New Distant Sounds

Project Reality announcements and development highlights.
Aquiller
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Re: New Distant Sounds

Post by Aquiller »

Is this with EAX on?
LEEROY_UK
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Re: New Distant Sounds

Post by LEEROY_UK »

love the new sounds , also is that a new zeroing system i see for the nade launcher ? Maybe for other weapons too ?
Adriaan
Retired PR Developer
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Re: New Distant Sounds

Post by Adriaan »

Truly amazing those sounds! It just sounds... Realistic :)
Kilgore.dfa
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Re: New Distant Sounds

Post by Kilgore.dfa »

What will happen after v1.0 release?
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Napoleon_TR
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Re: New Distant Sounds

Post by Napoleon_TR »

Kilgore.dfa wrote:What will happen after v1.0 release?
nobody know that. :P

Sounds are amazing.But if variety will increased a little more would be good.
rampo
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Re: New Distant Sounds

Post by rampo »

The new nade sounds are EPIC! gotto be the most realistic firing sounds ive ever heard in a game
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Anderson29
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Re: New Distant Sounds

Post by Anderson29 »

very good work..but i think the explosions needs to be louder IMO. maybe its just the video but i could bearly hear the nade landing 150m away. keep up the good work guys
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Arnoldio
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Re: New Distant Sounds

Post by Arnoldio »

Nade sound is somplete win,. From 0.95 on im just throwing nades all around the place. :D
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HunterMed
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Re: New Distant Sounds

Post by HunterMed »

The sounds are very cool! especially the grenade explosions
ralfidude
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Re: New Distant Sounds

Post by ralfidude »

explosions are pure win. But the crackling of the guns is still off isnt it? IMO its still an improvement over what we have fo sho.

For example at 2:51 in this:
YouTube - Afghanistan War Footage: ANA and Marines in Firefight. (HiDef)

or this since the beginning:
YouTube - Afghanistan War Footage: US Forces Ambushed at Darbart, Afghanistan (HiDef)

Even this:
http://www.youtube.com/watch?v=6APKNd8k ... re=related

PS: I understand that sound quality and environment play a role in how a sound should sound though.
Last edited by ralfidude on 2010-08-20 11:51, edited 1 time in total.
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Snazz
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Re: New Distant Sounds

Post by Snazz »

Kilgore.dfa wrote:What will happen after v1.0 release?
There's no signs of the devs slowing down or wrapping things up yet so you can safely assume they'll continue beyond 1.0.

All 1.0 really means in the context of PR is that it's a later version than 0.95.
ryan d ale
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Re: New Distant Sounds

Post by ryan d ale »

Somehow I think this distant sounds update is way better than the previous one!

I haven't really been in a warzone or anything but judging from many videos, it sounds very realistic.

I don't know if the 1st person sounds might have been tweaked also?

When the AK was firing I felt a tiny bit shocked.. maybe because it was coming through speakers rather than headphones?
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=Romagnolo=
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Re: New Distant Sounds

Post by =Romagnolo= »

Awesome!

I still can't understand how the public that doesn't like PR. Seriusly, look (in this case, listen) to what the DEVs (and cons and testers and all the team) are doing to a 2005 game. Amazing.


Congrats.
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iAllex
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Re: New Distant Sounds

Post by iAllex »

Snazz wrote:There's no signs of the devs slowing down or wrapping things up yet so you can safely assume they'll continue beyond 1.0.

All 1.0 really means in the context of PR is that it's a later version than 0.95.
Well from what I know, PR v1.0 means that the British faction (which is the main faction in the eyes of the DEVs) is at it's end stage. Armor, weapons, equipement, kits, etc are completed.
Project Reality started as a platform to experiment changes twords realism and theyr impact in the BF2 engine.
I quote from the "ABOUT" section on this web-site:
"The ultimate goal continues to be the path to develop and release Project Reality v1.0, a stable and complete build which will be a markedly increased step up from the Project Reality Mini-Mod beginnings. This will include a complete British faction, including their various soldier classes, weaponry, vehicles and assets, as well as additional factions created by the community with help from the core developers."
ryan d ale wrote: I don't know if the 1st person sounds might have been tweaked also?

When the AK was firing I felt a tiny bit shocked.. maybe because it was coming through speakers rather than headphones?

Again, from what I know, the 1st person weapon sounds are how they are supposed to be (how you would hear that surtoun type of weapon firing in real life). The distant sounds were the problem :) , but, Jaymz in all his awesomeness fixed that problem, as these distant sounds are pretty damn close to those you would hear in real life (if not exactly).
Last edited by iAllex on 2010-08-20 14:17, edited 1 time in total.

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killonsight95
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Re: New Distant Sounds

Post by killonsight95 »

i was wondering could sounds be turned into projectiles to make them bounces off the terrain?
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Zrix
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Re: New Distant Sounds

Post by Zrix »

Very nice indeed. Would have liked a little more "snap" in the machine gun sounds though.

Edit; Well the snap is there, but a little muffled.
Last edited by Zrix on 2010-08-20 14:33, edited 1 time in total.
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Nosferatu
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Re: New Distant Sounds

Post by Nosferatu »

Our sound department is nothing less than awesome
I really hope that work with distant sounds in ArmA won't be damaged because of lack of supporting EAX. Like many guys here I'm using X-Fi, you know.
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DkMick
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Re: New Distant Sounds

Post by DkMick »

Sounds good even on my crappy desktop speakers at work.
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BloodyDeed
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Re: New Distant Sounds

Post by BloodyDeed »

obviously too many changes for a 0.92x version ;)

sounds great, cant wait to play with my x-fi ;) I really prefer good sound to graphic.
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karambaitos
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Re: New Distant Sounds

Post by karambaitos »

=Romagnolo= wrote:Awesome!

I still can't understand how the public that doesn't like PR. Seriusly, look (in this case, listen) to what the DEVs (and cons and testers and all the team) are doing to a 2005 game. Amazing.


Congrats.
people say they dont like it "because it takes forever to get to a place" and i say to them YOUR A MORON
they also compare it to BC2 *ugh*


seriously though awesome sounds i love how you made sound travel so you hear the explosion half a second or a second after it happens, i love that
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