Posted: 2013-07-31 13:31
Maxplayers are up to the admins to decide.
If some clans/communities want to play with 64p they are totally free to do so.
If some clans/communities want to play with 64p they are totally free to do so.
You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.WarEagle751 wrote:I know Anders changed the sounds of the jets but did Anders change the sound of the A10 Warthog to sound more like this for 1.0?
Excellent first post mr. Skitrel. Welcome to the forumSkitrel wrote:You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.
Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.
One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.
The equipment used to record the sound plays a massive part in the outputted sound you get in videos.
The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.
Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo
My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.
Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.
Sound is a complicated matter.
i would like to learn it my selfDavos wrote:What is actually the real name of the song vietnam_menu.ogg located in the pr_beta files?
Would like to play it myself on the guitar.![]()
Ah, I see but even in movies they sound like that. I was just wondering if they made it sound more realistic than the last version with the distinct high pitch whistling sound as it passes by you and the gun sounds making the famous sounds that we are so familiar hearing. I know you guys can't make it sound exactly the same due to the game engine but at least make it sound close as possible to the real thing because the A10 ingame doesn't really have those distinct sounds were so familiar with. The other planes sound amazing it's just the A10 that i'm not quite satisfied with.Skitrel wrote:You see, the issue here is that sounds you see recorded in videos are not actually the sounds your ear hears in person.
Creating sounds from recordings, or even just taking direct sound recordings and translating them into a videogame - is all VERY complex.
One of the DICE sound designers for BF3 actually released a really interesting video regarding this very problem, the video shows recording of a single gun (pkm) from a bunch of different directions with a bunch of different equipment, producing an entirely different sound each and every time.
The equipment used to record the sound plays a massive part in the outputted sound you get in videos.
The sound in this video is quite clearly heavily distorted and warped because it's far louder than the mic is supposed to be recording, I usually call this the "tinny" (as in sounding like a "tin") effect.
Watch the video, and next time you take issues with sounds in a game bear in mind that without first-hand experience no recording is EVER telling you exactly what your ears would hear from any position.
EA DICE PKM Gun Recording Microphone Type, Position & Pre Amp Comparison - ben(dot)minto(at)dice(dot)se on Vimeo
My general recommendation would be to assume that any and all videos you pluck from youtube aren't using an immense amount of professional sound recording equipment, or even decent equipment in the first place, and aren't outputting the correct sound that your ear would hear anyway as every single piece of equipment, distance and tiny details will produce a very different sound every time.
Translate this issue into the fact that videogames typically have to have only 1 recording of a bullet shot that gets repeated many many times for burst/automatic fire and you can imagine the problems.
Sound is a complicated matter.
Again though these examples present the devs with a conundrum, one that devs of all games everywhere are always presented with in their games, including the Arma devs. What's the best representation of the sounds actually heard by the ear? And what sound recordings are most likely accurate? And what distance were they made at? And with what equipment? And so on and so forth.WarEagle751 wrote:Ah, I see but even in movies they sound like that. I was just wondering if they made it sound more realistic than the last version with the distinct high pitch whistling sound as it passes by you and the gun sounds making the famous sounds that we are so familiar hearing. I know you guys can't make it sound exactly the same due to the game engine but at least make it sound close as possible to the real thing because the A10 ingame doesn't really have those distinct sounds were so familiar with. The other planes sound amazing it's just the A10 that i'm not quite satisfied with.
Engine sounds more like this atleast!
Gun sounds like this
Wheres_my_chili wrote:Do you have a rough idea of when Normandy and the Falklands are going to be re included, or is it just "when its done"?
Ye pretty much what AD said, although in terms of "1.0-ify" for PR:F there isn't that much to do since things like deviation setups etc where trailed in the orignal PR:F release and its mostly brining the things fully up to date, but the main time will be spent going 100% though everything and checking it over to ensure nothing has been missed.[R-DEV]AfterDune wrote:Don't know about the Falklands, but regarding Normandy:
Basically "when it's done". When 1.0 is actually released, we'll need to PR 1.0-ify all the weapons, vehicles, etc. So that'll take some time I suppose. Then there's a whole bunch of features we want to improve or add, same goes for levels that are in the making.
So all in all it will take some time I guess. But I don't know when it'll be ready.
All new content is listed here: https://www.realitymod.com/forum/f196-p ... -list.htmlgipakok wrote:Is there any chance to see anything for the IDF in the next content update?
Nopekeji# wrote:EDIT: Also, can we just use the launcher for the 1.0 beta to patch up to the 1.0 full or not?
I imagine several team members will like Jafar.ComedyInK wrote:Are there any Dev's going to be steaming for those currently less fortunate?