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

Posted: 2010-08-19 12:44
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:

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

Posted: 2010-08-19 12:48
by warlab
The blog was great coverage of a fantastic trip!
Very nice stuf :)

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

Posted: 2010-08-19 18:38
by Drasis
Oh my god. I think the Scimitar just caused me to have an eargasm.

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

Posted: 2010-08-19 20:13
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?

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

Posted: 2010-08-20 00:58
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:

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

Posted: 2010-08-20 01:20
by Zulnex
Dear God...absolutely outstanding. 8)

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

Posted: 2010-08-20 01:30
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 :(

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

Posted: 2010-08-20 02:59
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

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

Posted: 2010-08-20 04:01
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:

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

Posted: 2010-08-20 05:16
by ZondaX15
what size do you think the installer will be? looking forward to it :grin:

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

Posted: 2010-08-20 05:21
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

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

Posted: 2010-08-20 05:30
by xtremeqban
Thank you very much now i need a more pairs of pants

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

Posted: 2010-08-20 10:50
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.

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

Posted: 2010-08-20 12:12
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)

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

Posted: 2010-08-20 15:50
by =(DK)=stoffen_tacticalsup
I want to buy stocks as well!

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

Posted: 2010-08-20 17:14
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!!

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

Posted: 2010-08-20 17:45
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?

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

Posted: 2010-08-21 16:00
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?

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

Posted: 2010-08-21 16:20
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

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

Posted: 2010-08-21 18:53
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 :? :