PR:ARMA 2 - Highlights Reel #2 (Part 3)
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Varkbrak
- Posts: 55
- Joined: 2009-10-13 11:56
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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. 
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warlab
- Posts: 10
- Joined: 2008-08-15 20:04
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
The blog was great coverage of a fantastic trip!
Very nice stuf
Very nice stuf
|TG-189th|warlab - Tactical Gamer Content Development Manger & PR Administrator
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Drasis
- Posts: 45
- Joined: 2009-06-17 09:58
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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)
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?
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?
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Howitzer
- Posts: 648
- Joined: 2008-01-20 17:49
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
[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
You know it doesnt have to be released WHEN ITS DONE, we can live with bugs here and there
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Zulnex
- Posts: 622
- Joined: 2009-03-23 22:12
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
Dear God...absolutely outstanding. 
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)
There is supposed to be a separate sound for distance in OA, but I haven't managed to find/figure it out yetClaymore 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?
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 ...
http://www.armaholic.com/page.php?id=5115Soundblaster 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).
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.
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Gore
- Retired PR Developer
- Posts: 2491
- Joined: 2008-02-15 21:39
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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
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Claymore
- Posts: 340
- Joined: 2008-07-15 17:48
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
@[R-DEV]Twisted Helix
Thanks for the info and good luck with searching for workarounds. I'm sure you'll find some.
Thanks for the info and good luck with searching for workarounds. I'm sure you'll find some.
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ZondaX15
- Posts: 147
- Joined: 2009-06-07 02:37
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
what size do you think the installer will be? looking forward to it 
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Urbanxfx
- Posts: 109
- Joined: 2009-12-16 00:47
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
I'm about to cry, gonna save up long for new hardware and arma 2 to play this

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xtremeqban
- Posts: 83
- Joined: 2009-03-21 03:14
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
Thank you very much now i need a more pairs of pants
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mangeface
- Posts: 2105
- Joined: 2009-12-13 09:56
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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.
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UK_Force
- Retired PR Developer
- Posts: 10823
- Joined: 2005-04-07 12:00
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
tut tut, you should never doubt usdarkside12 wrote:This looks sooo amazing I want to slap myself for doubting PR .
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=(DK)=stoffen_tacticalsup
- Posts: 231
- Joined: 2008-04-24 09:45
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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?
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?
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CaptainX
- Posts: 265
- Joined: 2009-11-07 05:21
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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!!
cheers!!
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velocity
- Posts: 164
- Joined: 2009-07-20 19:36
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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
.
Now for my last request : Please sir. may i have some more?
Loving the sounds, started playin with my volume control to simulate distances for myself
Now for my last request : Please sir. may i have some more?
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goguapsy
- Posts: 3688
- Joined: 2009-06-06 19:12
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
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?
About the last one, though, what's with the half-moon barrel?
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Lanthan
- Posts: 162
- Joined: 2010-03-13 09:18
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
You know it doesnt have to be released WHEN ITS DONE, we can live with bugs here and there
[/QUOTE]
Haha.... don´worry! we will leave some for ya
Haha.... don´worry! we will leave some for ya
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SocketMan
- Posts: 1687
- Joined: 2007-03-09 22:03
Re: PR: ArmA2 Highlights Reel #2 (Part 3)
https://www.realitymod.com/forum/f441-p ... ounds.html[R-COM]SocketMan wrote:All I can say is that the sound in PR:A2 will blow your mind,it's that good imo![]()
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


