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It will NOT play '2 sounds' for a m16...just one...and that one that will be played will be the last mod loaded.
Now, if 'mod A' had a sound for a car and 'mod B' did NOT, even loading both and 'mod B' being last, the car sound WOULD work as there is NO DUPLICATE SOUND for a car in 'mod B'.
When there are duplicate ITEMS, ARMA will use the LAST ONE TO LOAD.
The above is true for ALL AND ANY MODS...
If you know anything about Oblivion/Skyrim, ARMA mods load the SAME WAY as those do.
Think about it, how would ARMA (or ANY program) KNOW which sound to play for a m16? The old one or the new one? Which one? See the problem? Thus, last loaded is used...
The above was a VERY simple answer to your question!
:)
I absolutely agree with you.
However, the sound of the battle as player background sounds very muddy. There is a poor sense of distance and no clarity for whole battle.
Sometimes, what should sound loud, sounds quiet, while what should sound quiet sounds much louder! It looks like the balance is distorted.
For example - Shots with a supressors, UGL shots are super loud, while explosions are quiet, player running steps are super-mega quiet, heavy vehicles weapons (tanks, APCs) are quiet, the sound of the environment (forest, jungle) is quiet, the fire reverberation inside buildings is quit.
Simple example - the M134 Minigun fire is terrible, because some hand rifles with a supressor will sound even louder!
25mm and 30mm sounds are the same, give each cannon personality! and make them very very punchy! its not punchy enough! it should rape my ears and the ears of everyone else...
General rule of thumb:
If it affects ANYTHING that changes YOUR game play, it's client side only (you run it only). Such as a sound mod, or a full-screen NVG's, etc.
Anything else? Server and/or server/clients must run it.
Do note, regardless of which 'method' above is used, the server MUST HAVE THE KEY INSTALLED!
No key - no play! On a properly configured server, you would be kicked if trying to play with an 'unauthorized' mod being used.
Hope this answers your question about THIS mod and OTHER mods too!
:)
In my opinion the sounds of gunfire and bullet cracks sounds are too loud and other sounds are quiet. Like impact sounds of artillery and other explosions. I only hear gunfire firefight and bullet cracs. Btw in the previous version were sound of explosions better. But this is my opinion. Compared to the previous version, the ambient sounds have improved a lot more. I mean the distance sounds of explosions, firefights etc.
Praetorian 1C doesn't have sound. Need a fix.
Some notes.
Most of the corabins sound super great, but please pay more attention to the submachine guns, some like MP-5, MP-7, Scorppion. Almost all of them have mediocre sound, even worse than the originals (NiArms, GM).
Also, it seems to me that the sound of reverberation when shooting from inside should be noticeably louder. When supressor shooting from the first person, the sound is very loud, it almost does not justify its name (supressor). IMHO.
Thank you for being with us for so many years!
mig-29 gun run irl
when you do a gun run with a jet thats not the A-10, no one notice it, it sounds just like autocannon bullets fired from nothing
It really needs some long and loud tails to make the firefights actually feel deadly rather than feeling like a party popper fight.
If you want to see what excellent work this guy does AND what the bombs sound like, install his original ARMA 3 Sound mod and hear stuff for yourself!
See: https://steamcommunity.com/id/lordjarhead/myworkshopfiles/?appid=107410&p=2
Almost ONE MILLION people can not be wrong... ;)
This dev does superior work...it takes time...
:)