn't fit too well. So this project takes dynasound and makes a patch that applies explosion sounds to other vanilla stuff that wasn't covered by dynasound (yet). So almost all mines, bombs, satches, clusters, etc. All configs were generated via script based on names of the original sound shaders, so all explosions should at least match the firepower. Patches also provide a few fixes, ability to disable scripting in dynasound and compatibility with CUP and RHS. This only touches explosions, dynasound covers vanilla weapons, plus LAxemann already makes sounds for CUP and RHS. So all sounds are consistent across the board, major thanks to LX for his effort! More details. klpq_arma3_ds2 - is a base pbo, contains a few fixes and applies dynasound sounds to other vanilla content. klpq_arma3_ds2_ns - pbo that disables all scripting in dynasound. I personally don't really recommend this, dynasound has very fast and good scripting and very little of it, only some very small features rely on scripting but you can completely disable even them if you want and keep your dynasound completely script free. Dynasound uses new arma sound system so that makes everything else purely engine based and perform with the same speed as vanilla sounds. Basically I can only recommend this for huge multiplayer communities that want to save any frames possible, even if it's only 0.1 fps. klpq_cup_ds2 - pbo that enables CUP compatibility and adds explosion sounds to all cup rockets, missiles, bombs, etc. Requires base pbo to work. klpq_rhs_ds2 - pbos that add RHS compatibility. Both should be enough to cover GREF and SAF too. If you find any issues, PM me or post here in the thread. Dynasound. https://forums.bistudio.com/forums/topic/200911-dynasound-20-by-laxemann-and-jokoho482/ Coming soon. Steam workshop repo. Sources. https://github.com/rebelvg/klpq_ds2 Downloads. https://github.com/rebelvg/klpq_ds2/releases
  3. Vanilla 1.76 https://www.dropbox.com/s/fwx145chl51sqtr/AiO.1.76.142872.zip?dl=0
  4. KLPQ Music Radio

    It's planned, no ETA atm. CBA will stay as a requirement though.
  5. KLPQ Music Radio

    If I understood your question correctly, the answer is yes, it's probably doable using nradio. You can even create your own internet radio station with software like icecast or etc.
  6. KLPQ Music Radio

    I guess I can try installing this exile and see what happens. No way atm. Read answer bellow. It's possible to do of course, but will require a lot of changes. Skip button is possible too, just not sure how balance it in multiplayer. Allow only admin to skip tracks? Not sure. That is sorta possible to do in arma. Yes, you'll need to make a special arma extension for that (.dll). I had a few ideas of what I can do with that, mainly I wanted to combat some of the arma's playback issues with say3d command (one of the obvious one is that you can't start 3d positioned sound from a certain second). Using the same dll it'll probably would be possible to fetch music files from some server that hosts these files. So in short, yes, it's possible. I'm just kinda busy lately so can't promise anything. Maybe some time in the future.
  7. KLPQ Music Radio

    If you can, send me private message with the link to the problematic file, I can take a look.
  8. Vanilla 1.72 https://www.dropbox.com/s/t2ter203arnfzw2/AiO.1.72.142164.zip?dl=0
  9. Vortorsk Terrain

    Looks great!
  10. Immersion Cigs

    Forgot about this one. It can be ignored for now, it's just reporting that it can't add an action for HC client. It only happens once at mission start.
  11. Immersion Cigs

    Version 1.3.1 Mostly fixes. Japanese translation by classicarma. Thanks, classic! Some code refactoring. Fixed vanilla actions disappear on respawn. Also added vanilla action for lighting up someones cigarette. Downloads. https://github.com/rebelvg/immersion_cigs/releases/download/1.3.1/immersion_cigs.zip http://steamcommunity.com/sharedfiles/filedetails/?id=753946944
  12. Jets DLC Official Feedback

    Gotta say, very impressive DLC and update. Amazing overhaul of sensors, radars and info panels and tons of other small things you've added. Great job BI and B01!
  13. Vanilla 1.70 https://www.dropbox.com/s/h0txwlq3sime7xh/AiO.1.70.141764.zip?dl=0
  14. Ragdoll Effects Overhaul.

    Played with this this weekend with my community in multiplayer. General ragdoll silliness still happens because of the way ragdolls work, but it helped with weird legs positions in ragdoll. In general, it appears it works in multiplayer in the same way as it works in the singlepayer.
  15. KLPQ Music Radio

    New version. Both mod and tool were updated. https://github.com/rebelvg/klpq_musicRadio/releases/tag/1.0.7 Completely revamped tag creation and tiles display. Tool now converts special symbols into html entries which are properly displayed by the game and that should help with ensuring that no bad symbols break the config. That also allows to not filter other languages and have tiles display tags in all languages that arma fonts support. Just as a fallback, tool now has option to not generate any tags, in case you've stumbled on some song that has problematic symbols in tags. Tiles displaying had some fixes. In short, text shouldn't get cut out anymore (display area was enlarged), longer names use smaller font size and other small fixes. Also, tiles are now shown when you are in proximity of a loudspeaker that started playing a new song, can be disabled by an option. Also, export function now outputs all tags and info if track is ignored by general queue (known issue, export can't copy some non-english text properly to clipboard, can loose encoding). Long text in tiles example. Non-english language support example.
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