PR:ARMA 2 - Highlights Reel #2 (Part 3)

Project Reality announcements and development highlights.
Varkbrak
Posts: 55
Joined: 2009-10-13 11:56

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Varkbrak »

Truly AWESOME. I'm proud to be a member of the Project Reality Community. None can compare to the effort and hard work being put into this mod. I bow down to the Devs in thanx. :wink:
warlab
Posts: 10
Joined: 2008-08-15 20:04

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by warlab »

The blog was great coverage of a fantastic trip!
Very nice stuf :)
|TG-189th|warlab - Tactical Gamer Content Development Manger & PR Administrator
Drasis
Posts: 45
Joined: 2009-06-17 09:58

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Drasis »

Oh my god. I think the Scimitar just caused me to have an eargasm.
"Life is a lethal disease which is spread through sexual intercourse."

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Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Claymore »

Jaw, where is my jaw? I started to seach for it half an hour ago when I picked my eyeballs off the screen...

Amazing job on the sounds, I didn't expect them to be reproduced with such accuracy. I know this is WIP so please consider the following comment as a simple observation, not a complain or anything like that. The exterior sounds were recorded from close distance which means they have a certain "timbre" (which can be tweaked with an equalizer, of course) perfectly adequate for close ranges but not for longer ranges. Does the game engine offer some 3D sound options or sound equalization with raising distance?
8)
Howitzer
Posts: 648
Joined: 2008-01-20 17:49

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Howitzer »

[lilinnervoice] As a R-DEV i should hurry a beta so these punks on the Bi forum will shut the hell up and understand what "gameplay" really is [/lilinnervoice]


You know it doesnt have to be released WHEN ITS DONE, we can live with bugs here and there :wink:
Zulnex
Posts: 622
Joined: 2009-03-23 22:12

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Zulnex »

Dear God...absolutely outstanding. 8)
Last edited by Zulnex on 2010-08-20 01:29, edited 1 time in total.
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Twisted Helix
Retired PR Developer
Posts: 5145
Joined: 2008-11-03 04:18

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Twisted Helix »

Claymore wrote:The exterior sounds were recorded from close distance which means they have a certain "timbre" (which can be tweaked with an equalizer, of course) perfectly adequate for close ranges but not for longer ranges. Does the game engine offer some 3D sound options or sound equalization with raising distance?
There is supposed to be a separate sound for distance in OA, but I haven't managed to find/figure it out yet :? , but not in Arma2.

The way the arma2 engine effects sounds over distance is not quite right. There seems to be no modelling of high frequency dispersion over distance (and the volume drop off over distance is not quite right either).

So what I have tried to do .... with varying success ... is to have a bass loop which travels over further distance, and a higher frequency loop which is heard when close but fades out quickly.

*I think that A2 no longer supports OpenAL or EAX, which means that the effects that would be applied by that are no longer ...
Soundblaster X-FI support:

Based on our past experiences we will drop support for any sound HW acceleration and we will switch from OpenAL to XAudio2. This way all customers will get the same functionality (hopefully including reverberations) but in a robust manner (not having to fight with moody DirectSound drivers).
http://www.armaholic.com/page.php?id=5115

I have an X-Fi ... and I no longer get reverb :(
Last edited by Twisted Helix on 2010-08-20 02:24, edited 2 times in total.
Gore
Retired PR Developer
Posts: 2491
Joined: 2008-02-15 21:39

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Gore »

i'm a mechanic. i work with piston engines every day, both cars and trucks. and those engine sounds are a big big thumbs up
Claymore
Posts: 340
Joined: 2008-07-15 17:48

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Claymore »

@[R-DEV]Twisted Helix

Thanks for the info and good luck with searching for workarounds. I'm sure you'll find some. :thumbsup:
8)
ZondaX15
Posts: 147
Joined: 2009-06-07 02:37

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by ZondaX15 »

what size do you think the installer will be? looking forward to it :grin:
Urbanxfx
Posts: 109
Joined: 2009-12-16 00:47

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Urbanxfx »

I'm about to cry, gonna save up long for new hardware and arma 2 to play this :P :D :P :D :P
xtremeqban
Posts: 83
Joined: 2009-03-21 03:14

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by xtremeqban »

Thank you very much now i need a more pairs of pants
mangeface
Posts: 2105
Joined: 2009-12-13 09:56

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by mangeface »

This looks sooo amazing I want to slap myself for doubting PR for making the move to ArmA2. And the SOUNDS!!! When this comes out, I might jump off a cliff in joy from the first match. Or out the back of an MV-22B Osprey.
UK_Force
Retired PR Developer
Posts: 10823
Joined: 2005-04-07 12:00

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by UK_Force »

darkside12 wrote:This looks sooo amazing I want to slap myself for doubting PR .
tut tut, you should never doubt us 8)
=(DK)=stoffen_tacticalsup
Posts: 231
Joined: 2008-04-24 09:45

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by =(DK)=stoffen_tacticalsup »

I want to buy stocks as well!
Random mumble talk between maps
Dude1-Ive heard that people, through gaming, satisfy their need for social life.
Dude2-LOL
Dude3-Thats why I play, to make friends.
Dude4- I play for the chicks.
-silence-
Dude5- Bourgh-bourgh-bourgh-booorghurK?
CaptainX
Posts: 265
Joined: 2009-11-07 05:21

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by CaptainX »

I just jizzed on my pants during an e-gasm, no other game that I know of have such impressive sound effects as PR has, an this is a mod.

cheers!!
velocity
Posts: 164
Joined: 2009-07-20 19:36

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by velocity »

Is it just me, or does the barrel on the ACOG screenshot not look right?

Loving the sounds, started playin with my volume control to simulate distances for myself :mrgreen: .

Now for my last request : Please sir. may i have some more?
goguapsy
Posts: 3688
Joined: 2009-06-06 19:12

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by goguapsy »

This all looks awesome, specially the sniper screenie (nice graphics) and the guy aiming at the camera.

About the last one, though, what's with the half-moon barrel?
Guys, when a new player comes, just answer his question and go on your merry way, instead of going berserk! It's THAT simple! :D

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Lanthan
Posts: 162
Joined: 2010-03-13 09:18

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by Lanthan »

You know it doesnt have to be released WHEN ITS DONE, we can live with bugs here and there :wink: [/QUOTE]

Haha.... don´worry! we will leave some for ya
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Cheers Mayr ;)
SocketMan
Posts: 1687
Joined: 2007-03-09 22:03

Re: PR: ArmA2 Highlights Reel #2 (Part 3)

Post by SocketMan »

[R-COM]SocketMan wrote:All I can say is that the sound in PR:A2 will blow your mind,it's that good imo :-P
https://www.realitymod.com/forum/f441-p ... ounds.html
I had a feeling about this...lol

On the sound subject,windows 7 is supposed to have Dolby Digital Plus built in,maybe we could use it in game :? :
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